Friday Facts #378 - Trains on another level
Re: Friday Facts #378 - Trains on another level
Absolutely brilliant idea please give it to us ... to me I have many many deaths as a result of being hit by a train hahahahaha
Re: Friday Facts #378 - Trains on another level
You don't need elevated train tracks, but if you look at the examples in the FFF you can see that the ability to cross paths without interfering with each other is a very useful feature.
Re: Friday Facts #378 - Trains on another level
YES, YES, YES, A thousand times YES.
I'm not crying, you're crying.
Elevated rails be will one of the standalone official mods next to Quality and Space Age, so you can play a vanilla-like game with just the elevated rails for example, or other mods can just depend on Elevated rails.
Especially this.
I'm not crying, you're crying.
Elevated rails be will one of the standalone official mods next to Quality and Space Age, so you can play a vanilla-like game with just the elevated rails for example, or other mods can just depend on Elevated rails.
Especially this.
Re: Friday Facts #378 - Trains on another level
Thanks to bridges, you can do junctions as highway for cars, where it's only "merge" and no crossing like for lower throughput car roads.
This means you can have 2 rail track "crossing" at max throughput, like an interchange.
Also thanks to elevated rails you can build over an existing factory or existing rail system which makes it easier/ more forgiving when you want to fit a rail somewhere.
Re: Friday Facts #378 - Trains on another level
This is a big improvement, i love it. You're awesome!!!
Re: Friday Facts #378 - Trains on another level
Sorry if this has been asked already, but β¦
What happens if the player exits the train in an elevated railway over water? Instant death?
Re: Friday Facts #378 - Trains on another level
O...M...G...
Did not see that coming. The part about being a game changer in train stations when using bi-directional trains is true. Now you run into massive issues if the exit rail crosses the entry one.
I also love finally having bridges over water
Did not see that coming. The part about being a game changer in train stations when using bi-directional trains is true. Now you run into massive issues if the exit rail crosses the entry one.
I also love finally having bridges over water
Re: Friday Facts #378 - Trains on another level
I'm sure we'll hear about aquatic and/or airborne biters in a few weeks.
-
- Inserter
- Posts: 41
- Joined: Sat Apr 01, 2017 1:52 pm
- Contact:
Re: Friday Facts #378 - Trains on another level
I have to admit, that I had hoped that the Factorio expansion would have been underground, rather than space. Shame you took the "easy" option.
That being said, then yes elevated railways are more logical than tunnels. But I am disappointed in these. They are fairground rollercoasters rather than serious elevated railways. And many of the examples you display in the FF, show by their track curvature, how little any of you understand about railways.
And even the mention of deadlocking railways... that only happens IF you design your network poorly. So just giving poor design a "get out of jail free" card by having a ridiculous ramp... oh well.
I guess I will be in the minority, and I will work with it. But still SAD.
That being said, then yes elevated railways are more logical than tunnels. But I am disappointed in these. They are fairground rollercoasters rather than serious elevated railways. And many of the examples you display in the FF, show by their track curvature, how little any of you understand about railways.
And even the mention of deadlocking railways... that only happens IF you design your network poorly. So just giving poor design a "get out of jail free" card by having a ridiculous ramp... oh well.
I guess I will be in the minority, and I will work with it. But still SAD.
Re: Friday Facts #378 - Trains on another level
- MasterBuilder
- Filter Inserter
- Posts: 353
- Joined: Sun Nov 23, 2014 1:22 am
- Contact:
Re: Friday Facts #378 - Trains on another level
This is my single most wanted feature. I've been hoping for this for many years.
It's a dream come true!
Its so great I can't find the right words for it.
The only thing left on my wishlist is native electric trains.
It's a dream come true!
Its so great I can't find the right words for it.
The only thing left on my wishlist is native electric trains.
Give a man fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life.
-
- Fast Inserter
- Posts: 126
- Joined: Fri Mar 02, 2018 2:55 pm
- Contact:
- husnikadam
- Fast Inserter
- Posts: 111
- Joined: Mon May 21, 2018 1:56 pm
- Contact:
- Stargateur
- Fast Inserter
- Posts: 158
- Joined: Sat Oct 05, 2019 6:17 am
- Contact:
Re: Friday Facts #378 - Trains on another level
Re: Friday Facts #378 - Trains on another level
Maybe Solar Panel on Train... minimun velocity to a safe spot on land...
Re: Friday Facts #378 - Trains on another level
I think it would be logical to just reduce the speed of the train to 10km/h when it runs out of fuel
Re: Friday Facts #378 - Trains on another level
This looks fun, conveyor mechanics for rails. Also looks really good!
Pony/Furfag avatar? Opinion discarded.
Re: Friday Facts #378 - Trains on another level
Their level of casually dropping ground-shaking feedback fixes into FFFs is unmatched.FuzzyOne wrote: βFri Sep 29, 2023 11:58 am Oooh, and Elevated Rails, Quality and Space Age are separate official mods? So one may play a game with the Elevated Rails and Space Age mods, but not the Quality mod if one wants? This should quiet all those asking for a Quality switch (not me, I liked the Quality idea). All-in-all, incredible job!
I noticed that as well.
Re: Friday Facts #378 - Trains on another level
It'll offer a lot more possibilities to increase train throughput, when bases get bigger. Also, it'll offer more possibilities overall to increase the puzzling aspect of the game, which is great