V453000

V453000



20 Oct

Comment

Originally posted by Legendendaer

There is something weird about just plopping down ghosts on the platform and those ghosts appearing out of thin air (yes, yes. I know these items are in the hub, but still)

Would it be possible to introduce a space power armor with rockets to move in space? Or maybe rocket powered bots?

Secondly, the stars moving in the background of the space platform when it's moving shouldnt really happen... Maybe I'm pedantic, but I find it quite annoying/distracting/immersion breaking...

Also, should the space platform slow down at all when the thrusters are idle? I mean, there is not really a counterforce present which would slow the platform down...

Oh yes sh*t I forgot to include a preview of the construction visualization, there will be something cool! :) some other fff

Post

Hello,
Several FFFs ago we have shown you what a Space platform can look like (FFF-373), today we would like to explain how they work in a bit more detail.


What are Space platforms?

Space platforms are little (or not) flying factories that act as the means of transportation between planets, both for items and players.

Birth of a platform

You start by launching an item called "Space platform starter pack" into space. The item is inserted into the rocket silo in a similar way to the satellite.


This rocket is carrying a space platform starter pack, as you can tell from looking at the alt-mode overlay.

Space platform hub

The initial platform has only one structure - the space platform hub. The hub is a 1-per-platform central enti...

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16 Oct

Comment

Originally posted by Destr_Uctor

Yeah. I understand the difficulty. But this is not a reason for me not to publish the suggestion.

If they don't accept the suggestion, then they simply will not accept it. And it's all.

The main problem is, I don't even know how would you do this. Giving each rail a concrete version almost certainly isn't quite the clean solution as any non-straight rails would weirdly stick out of the concrete anyway, so you'd want something smarter which can hide/unhide sections of concrete on rails, and that sounds pretty nuts.


13 Oct

Comment

Originally posted by Gnarmaw

I like everything except for the remote deconstruction, for some reason I have tendency to right click randomly, and even though there is an undo feature, I don't like the idea of randomly deconstructing stuff.

it takes a bit of time to mine the first thing, only after that it's instant - to prevent exactly this problem


29 Sep

Comment

Originally posted by eable2

This is really really great work, and I appreciate how hard this must have been to implement!

As excited as I am, I do have a small critique: Even though the ramp entities are huge, they still feel a little small and steep for how fast trains in Factorio can get. In the GIFs shown, it feels like the trains should be launching off of the rails. I don't think Factorio trains have upstop wheels!

My suggestion is therefore to force trains to slow down if they're going on a ramp. Or another idea, if you're feeling adventurous, would be to have another even huger ramp (2x size?) that lets trains go at full speed.

Weeelll, today you've learned that they do have upstop wheels!

Checkmate!

Embrace the RCT <3

Comment

Originally posted by unwantedaccount56

Interesting detail: the upper level is 3 tiles higher than the ground level. Because the train grid is 2 tiles wide, you never have an upper level track exactly on top of a lower level track of the same direction, so the rail planner will always know which track it should connect to.

Exactly :)

Comment

Originally posted by TheChubFondu

Do the rail supports automatically place if dragging the rails to create large segments? Or will we have to change our item to place them manually? (Thinking pre-bots)

The rail planner places them automatically.

Comment

Originally posted by raur0s

We had always felt it makes perfect sense, but trains in Factorio would rarely ever get into serious enough throughput issues to justify adding elevated rails.

I beg to differ, but I'm not complaining. Better late than never.

With all respect, in a "normal" game you never really reach it. When you get to megabase territory, sure you do but it's still very late :)

Comment

Originally posted by gandalfx

I know you've already scrolled down to see the ramps instead of reading this but it just felt weird not to put a paragraph here.

The self awareness! :D

(:

Comment

Originally posted by Zr4g0n

It seems the rail supports have a limited 'lift range'. If so, how long is that?

On straight it's about 20 tiles between. You need 1 rail support per 90deg curve, so a full circle needs 4.

Comment

Originally posted by alvares169

will there be ramps for stations too? Two level megabase confirmed? Item elevators??

Stations can only be placed on the ground ... inserters can't interact with trains on elevated rails anyway.

Post

Hello!
The code refactor of rails presented last week is great, but the motivation for such a task wasn't quite just some shape changes for rails.

As explained last week, we can now define any kind of rail shape, and we had some very specific shapes in mind all along...


Over or under?

We want multi-level crossings for trains, but how? Bridges or tunnels?

At first it would seem like going underground is the safer bet - we already have experience with belts and pipes doing that. Simple - we draw the entrance and the exit, the middle is magically connected, and that's it?

  • The second layer of rails should also be able to use curves and rail signals, otherwise it would be quite limited.
  • Sometimes you already want to interact with items inside of underground belts, with trains this would be a lot worse as they can run out of fuel, stop at signals etc.
  • Building curves,...
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22 Sep

Comment

Originally posted by teagonia

Even just the gaps? Thats what made me write the comment in the first place.

Just the gaps too, the issue is that the entirety of rails is just drawn in layers without any awareness of each other. but, even if they could be made aware, any piece could be placed over any other piece in so many combinations it’s basically impossible to make something specific - and making it procedurally would most likely just look off and it’s better to skip it entirely. Maybe one day XD never say never, right?

Comment

Originally posted by Yggdrazzil

This FFF was such a joy to read. I may be projecting but it looked like you had so much fun writing it.

Not wrong, thank you :)

Comment

Originally posted by teagonia

This is amazing, but of course I have seen a flaw with the graphics, which I have to criticise.

There is no gap in the junctions, only solid steel. So it'd be impossible for a trains wheel to pass another rail, since the wheels have a lip on the inside which holds them on the rail in extreme cases where the conical shape of the wheel is not enough.

There are also pieces missing which would facilitate the change of direction, the moving pieces on the inside and static ones on the outside which help the cars stay on track.

I'd like to see these point blades, frogs, guard rails, switch motors, etc..

All if the pieces mentioned on wikipedia https://en.wikipedia.org/wiki/Railroad_switch

I know it would be a lot of work for all these to be put in as graphics, a lot of variations, but i think it would look better and more interesting.

At least the lack of any gap or details just loo...

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You are right and that would be a wet dream come true but that is very much unfeasible because of the amount of possible combinations there are.

Comment

Originally posted by juckele

rail signals with so many new directions that even the circuit connector (the yellow box) needed new directions

/u/V453000, I didn't notice a yellow box anywhere in this post. Any chance we could get some clarification on what you meant by this?

When you connect a rail signal to circuit network, a special yellow box apprears

Post

Hello!
There are certain areas in Factorio that we haven't really had the courage to change for a long time. One of those areas has been the rail system...


The rail system needs change?

Whenever playing the game, we'd be reminded about two annoyances that are caused by technical limitations.

So called "S-bends" are not possible - two parallel rails would need at least 6 tiles in the perpendicular direction in order to connect.


How many times has it happened to you that two of your rails wouldn't be able to easily connect.

Signal positions are often very restrictive as soon as curved rails cross any other rail. So building junctions is a lot of trial and error to see if you can signal it properly.


How many ...

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17 Sep

Comment

It's just placeholder icons don't worry


15 Sep

Comment

Originally posted by Keulapaska

So is the scaling same as worker robot speed tech, which is exponential and get's ludicrously expensive or more like mining productivity, where it's still expensive, but attainable to get to the max? Or some combo in between.

Right now we have something in between, but it might very well be just exponential in the end, this is subject to balancing and we'll see, really.

Comment

Originally posted by ceresward

It wasn't quite clear to me from the FFF, does the triggered research progress automatically once it is available, or do you still have to select it as the active research target first?

It progresses automatically.