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[0.17+] Central Rails

Posted: Mon Apr 29, 2019 10:26 pm
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.

Re: [0.17+] Central Rails

Posted: Tue Apr 30, 2019 2:13 am
by Jessea2010
Well, here is your mod with a few changes.

4 lane rail.
Refined Concrete.

Re: [0.17+] Central Rails

Posted: Tue Apr 30, 2019 2:34 am
by adamius
Looks good. I've merged the ideas into next release.

Re: [0.17+] Central Rails

Posted: Thu May 02, 2019 8:51 am
by Jessea2010
When Is the next release?

Re: [0.17+] Central Rails

Posted: Thu May 02, 2019 7:42 pm
by adamius
This weekend. I'm adding settings and variations.

Re: [0.17+] Central Rails

Posted: Sat May 04, 2019 3:50 am
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).

Re: [0.17+] Central Rails

Posted: Sat May 04, 2019 3:59 am
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!

Re: [0.17+] Central Rails

Posted: Sat May 04, 2019 10:05 pm
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.

Re: [0.17+] Central Rails

Posted: Sun May 05, 2019 1:16 am
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.

Re: [0.17+] Central Rails

Posted: Thu May 09, 2019 3:31 am
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

Re: [0.17+] Central Rails

Posted: Thu May 09, 2019 3:42 am
by adamius
0.0.6 released. Minor fix for odd pole spacing.

Re: [0.17+] Central Rails

Posted: Thu May 09, 2019 3:46 am
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.

Re: [0.17+] Central Rails

Posted: Thu May 09, 2019 4:18 am
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.

Re: [0.17+] Central Rails

Posted: Thu May 09, 2019 6:15 am
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?

Re: [0.17+] Central Rails

Posted: Thu May 09, 2019 8:12 am
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.

Re: [0.17+] Central Rails

Posted: Thu May 09, 2019 9:09 am
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:

Re: [0.17+] Central Rails

Posted: Fri May 10, 2019 1:33 am
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?

Re: [0.17+] Central Rails

Posted: Sat May 11, 2019 4:18 am
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

Re: [0.17+] Central Rails

Posted: Sat May 11, 2019 6:29 am
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 ;)

Re: [0.17+] Central Rails

Posted: Sat May 11, 2019 6:45 am
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.