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Change curved track rotation to require fewer keypresses

Posted: Wed Dec 31, 2014 5:57 pm
by threehams
Currently, the curved track uses this pattern. Building a circle clockwise takes 5 rotations per track, building counterclockwise takes 3.

Image

If the pattern were switched to this, building clockwise would only be 1 rotation per track.

Image

Without reverse rotation, it would take 7 keypresses to build a track counter-clockwise, so this may be far worse than current without a reverse rotation hotkey. :)

Edit: Full-size images are at http://imgur.com/a/4qL89.

Re: Change curved track rotation to require fewer keypresses

Posted: Wed Dec 31, 2014 10:18 pm
by Nova
Yeah, I wanted to mention that since... well, ages. :D

And we really need a reverse rotation key. Shift + R anyone? :D

Re: Change curved track rotation to require fewer keypresses

Posted: Thu Jan 01, 2015 2:26 am
by threehams
I threw together some awful code in Autohotkey if anyone uses it, for demonstration. Makes rail construction much nicer for now.

Shift-T to switch to Train Mode, R to rotate right, Shift-R to rotate left.

Code: Select all

$+t::
IfWinActive, Factorio
{
	SendInput +t
	If TrainMode = 1
	{
		TrainMode := 0
	}
	else
	{
		TrainMode := 1
	}
}
else
{
	SendInput +t
}
return

$r::
If TrainMode = 1
{
	SendInput rrrrr
}
else
{
	SendInput r
}
return

$+r::
If TrainMode = 1
{
	SendInput rrr
}
else
{
	SendInput +r
}
return

Re: Change curved track rotation to require fewer keypresses

Posted: Thu Jan 01, 2015 3:33 am
by n9103
unless/until a counter rotation key is put into the game, changing the order of rotations would only benefit clockwise turns.
counter-clockwise turns would take longer.
neither direction is better than the other, and both are needed in approx. equal numbers, varying more on map geography than on player preference or handedness. (assuming they're not one of those hydrophobics seen round these parts.)

Re: Change curved track rotation to require fewer keypresses

Posted: Fri Apr 17, 2015 12:50 pm
by SHiRKiT
The only thing that annoys me is that it makes NO SENSE at my brain the decision to rotate like that. It always felt RANDOM, and still does, even after 1 year of factory building. It still feels completely RANDOM.

Re: Change curved track rotation to require fewer keypresses

Posted: Fri Apr 17, 2015 2:33 pm
by starholme
threehams wrote:I threw together some awful code in Autohotkey if anyone uses it, for demonstration. Makes rail construction much nicer for now.

Shift-T to switch to Train Mode, R to rotate right, Shift-R to rotate left.

Code: Select all

$+t::
IfWinActive, Factorio
{
	SendInput +t
	If TrainMode = 1
	{
		TrainMode := 0
	}
	else
	{
		TrainMode := 1
	}
}
else
{
	SendInput +t
}
return

$r::
If TrainMode = 1
{
	SendInput rrrrr
}
else
{
	SendInput r
}
return

$+r::
If TrainMode = 1
{
	SendInput rrr
}
else
{
	SendInput +r
}
return
I love autohotkey for this kind of stuff. And I use it at work all the time to do things like inserting datestamps and comment headers.

Re: Change curved track rotation to require fewer keypresses

Posted: Sat Apr 18, 2015 1:02 am
by n9103
SHiRKiT wrote:The only thing that annoys me is that it makes NO SENSE at my brain the decision to rotate like that. It always felt RANDOM, and still does, even after 1 year of factory building. It still feels completely RANDOM.
Been a bit, but IIRC, it's ordered clockwise by direction of the rail ending. North end pieces, then East ends then South and then West (could be backwards), with the straight tracks thrown in between the directions. After the initial game or two of ever using rails, the rotation came almost naturally, and I could usually know how many presses I would need for the next section before I laid (or finished laying) the previous one.

Re: Change curved track rotation to require fewer keypresses

Posted: Sat Apr 18, 2015 1:04 am
by SHiRKiT
n9103 wrote:
SHiRKiT wrote:The only thing that annoys me is that it makes NO SENSE at my brain the decision to rotate like that. It always felt RANDOM, and still does, even after 1 year of factory building. It still feels completely RANDOM.
Been a bit, but IIRC, it's ordered clockwise by direction of the rail ending. North end pieces, then East ends then South and then West (could be backwards), with the straight tracks thrown in between the directions. After the initial game or two of ever using rails, the rotation came almost naturally, and I could usually know how many presses I would need for the next section before I laid (or finished laying) the previous one.
I still can't =\

Re: Change curved track rotation to require fewer keypresses

Posted: Sat Apr 18, 2015 1:24 am
by CreeperDaReeper
SHiRKiT wrote:
n9103 wrote: ~ snip ~
I still can't =\
I'm with SHiRKiT on this one. Rotation order has always felt jumbled. And I understand its current rotation order.

Re: Change curved track rotation to require fewer keypresses

Posted: Sat Apr 18, 2015 1:10 pm
by bobingabout
n9103 wrote:
SHiRKiT wrote:The only thing that annoys me is that it makes NO SENSE at my brain the decision to rotate like that. It always felt RANDOM, and still does, even after 1 year of factory building. It still feels completely RANDOM.
Been a bit, but IIRC, it's ordered clockwise by direction of the rail ending. North end pieces, then East ends then South and then West (could be backwards), with the straight tracks thrown in between the directions. After the initial game or two of ever using rails, the rotation came almost naturally, and I could usually know how many presses I would need for the next section before I laid (or finished laying) the previous one.
I suppose that's one place where the rest of us fail to see the logic. Rail endings are a very new addition.

Re: Change curved track rotation to require fewer keypresses

Posted: Wed May 06, 2015 10:11 am
by tobsimon
Topic: Yes please
Nova wrote:And we really need a reverse rotation key. Shift + R anyone? :D
Also, yes please.