Search found 252 matches: Ships

Searched query: ships

by ssilk
Tue Nov 15, 2016 5:55 pm
Forum: Ideas and Suggestions
Topic: Barges/boats
Replies: 3
Views: 1354

Re: Barges/boats

See viewtopic.php?f=80&t=14024 Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
Not worth adding to any topic. Not specific enough.
by ssilk
Tue Nov 08, 2016 12:15 pm
Forum: Ideas and Suggestions
Topic: Locomotive thoughts
Replies: 5
Views: 1404

Re: Locomotive thoughts

... drove around with explosion motors. Yes, for really big machines explosion motors are still important. For such really big machines (like in ships) you can use other techniques like blowing in carbon or cleaning the exhaust much, much better. For the current individual traffic this isn't ...
by ssilk
Sat Nov 05, 2016 1:44 pm
Forum: Ideas and Suggestions
Topic: Underground rails
Replies: 1
Views: 1465

Re: Underground rails

Added to viewtopic.php?f=80&t=14024 Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
by clusterfack
Wed Nov 02, 2016 8:08 am
Forum: Outdated/Not implemented
Topic: Landfill requiring Exponential amounts to fill in lakes
Replies: 3
Views: 2135

Re: Landfill requiring Exponential amounts to fill in lakes

... would add a lot of possible depth (pun intended) to the mechanic of water. For example how much landfill it takes to fill the area. And assuming ships are ever planned for the future, features like a pond, a lake, and an ocean all having different depths could add some of the necessary backbone ...
by Optera
Mon Oct 24, 2016 10:25 am
Forum: Ideas and Suggestions
Topic: Add Train-Logistics
Replies: 47
Views: 25071

Re: Add Train-Logistics

... capacity. No system in Factorio is "one size fits all"-"place and forget" (well except solar power). Sidenote: One 2L-6C-2L ships 24k plates at once. Shipments like that can keep 1rocket/0.5min bases running without problem. We need to estimate, how much trains can be handled ...
by ssilk
Mon Sep 05, 2016 10:36 pm
Forum: Ideas and Suggestions
Topic: Artificial structure instead of landfill
Replies: 12
Views: 5066

Re: Artificial structure instead of landfill

Added to viewtopic.php?f=80&t=14024 Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
by Husky
Sat Jul 30, 2016 11:22 pm
Forum: Frequently Suggested / Link Collections
Topic: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
Replies: 16
Views: 32020

Re: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels

Agreed, otherwise, we'll have to live with quitting the map and re-generating it, which is also fine. But some kind of fix, either a water or aircraft (at least one) somewhere in the game would solve the huge problem (for me at least) when I start on an island. I mean that would be cool because now ...
by archanison
Tue Jul 26, 2016 5:11 pm
Forum: Ideas and Suggestions
Topic: Out To Sea - mass update
Replies: 3
Views: 1561

Out To Sea - mass update

... Spawner: Color: Green. Only appears in shore area nests along coast. Low frequency. Alien: Partially submerged unit. Latches onto buildings and ships. Deals electric damage.
by Rednax
Sat Jul 16, 2016 1:50 pm
Forum: Ideas and Suggestions
Topic: Connected servers / Split game worlds
Replies: 1
Views: 904

Connected servers / Split game worlds

... all the changes since the last autosave. However, not only players should be able to travel between worlds. Trains, and if they will ever exist, ships can travel between worlds. This allows the players to set up different factories on different worlds and transport goods between them. This is ...
by ssilk
Sun Jul 03, 2016 11:30 pm
Forum: Ideas and Suggestions
Topic: Bridges
Replies: 7
Views: 10112

Re: Bridges

See also this thread, it includes much more ideas around that: viewtopic.php?f=80&t=14024 Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
by sceenze
Thu Jun 16, 2016 6:44 am
Forum: Ideas and Suggestions
Topic: space
Replies: 2
Views: 1568

space

... or something) and set up an off-world factory, have space barges to transport resources to and from space, with perhaps a new structure to build ships. Could include new resources and new technology, such as next tier processing units to be used in zero gravity(and streamline resource production ...
by Koub
Wed Jun 15, 2016 10:35 am
Forum: Ideas and Suggestions
Topic: Organize saves into folders by game/world
Replies: 22
Views: 7492

Re: Organize saves into folders by game/world

... all the saves are within that game. On the disk, the game is a folder, and the saves are files within. Bonus : In KSP, there are subfolders for ships and subassemblies, I'd see "blueprints" in Factorio. Every single blueprint could be saved that way in its own file within the game ...
by ssilk
Wed May 25, 2016 8:43 pm
Forum: Frequently Suggested / Link Collections
Topic: More Water Usages (Aquafarm, enemies, oil riggs...)
Replies: 0
Views: 2486

More Water Usages (Aquafarm, enemies, oil riggs...)

... There are a lot of ideas around the subject. From fishing to algae farm, from bad enemies to bridges, water depletion to swamps. Ships to harbors. And many more. Related Lists https://forums.factorio.com/viewtopic.php?f=80&t=262 Water as limited ressource https://forums.factorio.com/viewtopic.php?f=80&t=3756 ...
by ssilk
Mon May 23, 2016 8:16 pm
Forum: Ideas and Suggestions
Topic: Seaports
Replies: 1
Views: 1285

Re: Seaports

Before would have ports we need boats.

So logically I put it into viewtopic.php?f=80&t=14024&p=128695#p128695 Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
by ssilk
Fri May 20, 2016 2:39 pm
Forum: Ideas and Suggestions
Topic: Ideas section in a nutshell
Replies: 5
Views: 3841

Re: Ideas section in a nutshell

Yes, boats are discussed in the links from this list:
viewtopic.php?f=80&t=14024 Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
by Adil
Thu May 19, 2016 9:28 am
Forum: Ideas and Suggestions
Topic: Engorio - The starship engineer simulator
Replies: 2
Views: 922

Re: Engorio - The starship engineer simulator

My thought is this: The idea is interesting and space ships are cool but that's a completely different game than it's now (while surely within the variability range of the game). And it's equally unlikely that it'd get done within mod suggestions (anything that is not *.lua is really a bottleneck).
by ssilk
Thu May 12, 2016 11:05 am
Forum: Ideas and Suggestions
Topic: Boats
Replies: 2
Views: 2084

Re: Boats

Added to viewtopic.php?f=80&t=14024&p=128695#p128695 Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
by ssilk
Wed May 11, 2016 1:07 am
Forum: Ideas and Suggestions
Topic: Bridges - Boats - Water mobs
Replies: 9
Views: 5143

Re: Bridges - Boats - Water mobs

Added to viewtopic.php?f=80&t=14024 Travel over Water: Boats, Ships, Canus / Bridges / Tunnels

See also viewtopic.php?f=80&t=139 Enemy Variations / Enemy Variety / New Enemies / Boss
(not added, cause too unspecific)
by ssilk
Wed May 11, 2016 12:55 am
Forum: Ideas and Suggestions
Topic: Water: BECAUSE IT DOES NOTHING
Replies: 8
Views: 4521

Re: Water: BECAUSE IT DOES NOTHING

Added to viewtopic.php?f=80&t=14024 Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
by SyncViews
Thu May 05, 2016 1:06 pm
Forum: Ideas and Suggestions
Topic: Water: BECAUSE IT DOES NOTHING
Replies: 8
Views: 4521

Re: Water: BECAUSE IT DOES NOTHING

Getting stuck is a pain true, and simple terraforming or bridges would solve that. Id love proper ships though so can have map gen modes that create islands and larger continents. After a while you would use up the resources on your starting island, and need to invest in ...

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