Friday Facts #378 - Trains on another level

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Mango
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Re: Friday Facts #378 - Trains on another level

Post by Mango »

Abarel wrote: Fri Sep 29, 2023 1:18 pm
kickbackman1277 wrote: Fri Sep 29, 2023 12:29 pm As we can’t walk on the bridges what happens if for example a train runs out of fuel on elevated tracks over water?
Not sure if you could solve it by spidertron, jetpack or something similar, but you could drive a locomotive by hand (to ignore signals) to replenish fuel...
Next FFF will be about swimming, diving and ocean depths ;)
Hm.... so we have a mystery donor... intriguing.
Henry Loenwind
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Re: Friday Facts #378 - Trains on another level

Post by Henry Loenwind »

Now, if the Space Age mod doesn't depend on the Quality mod...you could have said that 3 weeks ago and ended all the complaining instantly.

Also, when:

Image

;)
Peevester
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Re: Friday Facts #378 - Trains on another level

Post by Peevester »

kovarex wrote: Fri Sep 29, 2023 11:37 am
BlackAsLight wrote: Fri Sep 29, 2023 11:28 am Can we walk on the bridges?
You can't. biters also can't walk it.
If you're going to allow building long stretches of elevated track over water, we're going to end up with trains running out of fuel where they can't be rescued unless there's a parallel track very close by, or having to run a personal train manually against the signals to get in front of the dead one. On the other hand, doing that would be so terrifying and prone to crashes, it's kind of fun to think about.
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Re: Friday Facts #378 - Trains on another level

Post by Peevester »

Henry Loenwind wrote: Fri Sep 29, 2023 1:29 pm Now, if the Space Age mod doesn't depend on the Quality mod...you could have said that 3 weeks ago and ended all the complaining instantly.

Also, when:

Image

;)
A trestle instead of a center support is a cool idea, since a lot of the time you're running parallel tracks anyway, and it would let you run a continuous belt (or pavement) under the train, instead of having to weave around supports every once in a while.
SoShootMe
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Re: Friday Facts #378 - Trains on another level

Post by SoShootMe »

Well, this neatly sidesteps the issue of needing to redo rail blueprints due to the rail curve changes. Unless for some reason you don't buy the expansion.
Illiander42 wrote: Fri Sep 29, 2023 12:26 pm OH!
F***!
YES!
A generally applicable sentiment, I think... but have the FFF peaked too early?
ema
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Re: Friday Facts #378 - Trains on another level

Post by ema »

Looking at the "island crossing" example more closely. There is a radar powered by accumulators, but there don't seem to be anything refilling the accumulators.
alexk
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Re: Friday Facts #378 - Trains on another level

Post by alexk »

Elevated belts when? :lol:
gGeorg
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Re: Friday Facts #378 - Trains on another level

Post by gGeorg »

Since you re-started Friday fact, I feel like my life gets better. :D
maniak1349
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Re: Friday Facts #378 - Trains on another level

Post by maniak1349 »

The last FFF i was like - well, it's all nice, but that's it? It was kinda ok as it is?
But now I see. Now I truly see. Just - wow.
flapje
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Re: Friday Facts #378 - Trains on another level

Post by flapje »

Sopenas wrote: Fri Sep 29, 2023 12:47 pm Thank you. Now just tell how much expansion will cost
They said it would be the same as the base game in a earlier fff.
kovarex
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Re: Friday Facts #378 - Trains on another level

Post by kovarex »

j_matya wrote: Fri Sep 29, 2023 12:42 pm
kovarex wrote: Fri Sep 29, 2023 11:38 am
Feather wrote: Fri Sep 29, 2023 11:18 am How can you exit when train is over water?
Could we deadlock the game by being on a train that runs out of fuel over water, or is it "just" a death sentence?
We also thought about this (remote) possibility, and there will be a way to solve it.
Tooster
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Re: Friday Facts #378 - Trains on another level

Post by Tooster »

Holy fuck, I bet no one expected this. You magnificent bastards.
Look mom, I made a mod ^^ Barrel Stages
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Unknow0059
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Re: Friday Facts #378 - Trains on another level

Post by Unknow0059 »

Disgusting. That's what I like to see.

Jokes aside, the rail ramp sprite looks a bit too busy. There's way too many bolts. It looks better from afar.
MassiveDynamic
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Re: Friday Facts #378 - Trains on another level

Post by MassiveDynamic »

I can't wait for this!

Finally the rail planner will work right!?
melind
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Re: Friday Facts #378 - Trains on another level

Post by melind »

I need to ask the real question. Can players walk up onto the elevated rails?
JohnyDarecek
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Re: Friday Facts #378 - Trains on another level

Post by JohnyDarecek »

Simply: Awesome!
TTD Awesome :D
Loewchen
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Re: Friday Facts #378 - Trains on another level

Post by Loewchen »

BicycleEater wrote: Fri Sep 29, 2023 12:18 pm I notice we can't support the half-diagonals
There are supports for all 8 directions.
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Ghoulish
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Re: Friday Facts #378 - Trains on another level

Post by Ghoulish »

Absolutely brilliant!
See the daily™ struggles with my Factory! :D https://www.twitch.tv/repetitivebeats
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Re: Friday Facts #378 - Trains on another level

Post by Rikkit »

Hello, I don't understand something.

Is there a big use for second layer trains? I saw many maps for factorio and it seems to me that people were fine with 1 layer. City-blocks or not.
Tooster
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Re: Friday Facts #378 - Trains on another level

Post by Tooster »

I just hope for 3* things with this update:
- a filter for blueprints and deconstruction planner for selecting top/bottom layer of rails only
- some toggle that will allow us to see through the top layer and interact with the entities underneath
- this: https://mods.factorio.com/mod/rail-decon-planner

Q: in what way do big connection poles collide? Only the entities or do the wires collide as well?
Last edited by Tooster on Fri Sep 29, 2023 2:37 pm, edited 1 time in total.
Look mom, I made a mod ^^ Barrel Stages
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