[0.17+] Central Rails

Topics and discussion about specific mods
adamius
Long Handed Inserter
Long Handed Inserter
Posts: 73
Joined: Mon Mar 19, 2018 9:18 am
Contact:

[0.17+] Central Rails

Post by adamius »

Image

Central Rails
Creates central rails automatically.

https://mods.factorio.com/mod/central_rails

Description
Infinite central rails auto-generated as you explore so you can easily build your base along it.

This is vaguely like a scenario but for now it is a simple mod you can use as needed. Removing the mod will disable auto-creation of the rails etc but nothing stops you from adding it back later.

Good for:
- Ribbon worlds.
- City block factories.
- People who want to race to the edge.

Jessea2010
Burner Inserter
Burner Inserter
Posts: 18
Joined: Fri Dec 15, 2017 5:33 pm
Contact:

Re: [0.17+] Central Rails

Post by Jessea2010 »

Well, here is your mod with a few changes.

4 lane rail.
Refined Concrete.
Attachments
central_rails_0.0.3.zip
(731.63 KiB) Downloaded 51 times

adamius
Long Handed Inserter
Long Handed Inserter
Posts: 73
Joined: Mon Mar 19, 2018 9:18 am
Contact:

Re: [0.17+] Central Rails

Post by adamius »

Looks good. I've merged the ideas into next release.

Jessea2010
Burner Inserter
Burner Inserter
Posts: 18
Joined: Fri Dec 15, 2017 5:33 pm
Contact:

Re: [0.17+] Central Rails

Post by Jessea2010 »

When Is the next release?

adamius
Long Handed Inserter
Long Handed Inserter
Posts: 73
Joined: Mon Mar 19, 2018 9:18 am
Contact:

Re: [0.17+] Central Rails

Post by adamius »

This weekend. I'm adding settings and variations.

Jessea2010
Burner Inserter
Burner Inserter
Posts: 18
Joined: Fri Dec 15, 2017 5:33 pm
Contact:

Re: [0.17+] Central Rails

Post by Jessea2010 »

Nice, Just updated to new 0.0.4. I like the settings.

Just wondering though, you have the settings as Map and not startup, so if I change the setting in game, what happens? :D

Thank you for this BTW.

Edit: Looks Like your "killzone" could use to be a few squares bigger, like 2 on either side. (tried with 4 lanes each side).

adamius
Long Handed Inserter
Long Handed Inserter
Posts: 73
Joined: Mon Mar 19, 2018 9:18 am
Contact:

Re: [0.17+] Central Rails

Post by adamius »

Changing any setting while in-game immediately updates what happens on new terrain generation. eg you can change the floor etc on a whim and it will update accordingly.

Note that this update does not retrospectively update previously generated areas. That's out-of-scope for this mod.

Let me know of any bugs. This version has enough changes I could have easily bumped it to version 0.1.

Have fun!

Warringer
Burner Inserter
Burner Inserter
Posts: 17
Joined: Mon Jun 27, 2016 6:57 pm
Contact:

Re: [0.17+] Central Rails

Post by Warringer »

Maybe you could integrate a setting that allows to change how far the big power poles are away from each other. Largely because some of the blueprints I got have different distances between poles. In this case 28, instead of 30.

adamius
Long Handed Inserter
Long Handed Inserter
Posts: 73
Joined: Mon Mar 19, 2018 9:18 am
Contact:

Re: [0.17+] Central Rails

Post by adamius »

0.0.5 out. expanded killzone (Jessea2010), power pole spacing as mod setting (warringer).
bug: odd values of pole spacing will cause poles to not appear. I'll fix in 0.0.6.
Last edited by adamius on Sat May 11, 2019 4:45 am, edited 1 time in total.

Jessea2010
Burner Inserter
Burner Inserter
Posts: 18
Joined: Fri Dec 15, 2017 5:33 pm
Contact:

Re: [0.17+] Central Rails

Post by Jessea2010 »

change log? Because my Factorio OCD kicks in and now I HAVE to update. With the change log I can decide to update later. LOL ;)

BTW. I really like this mod, I use it for every game.

Thanks

adamius
Long Handed Inserter
Long Handed Inserter
Posts: 73
Joined: Mon Mar 19, 2018 9:18 am
Contact:

Re: [0.17+] Central Rails

Post by adamius »

0.0.6 released. Minor fix for odd pole spacing.

adamius
Long Handed Inserter
Long Handed Inserter
Posts: 73
Joined: Mon Mar 19, 2018 9:18 am
Contact:

Re: [0.17+] Central Rails

Post by adamius »

Jessea2010 wrote: ↑
Thu May 09, 2019 3:31 am
change log? Because my Factorio OCD kicks in and now I HAVE to update. With the change log I can decide to update later. LOL ;)

BTW. I really like this mod, I use it for every game.

Thanks
thanks. I'm liking it myself. Makes mining easier in some ways.
I haven't looked into how changelogs are supported. Something for next release.

