Being able to rotate tunnels
I noticed that we aren't able to rotate tunnels to have them go in specific directions. For example: the entrance is facing East and the exit is facing north. The image below visualizes it more.
Comments: 13
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07 Apr
KaiHighlighted comment
I think tunnels needing to go perfectly straight is a good restriction. Imo letting them curve would make the game too easy. -
11 Aug, '25
Tim (Cosmic Pioneer) MergedIt would be very helpful to have an option to rotate or change the direction of tunnels during placement.
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10 Feb
ChronoTactIXWould love this as an advanced mid/later game upgrade opportunity so the early game limitation still has weight. Other recent top down factory games have made "L" tunnels work great, and include a limitation on the map, requiring the curb be a placed item (to offset their huge value potential, and providing a visual to the user as to what they did).
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24 Feb
Thomas Preudhomme System"Ability to change tunnel direction while placing" (suggested by <Hidden> on 2025-08-11), including upvotes (4) and comments (0), was merged into this suggestion.
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08 Apr
AaronLibraI actually jumped through all the hoops and did all the steps to finally get here to suggest this feature haha! I'm glad that we have fellow "Module Makers" that are all on the same page :)
In other words, after setting the initial direction of the entrance, being able to rotate the exit with hotkeys would be a serious dream come true. Of course, the "direction drag" function of the feature as it is right now would need to be thrown out (having the direction of the tunnel being whichever direction the mouse is pointing to) and be replaced with this new hybrid method, but it's definitely a worthy pursuit and the most helpful/efficient incarnation of this feature.
To expand the idea a bit, you could also implement an open radius boundary for where the exit can be placed in relation to where the entrance is, based on block amount (currently it's 7, incl. assets). This would open further research ideas too, such as, "Increase Tunnel Distance" beyond just speed increases and such. -
09 Apr
NOVAThis will reduce the strategic nature of the layout a lot, there's already a lot of space available in the game. If we have to add this feature, make it an upgrade.
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12 Apr
themightygugiSide loading of tunnels would be hugely helpful too. I find the "Extra loop" you need to take to to make a tunnel go another direction is not very visually pleasing.
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22 Apr
ScottI've definitely wanted this from time to time, but ultimately I think this would trivialize layout design. With the final underground belt distance upgrade, this would let you move a resource from any space to any other space up to 10 horizontal and 10 vertical spaces away with just two underground belts, occupying only four factory spaces.
In a game where your main limiters are resource nodes and build space, I wouldn't implement a change like this lightly. -
22 Apr
etwasanderes2tbh I am quite a fan of this not being possible since it makes these very powerful things a bit ore inconvenient to work with.
Then again, I can just not use this feature if it does get added. -
29 May
JeronDefinitely it will require some additional special indication on entrance and exit blocks. Otherwise if will quickly become incomprehensible to track what comes from and to where. Especially with already existing ability to overlap undergrounds.
But yeah, it's yet another of those "1-tile-savers" which make a crucial difference between "just works" and "beautiful".