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Friday Facts #403 - Train stops 2.0

Posted: Fri Mar 22, 2024 12:00 pm
by FactorioBot

Re: Friday Facts #403 - Train stops 2.0

Posted: Fri Mar 22, 2024 12:07 pm
by Farzag
So many nice QoL changes, I really look forward to playing with them. The only downside is that Factorio v1 feels increasingly clunky :)

I particularly like the change to automatically pick the train limit and color from another station with the same name. Yay!

Re: Friday Facts #403 - Train stops 2.0

Posted: Fri Mar 22, 2024 12:09 pm
by husnikadam
For manual pushing, does it matter how long the train is? It would be unfortunate to push a 20 wagon train at 1km/h if at all

Re: Friday Facts #403 - Train stops 2.0

Posted: Fri Mar 22, 2024 12:10 pm
by Saiph
Brilliant set of QoL updates, well done. Fred: "Hey, I can push my train now! Yabba-dabba-doo, Wilma!" :D

Re: Friday Facts #403 - Train stops 2.0

Posted: Fri Mar 22, 2024 12:13 pm
by Brambor
Amazing! I will feel some of those intensely. Remote control will be a huge time saver on large maps.

My current run of Space Exploration is more and more outdated. I cannot wait for 2.0!

Re: Friday Facts #403 - Train stops 2.0

Posted: Fri Mar 22, 2024 12:13 pm
by MEOWMI
I love all these features. In particular being able to operate so much from the map feels really convenient and pleasant, especially when it makes sense that you should be able to!

Re: Friday Facts #403 - Train stops 2.0

Posted: Fri Mar 22, 2024 12:16 pm
by Ghoulish
More great changes!

Re: Friday Facts #403 - Train stops 2.0

Posted: Fri Mar 22, 2024 12:19 pm
by Justderpingalong
Remote train driving.
reads it again.
REMOTE. TRAIN. DRIVING.
Gimme. Gimme it now. I need this in my life. The other stuff is also neat, the flintstone pushing is hilarious, but GIMME the remote train driving plssssss

Re: Friday Facts #403 - Train stops 2.0

Posted: Fri Mar 22, 2024 12:21 pm
by Qrt_La55en
Copying the colour of existing stops is nice, but it would have been great if it set the train limit to 0 instead. Another option is to have a menu setting that changes the default train limit.

Re: Friday Facts #403 - Train stops 2.0

Posted: Fri Mar 22, 2024 12:21 pm
by fishycat
It's getting better and better. Love all the changes. My wish for Flintstone-mode... some feet animation :D
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Re: Friday Facts #403 - Train stops 2.0

Posted: Fri Mar 22, 2024 12:21 pm
by studix2002
Was one of the annoyances you found, “train stop names” in blueprints are not included by default? If you copy a station and turn it into a blueprint, that saves the train stop names but taking a new blueprint doesn’t, this is inconsistent and very annoying

Re: Friday Facts #403 - Train stops 2.0

Posted: Fri Mar 22, 2024 12:24 pm
by Salzig
With more and more stuff coming to 2.0, it feels more and more like a big-bang release I'm not used to with factorio, and I'm also not sure if I like it. Switching from 1.0 to 2.0 will get quite overwhelming I believe. And I'm not even talking about the expansion.

Have you thought about selling "Early Access" 2.0 to let users experience the iterations again?

Re: Friday Facts #403 - Train stops 2.0

Posted: Fri Mar 22, 2024 12:25 pm
by DjTeo
I think trains are becoming OP, I should start using them more often. :D
I love flintstone-style!

Re: Friday Facts #403 - Train stops 2.0

Posted: Fri Mar 22, 2024 12:29 pm
by Qrt_La55en
Salzig wrote:
Fri Mar 22, 2024 12:24 pm
With more and more stuff coming to 2.0, it feels more and more like a big-bang release I'm not used to with factorio, and I'm also not sure if I like it. Switching from 1.0 to 2.0 will get quite overwhelming I believe. And I'm not even talking about the expansion.

Have you thought about selling "Early Access" 2.0 to let users experience the iterations again?
This was discussed in FFF 365 (https://www.factorio.com/blog/post/fff-365)

Re: Friday Facts #403 - Train stops 2.0

Posted: Fri Mar 22, 2024 12:29 pm
by Terrahertz
husnikadam wrote:
Fri Mar 22, 2024 12:09 pm
For manual pushing, does it matter how long the train is? It would be unfortunate to push a 20 wagon train at 1km/h if at all
I think as long as the train would fit in your inventory you should be allowed to push it ;)

Re: Friday Facts #403 - Train stops 2.0

Posted: Fri Mar 22, 2024 12:30 pm
by Hares
Klonan wrote:
Fri Mar 22, 2024 9:00 am
Rail planner works in the map mode.
Can we have something similar to the rail signals (i.e., every 32 tiles) and for the power poles?

Re: Friday Facts #403 - Train stops 2.0

Posted: Fri Mar 22, 2024 12:44 pm
by Dial-up
I hope next week you will remember to make a joke with 404 :)

Re: Friday Facts #403 - Train stops 2.0

Posted: Fri Mar 22, 2024 12:45 pm
by Brathahn
Please add "missing material for construction" from roboports to the circuit network. so we can deliver missing materials with trains to unfinished or damaged outposts :)

Re: Friday Facts #403 - Train stops 2.0

Posted: Fri Mar 22, 2024 12:49 pm
by Terrahertz
So many things I wish I could use right now, good job :D I wonder if there are already other features that would give away parts of the expansion and that's the reason there is no beta.

Also I did some counting and 2/3 of FFF released since the announcment of Space Age have focused on 2.0, see here:

2.0
374, 376, 377 , 379, 380, 383, 384, 388, 389, 391, 392, 394, 395, 396, 397, 400, 401, 402, 403

In Between (half a point to both)
373, 382, 390

Expansion
375, 378, 381, 385, 386, 387, 393, 398, 399

2.0: 21,5
Expansion: 10,5

This might explain some peoples attitude towards the expansion, we still don't know much about it.
Just to list the things I can come up with that are still missing:
  • 2 Planets, with their unique buildungs and recipes
  • More advanced things you can do or have to do in space
  • Fantasitc Aliens
  • And how the ANNIHILATE them
  • The new win condition
  • A lot of things we've seen in concept but not how it actually looks in game: How do we set foot on a new Planet?
Maybe, as we get closer to release, the FFF will shift their focus more on the expansion content.

Re: Friday Facts #403 - Train stops 2.0

Posted: Fri Mar 22, 2024 12:49 pm
by Tooster
Nice!
Is there something we have missed?
3 Things:
  • Rail planner shortcuts are barely usable when you try to rotate them with the "rotate" shortcut. The planner shortcuts are not configurable in the game and they collide with rotate CW/CCW modifiers. It would be far better if using "R" during rail planning remembered the rotation when mouse moved without me needing to press R 7 times again when I just moved my mouse one tile up. Why it doesn't work currently:
    • holding SHIFT for ghost planner makes pressing R rotate counter clockwise. There is no way to rotate clockwise in ghost rail planner mode.
    • can't rotate the rail in ghost planner with obstacle avoidance (CTRL)
  • It would be a lot easier if the "HOLD [ctrl+]shift" for rail planner [with obstacle avoidance] was replaced with "press shift/ctrl to TOGGLE", as it would also help in resolving the above issue.
  • It would be nice to finally get a separate "read locomotive fuel" signal out of a station