Jessea2010
Burner Inserter
Burner Inserter
Posts: 18
Joined: Fri Dec 15, 2017 5:33 pm
Contact:

Re: [0.17+] Central Rails

Post by Jessea2010 »

Ideas:
Substations ( possibly unmineable or you don't get it if you mine it. They are costly to make.)
Different rail. ( recently ported a mod, naked rails, just to use it)
Beautiful bridge railway
Concreted rail.
Floorings: like if Dectorio is present use the "gravel" or wood flooring. LOL

P.S. Honestly, I really wish I knew how to code. I would make a "Mag Lev" train mod, whereas the rail would be 1 rail and take up 1 square instead of 2 or 1.5 like vanilla.

adamius
Long Handed Inserter
Long Handed Inserter
Posts: 73
Joined: Mon Mar 19, 2018 9:18 am
Contact:

Re: [0.17+] Central Rails

Post by adamius »

Jessea2010 wrote: ↑
Thu May 09, 2019 4:18 am
Ideas:
Substations ( possibly unmineable or you don't get it if you mine it. They are costly to make.)
Different rail. ( recently ported a mod, naked rails, just to use it)
Beautiful bridge railway
Concreted rail.
Floorings: like if Dectorio is present use the "gravel" or wood flooring. LOL

P.S. Honestly, I really wish I knew how to code. I would make a "Mag Lev" train mod, whereas the rail would be 1 rail and take up 1 square instead of 2 or 1.5 like vanilla.
Rails take 2 tiles. That's a fixed aspect not accessible to modding as far as I can tell. For mag lev I'd suggest taking the Junk Train mod and customising it. A lot.

Custom rails and floors are already in-plan. Substations not so much. What's your logic for these?

Jessea2010
Burner Inserter
Burner Inserter
Posts: 18
Joined: Fri Dec 15, 2017 5:33 pm
Contact:

Re: [0.17+] Central Rails

Post by Jessea2010 »

adamius wrote: ↑
Thu May 09, 2019 6:15 am
Custom rails and floors are already in-plan. Substations not so much. What's your logic for these?
Mostly to put solar panels between the rails. No other reason I can think of.

Oh and Cargo Ships uses a rail for the pathing, even works with LTN, and its 1 square wide ( I think )...have to go look again.

adamius
Long Handed Inserter
Long Handed Inserter
Posts: 73
Joined: Mon Mar 19, 2018 9:18 am
Contact:

Re: [0.17+] Central Rails

Post by adamius »

Jessea2010 wrote: ↑
Thu May 09, 2019 8:12 am
adamius wrote: ↑
Thu May 09, 2019 6:15 am
Custom rails and floors are already in-plan. Substations not so much. What's your logic for these?
Mostly to put solar panels between the rails. No other reason I can think of.

Oh and Cargo Ships uses a rail for the pathing, even works with LTN, and its 1 square wide ( I think )...have to go look again.
Cargo Ships uses alternative rails but they are still aligned to the 2 tile grid like the vanilla. In other related news, I now have a way to drive locomotives on water. :lol:

adamius
Long Handed Inserter
Long Handed Inserter
Posts: 73
Joined: Mon Mar 19, 2018 9:18 am
Contact:

Re: [0.17+] Central Rails

Post by adamius »

Steinio's suggestion about mod-exists checking in the mod settings will help with Dectorio support.

Anyone got any opinions about other mods with suitable floor tiling?

adamius
Long Handed Inserter
Long Handed Inserter
Posts: 73
Joined: Mon Mar 19, 2018 9:18 am
Contact:

Re: [0.17+] Central Rails

Post by adamius »

0.0.7 out.

Preliminary support for alternative floors and rails. Its a bit hackish but is easily amended as necessary. Changelog for the fanatic.

Report defects on the mod portal so they don't escape.

If you want to post saves or screenshots that would be appreciated as well. I'm interested in how this mod is being used.

cheers

Zaflis
Filter Inserter
Filter Inserter
Posts: 355
Joined: Sun Apr 24, 2016 12:51 am
Contact:

Re: [0.17+] Central Rails

Post by Zaflis »

Does "central rails" mean something specific? It's hard to imagine what the mod does. Puts some rails down assume, in what shape and density, how far from the spawn, does it have signals, crossings, stations, anything else? The description is void and i don't have time to test mods that seem too vague, even if they seem interesting ;)

Jessea2010
Burner Inserter
Burner Inserter
Posts: 18
Joined: Fri Dec 15, 2017 5:33 pm
Contact:

Re: [0.17+] Central Rails

Post by Jessea2010 »

Zaflis wrote: ↑
Sat May 11, 2019 6:29 am
Does "central rails" mean something specific? It's hard to imagine what the mod does. Puts some rails down assume, in what shape and density, how far from the spawn, does it have signals, crossings, stations, anything else? The description is void and i don't have time to test mods that seem too vague, even if they seem interesting
It is never ending rail, either LHD or RHD. You choose the number of rails and what tiles to put down, ie. concrete, refined concrete, stone, ect.

Post Reply

Return to β€œMods”