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Re: Friday Facts #378 - Trains on another level
Posted: Fri Sep 29, 2023 11:31 am
by Hares
THAT'S the new content we were waiting for!
Re: Friday Facts #378 - Trains on another level
Posted: Fri Sep 29, 2023 11:33 am
by mmmPI
That's so amazing ! The look of it and the gameplay possibilities ! Coupled with the half diagonals and the new curves that's crazy !
Also the elevated signals looks great !
Can't wait to try and make clover-leaf junctions !
Re: Friday Facts #378 - Trains on another level
Posted: Fri Sep 29, 2023 11:37 am
by kovarex
BlackAsLight wrote: ↑Fri Sep 29, 2023 11:28 am
Can we walk on the bridges?
You can't. biters also can't walk it.
Re: Friday Facts #378 - Trains on another level
Posted: Fri Sep 29, 2023 11:38 am
by Stoup
I'm guessing it has to do with perspective weirdness, but I notice it especially with the juxtapose: why do the elevated water tracks seem to have two sets of shadows but not those over land? Interesting!
Re: Friday Facts #378 - Trains on another level
Posted: Fri Sep 29, 2023 11:38 am
by kovarex
Feather wrote: ↑Fri Sep 29, 2023 11:18 am
Can the player enter/exit the train when it's elevated or walk on the elevated tracks?
And can elevated trains collide with anything? like a spidertron for example
Player can exit/enter elevated trains fine. (It would be quite annoying otherwise)
They only collide with few entities, as stated in the fff (Big electric poles, robport, rocket silo)
Re: Friday Facts #378 - Trains on another level
Posted: Fri Sep 29, 2023 11:40 am
by Jaclyn
Choo Choo, train spaghetti here I come.
Re: Friday Facts #378 - Trains on another level
Posted: Fri Sep 29, 2023 11:40 am
by greenyaptec
In the "array of stops" video, why does the train in the middle of the screen change color when it goes up the ramp?
![Smile :)](./images/smilies/icon_e_smile.gif)
Re: Friday Facts #378 - Trains on another level
Posted: Fri Sep 29, 2023 11:41 am
by picklock
This are spectacular news. I can't wait to test it out.
Re: Friday Facts #378 - Trains on another level
Posted: Fri Sep 29, 2023 11:41 am
by morhp
Stoup wrote: ↑Fri Sep 29, 2023 11:38 am
I'm guessing it has to do with perspective weirdness, but I notice it especially with the juxtapose: why do the elevated water tracks seem to have two sets of shadows but not those over land? Interesting!
One is the shadow, one is the reflection from the water surface.
Re: Friday Facts #378 - Trains on another level
Posted: Fri Sep 29, 2023 11:42 am
by bencurio
Hello,
I think your idea is excellent, but what if we considered implementing both options - both the bridge and the tunnel? In other words, I'm concerned that bridges might make the already complex bases less transparent.
By implementing both bridges and tunnels, you could offer flexibility in infrastructure design, choosing the most suitable option for each specific scenario (e.g. complex bases, cliffs, water crossing, etc...).
It might require more planning, but it could lead to a more comprehensive and adaptable solution.
Re: Friday Facts #378 - Trains on another level
Posted: Fri Sep 29, 2023 11:43 am
by mexmer
oh nice building trains on new level.
Re: Friday Facts #378 - Trains on another level
Posted: Fri Sep 29, 2023 11:44 am
by hanli427
Stoup wrote: ↑Fri Sep 29, 2023 11:38 am
I'm guessing it has to do with perspective weirdness, but I notice it especially with the juxtapose: why do the elevated water tracks seem to have two sets of shadows but not those over land? Interesting!
That is one shadow and one reflection.
I really like this new content. Will be fun to try out, and I am sure it was worth all the work to make it.
Re: Friday Facts #378 - Trains on another level
Posted: Fri Sep 29, 2023 11:45 am
by pleegwat
kovarex wrote: ↑Fri Sep 29, 2023 11:38 am
Feather wrote: ↑Fri Sep 29, 2023 11:18 am
Can the player enter/exit the train when it's elevated or walk on the elevated tracks?
And can elevated trains collide with anything? like a spidertron for example
Player can exit/enter elevated trains fine. (It would be quite annoying otherwise)
They only collide with few entities, as stated in the fff (Big electric poles, robport, rocket silo)
What of powerlines between big electric poles?
Re: Friday Facts #378 - Trains on another level
Posted: Fri Sep 29, 2023 11:46 am
by steinio
Opportunity: Rail supports are built automatically with dragging elevated rails or the rail planner.
Re: Friday Facts #378 - Trains on another level
Posted: Fri Sep 29, 2023 11:48 am
by Drury
Re: Friday Facts #378 - Trains on another level
Posted: Fri Sep 29, 2023 11:49 am
by Hares
kovarex wrote: ↑Fri Sep 29, 2023 11:38 am
Feather wrote: ↑Fri Sep 29, 2023 11:18 am
Can the player enter/exit the train when it's elevated or walk on the elevated tracks?
And can elevated trains collide with anything? like a spidertron for example
Player can exit/enter elevated trains fine. (It would be quite annoying otherwise)
They only collide with few entities, as stated in the fff (Big electric poles, robport, rocket silo)
How to build large rail lines over water? Personal roboport inside a train, or there will be some new construction train?
Re: Friday Facts #378 - Trains on another level
Posted: Fri Sep 29, 2023 11:52 am
by MrFaul
Spaghetti trains, hell yeah.
With the new ability to Route trains over the base a lot of possibilities open up.
I wonder how much awesome stuff is left, surely you can't keep this up until release.
That would be one hell of a ride.
Also, can I make a wish?
Hopper/Funnel unloader:
To dump stuff directly from elevated wagon to what ever is below.
(A corresponding "Silo loader" for the ground level would be cool too, you know, for completes sake?)
Re: Friday Facts #378 - Trains on another level
Posted: Fri Sep 29, 2023 11:52 am
by rhynex
just awesome, and a feature we have been waiting for a long time.
another interesting thing is the "+" shape entity base box instead of regular square size (3x3 for assemblers) we get for our entities
I have some questions, or concerns
- I missed if it was mentioned. how long can two ramps be distant from? like a range limit I guess before we need to put another supporter? I hope my question is understandable, I mean how long can the bridge be without needing another support block?
- is there a way to kind of hide these rails like alt mode? it would be quite a visual problem to see what is behind the elevated rail for example. you can see my concern about the second from bottom picture, there are a bunch of passive chests in the middle but rail is almost over them. so how can player manually interact with them?
- maybe my eye only, but is the color red fixed? could it be something more neutral or player color perhaps? can we change it?
Re: Friday Facts #378 - Trains on another level
Posted: Fri Sep 29, 2023 11:53 am
by FasterJump
I like that there are non-dead trees on the 9th screenshot. Would it be possible to keep trees alive in the expansion?
Re: Friday Facts #378 - Trains on another level
Posted: Fri Sep 29, 2023 11:56 am
by Engimage
My god, I just had a braingasm!
One other thing that might be missing now is elevated walkways, for you and other groung vehicles to cross them rails and lakes!
Other than that - it is so incredible that I just can't imagine how can we wait for all this awesomeness till Q3 of 2024
![Confused :?](./images/smilies/icon_e_confused.gif)