what this game needs are bridge and Tunnel or underground railsystem with a different layer without mods.
that would help a lot.
Greetings
what this game needs are bridge and Tunnel or underground railsystem with a different layer without mods.
Sure: https://mods.factorio.com/mod/Space-Eff ... il-SignalsZaflis wrote: βFri Sep 22, 2023 10:10 pmThis brings to mind that modders can already place inserters inbetween 2 belts that have no empty space between:
https://mods.factorio.com/mod/Kux-SlimInserters
So perhaps they can add signals to rails too. It's unless there is some real restriction in place.
thin_inserter.jpg
No doubt it's functional, but boy does it look a bit silly having the signal on top of the rail. I personally wouldn't opt in to using this specific mod because I know that would bother me. However, I expect this mod and the interest in having such mods will grow substantially with this coming update if signals aren't already adjusted for this new feature.Xorimuth wrote: βSat Sep 23, 2023 12:29 amSure: https://mods.factorio.com/mod/Space-Eff ... il-SignalsZaflis wrote: βFri Sep 22, 2023 10:10 pmThis brings to mind that modders can already place inserters inbetween 2 belts that have no empty space between:
https://mods.factorio.com/mod/Kux-SlimInserters
So perhaps they can add signals to rails too. It's unless there is some real restriction in place.
thin_inserter.jpg
Alternate solution: add a checkbox to blueprints to make them snap to the rail grid and set their alignment relative to it.
Nothing a good artist couldn't fix It could become really sleek and functional with a few changes.Xyletic wrote: βSat Sep 23, 2023 12:47 amNo doubt it's functional, but boy does it look a bit silly having the signal on top of the rail. I personally wouldn't opt in to using this specific mod because I know that would bother me. However, I expect this mod and the interest in having such mods will grow substantially with this coming update if signals aren't already adjusted for this new feature.
You'd have to be driving the train through there slowly, but otherwise it can be done with the current controls. Having the more than 3 split from the same end point, however, you really wouldn't be able to.Saiph wrote: βFri Sep 22, 2023 2:46 pm You briefly mentioned the problem of manual control when going through complex junctions. How would manual train control be implemented in the final graphic in your post, where one rail splits into five parallel tracks? I think it would be pretty difficult to manually select the correct line from the five options.
Not with controls but you can open train UI and Ctrl-click to tell it to drive there in automatic.FuryoftheStars wrote: βSat Sep 23, 2023 5:05 amYou'd have to be driving the train through there slowly, but otherwise it can be done with the current controls. Having the more than 3 split from the same end point, however, you really wouldn't be able to.Saiph wrote: βFri Sep 22, 2023 2:46 pm You briefly mentioned the problem of manual control when going through complex junctions. How would manual train control be implemented in the final graphic in your post, where one rail splits into five parallel tracks? I think it would be pretty difficult to manually select the correct line from the five options.
I agree to this. I would love to have bridges to build rails over water and not have to use landfill.
They don't have the selection problem. A rail can still only go in three directions. They only halfed the current curve in length.Synchrose wrote: βSat Sep 23, 2023 10:03 am Did you resolve the track selection issue? I have an idea regarding track selection if you are still stuck. The problem I see is that directional controls via A D are quite limited. A solution I saw in a Minecraft mod called Chisel & Bits is a selection wheel around the cursor. Basically a segmented ring around it like a pineapple ring. The user would hold the appropriate command key for selection and then drag their cursor across the preferred selection. I've mocked up a rough example in Illustrator:
Both of that is not really possible the way I understand it. They can have a rail segment only go in three directions maximum. Having different radius rails would increase the amount of directions to 5 or 7.coppercoil wrote: βSat Sep 23, 2023 10:08 am May I ask for very large radius rail curves, for aesthetic purposes? They look more natural.
Also, current curves might require significant train slowdown, so large radii would be useful.
And I'd like to have very small radius curves (excl. half diagonals for simplicity), and trains would pass them super slowly.
That's nice, i said earlier that it would make it impossible to tell the game which direction to send the train in such situation but i was wrong the precise wording of the FFF is :Synchrose wrote: βSat Sep 23, 2023 10:03 am Did you resolve the track selection issue? I have an idea regarding track selection if you are still stuck. The problem I see is that directional controls via A D are quite limited. A solution I saw in a Minecraft mod called Chisel & Bits is a selection wheel around the cursor. Basically a segmented ring around it like a pineapple ring. The user would hold the appropriate command key for selection and then drag their cursor across the preferred selection. I've mocked up a rough example in Illustrator:
So maybe the devs thought about such system but it is the rail performance that decided against the 1=>5 split at a single point.At the moment, every rail can connect to at most 3 directions - left, straight and right. Adding a special rail piece would either make curves incompatible with s-bends - you could only build one, not both on the same spot - which would be a technical limitation, unobvious to the player why.
Or require two more connections (s-bend left, s-bend right) - which would mean that rail performance would suffer because of more options, and also that when you manually drive a train, arrow keys would not be enough to clearly decide where you want to go.