See viewtopic.php?f=80&t=14024 Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
Not worth adding to any topic. Not specific enough.
Search found 252 matches: Ships
Searched query: ships
- Tue Nov 15, 2016 5:55 pm
- Forum: Ideas and Suggestions
- Topic: Barges/boats
- Replies: 3
- Views: 1354
- 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 ...
- 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
- 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- Forum: Outdated/Not implemented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 ...
- 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 ...
- 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
- 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 ...
- 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.
- 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 ...
- 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
- 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 ...
- 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 ...
- 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 ...
- 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
So logically I put it into viewtopic.php?f=80&t=14024&p=128695#p128695 Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
- 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
viewtopic.php?f=80&t=14024 Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
- 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).
- 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
- 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)
See also viewtopic.php?f=80&t=139 Enemy Variations / Enemy Variety / New Enemies / Boss
(not added, cause too unspecific)
- 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
- 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 ...