Friday Facts #378 - Trains on another level

Regular reports on Factorio development.
User avatar
Hares
Filter Inserter
Filter Inserter
Posts: 299
Joined: Sat Oct 22, 2022 8:05 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post by Hares »

THAT'S the new content we were waiting for!

mmmPI
Smart Inserter
Smart Inserter
Posts: 3557
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post 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 !

kovarex
Factorio Staff
Factorio Staff
Posts: 8178
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Friday Facts #378 - Trains on another level

Post 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.

Stoup
Burner Inserter
Burner Inserter
Posts: 7
Joined: Fri Mar 11, 2016 11:53 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post 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!

kovarex
Factorio Staff
Factorio Staff
Posts: 8178
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Friday Facts #378 - Trains on another level

Post 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)

Jaclyn
Burner Inserter
Burner Inserter
Posts: 15
Joined: Sat Feb 11, 2017 12:17 am
Contact:

Re: Friday Facts #378 - Trains on another level

Post by Jaclyn »

Choo Choo, train spaghetti here I come.

greenyaptec
Burner Inserter
Burner Inserter
Posts: 12
Joined: Tue Sep 27, 2016 6:17 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post 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? :)

User avatar
picklock
Fast Inserter
Fast Inserter
Posts: 203
Joined: Sat Nov 09, 2019 6:49 am
Contact:

Re: Friday Facts #378 - Trains on another level

Post by picklock »

This are spectacular news. I can't wait to test it out.
My Mods: Picklocks Fusion Power | Picklocks Inserter | Picklocks Lithium Polymer Accumulator | Picklocks rocket silo stats | Picklocks Set Inventory Filters

morhp
Inserter
Inserter
Posts: 23
Joined: Sun Jun 18, 2017 10:06 am
Contact:

Re: Friday Facts #378 - Trains on another level

Post 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.

bencurio
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri Sep 29, 2023 11:31 am
Contact:

Re: Friday Facts #378 - Trains on another level

Post 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.

User avatar
mexmer
Filter Inserter
Filter Inserter
Posts: 870
Joined: Wed Aug 03, 2016 2:00 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post by mexmer »

oh nice building trains on new level.

hanli427
Inserter
Inserter
Posts: 22
Joined: Wed Apr 26, 2017 4:55 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post 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.

pleegwat
Filter Inserter
Filter Inserter
Posts: 278
Joined: Fri May 19, 2017 7:31 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post 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?

User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2638
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post by steinio »

Opportunity: Rail supports are built automatically with dragging elevated rails or the rail planner.
Image

Transport Belt Repair Man

View unread Posts


User avatar
Hares
Filter Inserter
Filter Inserter
Posts: 299
Joined: Sat Oct 22, 2022 8:05 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post 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?

User avatar
MrFaul
Inserter
Inserter
Posts: 24
Joined: Sun Jul 19, 2015 10:36 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post 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?)
The strange German dude

rhynex
Long Handed Inserter
Long Handed Inserter
Posts: 78
Joined: Tue Apr 17, 2018 9:55 am
Contact:

Re: Friday Facts #378 - Trains on another level

Post 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?

FasterJump
Fast Inserter
Fast Inserter
Posts: 231
Joined: Sat Jul 09, 2016 11:43 am
Contact:

Re: Friday Facts #378 - Trains on another level

Post 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?

Engimage
Smart Inserter
Smart Inserter
Posts: 1069
Joined: Wed Jun 29, 2016 10:02 am
Contact:

Re: Friday Facts #378 - Trains on another level

Post 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 :?
Last edited by Engimage on Fri Sep 29, 2023 11:58 am, edited 1 time in total.

Post Reply

Return to “News”