Friday Facts #113 - Better rail building

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Friday Facts #113 - Better rail building

Postby kovarex » Fri Nov 20, 2015 3:19 pm

How could we play without it? :) https://www.factorio.com/blog/post/fff-113
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Re: Friday Facts #113 - Better rail building

Postby diego-fm » Fri Nov 20, 2015 3:37 pm

Nice!

Damm, now i want to just skip time until 0.13 release...

Edit: Wohooo, first!
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Re: Friday Facts #113 - Better rail building

Postby Gandalf » Fri Nov 20, 2015 3:38 pm

Damn those automatic curves are sexy.
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Re: Friday Facts #113 - Better rail building

Postby bobingabout » Fri Nov 20, 2015 3:43 pm

Gandalf wrote:Damn those automatic curves are sexy.

They're not the only curves that are sexy ;)
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Re: Friday Facts #113 - Better rail building

Postby AnarCon » Fri Nov 20, 2015 3:47 pm

new factorio minigame, dodge them trees ;)
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Re: Friday Facts #113 - Better rail building

Postby sillyfly » Fri Nov 20, 2015 3:48 pm

With every sneak peak of a new feature you torture us in expectation. This is no exception to this rule - I can't wait to play with it myself, as it looks awesome, and the possibility of more fine-tuned rail pieces (S-bends, wider curves etc.) is great news as well!
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Re: Friday Facts #113 - Better rail building

Postby Hakusho » Fri Nov 20, 2015 3:49 pm

Please make an option to keep the pathfinding algorithm visible.
I would want to watch this for hours, it looks so calming :D

(also i might see where i need to chop down one single tree to make a shortcut)
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Re: Friday Facts #113 - Better rail building

Postby mngrif » Fri Nov 20, 2015 3:53 pm

hhhhhhhhrrrrrrrrrrrrnnnnnnnnnnnggggggggg
Last edited by mngrif on Fri Nov 20, 2015 4:00 pm, edited 1 time in total.
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Re: Friday Facts #113 - Better rail building

Postby hitzu » Fri Nov 20, 2015 3:56 pm

One question: why this algorithm avoid trees? If it works like a blueprint doesn't it should just lay tracks on top of the trees marking them to be removed?
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Re: Friday Facts #113 - Better rail building

Postby dee- » Fri Nov 20, 2015 3:58 pm

Okay. This is officially cool!
Nice usage of established algorithms like A* and entropy encoding.
Very much looking forward
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Re: Friday Facts #113 - Better rail building

Postby sillyfly » Fri Nov 20, 2015 3:59 pm

Valkor wrote:So will this make it to 0.12? Gotta ask, because reasons.


The post starts by saying this is work in progress for 0.13, and continues by saying 0.12.18 will be a stable candidate.
So no, this probably has no way of making it into 0.12.
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Re: Friday Facts #113 - Better rail building

Postby kovarex » Fri Nov 20, 2015 4:02 pm

hitzu wrote:One question: why this algorithm avoid trees? If it works like a blueprint doesn't it should just lay tracks on top of the trees marking them to be removed?


It will probably work the same way as blueprints. When you hold shift, trees get ignored.
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Re: Friday Facts #113 - Better rail building

Postby Narnach » Fri Nov 20, 2015 4:03 pm

Sweet new feature! Let the 0.13 hype build up even further!
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Re: Friday Facts #113 - Better rail building

Postby hitzu » Fri Nov 20, 2015 4:03 pm

kovarex wrote:
hitzu wrote:One question: why this algorithm avoid trees? If it works like a blueprint doesn't it should just lay tracks on top of the trees marking them to be removed?


It will probably work the same way as blueprints. When you hold shift, trees get ignored.

Ah ok then. Thank you for the clarification. :)
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Re: Friday Facts #113 - Better rail building

Postby Mur » Fri Nov 20, 2015 4:07 pm

+1!
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Re: Friday Facts #113 - Better rail building

Postby Barhandar » Fri Nov 20, 2015 4:12 pm

I have a question. Which of the rail designs here the autolayer cannot do at least as quickly as manually laying curved rails? I'm asking because I'm interested in getting superior upgrades that are actually superior, and not just claimed as such.
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Re: Friday Facts #113 - Better rail building

Postby Gandalf » Fri Nov 20, 2015 4:17 pm

@Barhandar Lemme also copy-paste my reply from reddit :D
As I understand it you should still be able to do the equivalent of how laying tracks currently works. You can just 'drag' your rails in very small sections. I.e. if you want to build what is currently a single curved rail you just click where the rail would start and then drag to where it would end.

kovarex wrote:I took the liberty of stealing this task as I find it quite interesting.

I know that feeling. After spending ages of mundane bug fixing it's the most amazing thing to finally get to work on something fresh that challenges you on a more abstract level. That's why Haskell is so much fun. x)
Last edited by Gandalf on Fri Nov 20, 2015 4:17 pm, edited 1 time in total.
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Re: Friday Facts #113 - Better rail building

Postby Tev » Fri Nov 20, 2015 4:17 pm

kovarex wrote:
hitzu wrote:One question: why this algorithm avoid trees? If it works like a blueprint doesn't it should just lay tracks on top of the trees marking them to be removed?


It will probably work the same way as blueprints. When you hold shift, trees get ignored.

Nice!

Ok looking forward to it :)
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Re: Friday Facts #113 - Better rail building

Postby ratchetfreak » Fri Nov 20, 2015 4:18 pm

I hope branching off a existing rails won't be a hassle...
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Re: Friday Facts #113 - Better rail building

Postby Marconos » Fri Nov 20, 2015 4:21 pm

I'm concerned with not having curved rails that we can build ourselves it will make building tightly compacted depots much more complicated. I love the automation feature, but if I'm right and you are dropping curved rails from being built I'm concerned it will create more issues then it solves. Really curious to actually try it.

The other question I have is large lines that are going 2 - 3k straight lines in length. How do you see these type of lines being addressed?
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