Friday Facts #134 - Signal placement indicator

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Smarty
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Re: Friday Facts #134 - Signal placement indicator

Post by Smarty »

Why so early? :D

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Re: Friday Facts #134 - Signal placement indicator

Post by Klonan »

Smarty wrote:Why so early? :D
He wants to go to lunch :D

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Re: Friday Facts #134 - Signal placement indicator

Post by matjojo »

YESSSSSSS, better flamethrower mechanics whoopwhoop.

Koub
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Re: Friday Facts #134 - Signal placement indicator

Post by Koub »

This signal placement helper will be of great help for all those not easy with trains. I know a reasonable part of Factorio's target audience has played - and loved - Open TTD. That's not the case for all, and train, railway, and signals that seem so easy to figure for some of the players are just incomprehensible for the others.
This signal placement indicator is going to help fill the gap between total noobs with trains (like myself) and experienced people, who are familiar with all this, and use it extensively in their bases.
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Re: Friday Facts #134 - Signal placement indicator

Post by Silden »

With this, the realigning horizontal and vertical and the placement of tracks, it sounds like 13 will be fantastic for the railways!

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Alekthefirst
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Re: Friday Facts #134 - Signal placement indicator

Post by Alekthefirst »

Damn now i need to reassemble my computer as soon as i get home tomorrow. I know this is long in the future, but i want to play factorio regardless of how long the next update is
Factorio is a game about automating everything. One day, i hope i can automate shitty signatures just like this one.

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Re: Friday Facts #134 - Signal placement indicator

Post by daniel34 »

Silden wrote:With this, the realigning horizontal and vertical and the placement of tracks, it sounds like 13 will be fantastic for the railways!
And don't forget the new train conditions: https://www.factorio.com/blog/post/fff-114
quick links: log file | graphical issues | wiki

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Re: Friday Facts #134 - Signal placement indicator

Post by Phillip_Lynx »

WOW, early today :).

And welcome Mishka.

dee-
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Re: Friday Facts #134 - Signal placement indicator

Post by dee- »

What about signals that are already placed on a pre-0.13 map but don't match the new designated points?
I suppose they're just left as they are but after mining cannot be replaced on the same spot.

What about blueprints, that have signals on the "illegal" positions?
I suppose these are still placeable because as part of a blueprint they're not re-checked again.

So what about blueprinting as signle signal and placing it at illegal positions?
I suppose it's possible to work around the limitation that way.

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Re: Friday Facts #134 - Signal placement indicator

Post by Vatharian »

Can we get that before 0.13... Pleeeease?
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Re: Friday Facts #134 - Signal placement indicator

Post by ratchetfreak »

dee- wrote:What about signals that are already placed on a pre-0.13 map but don't match the new designated points?
I suppose they're just left as they are but after mining cannot be replaced on the same spot.

What about blueprints, that have signals on the "illegal" positions?
I suppose these are still placeable because as part of a blueprint they're not re-checked again.

So what about blueprinting as signle signal and placing it at illegal positions?
I suppose it's possible to work around the limitation that way.
It should be possible to prevent bots from placing bad signals. However it is also possible to remove tracks so there is no more exit from the line.

Perhaps then also have an option to highlight signals that violate the placement rules.

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Re: Friday Facts #134 - Signal placement indicator

Post by Descryant »

Sweet, more rail improvements! :D Really looking forward to this patch.
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Re: Friday Facts #134 - Signal placement indicator

Post by theRustyKnife »

The indication of possible (and sensible) spots for the signals is great though I'd still appreciate being able to build them even on the 'illegal' spots. I use this to make branches of my train network only I can access in manual mode therefore I can be sure there's never going to be a train in there to crash into me or whatever.
On the other hand I understand that it might be confusing for some people and I believe that the Devs (yeah, capital D :D ) can find a solution that suits everyone's needs and desires.

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Re: Friday Facts #134 - Signal placement indicator

Post by keyboardhack »

These updates are glorious! Hype level for 0.13 is increasing exponentially :D
Waste of bytes : P

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Re: Friday Facts #134 - Signal placement indicator

Post by DanGio »

If you sell a book someday, with all the FFF compiled in it, I'll buy it. Seriously :)

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Re: Friday Facts #134 - Signal placement indicator

Post by LotA »

I wonder why there is no words of any new rail pieces at this point (harder/softer curves basically) I really dislike to have to use the design on the left hand side, I hope/expect you'll make us able to build the two right hand side designs, especially with the upcoming new placement system.
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Everything else look great, as always.. Love you Wube ;)

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Re: Friday Facts #134 - Signal placement indicator

Post by matherlyat »

Those two cases would have to be done with single pieces since 45 diagonals don't occur. I'm sure it will happen at some point.

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Re: Friday Facts #134 - Signal placement indicator

Post by Brambor »

From the little testing I did, this is going to be one of those changes that will make us wonder, how could we play without it before?
Quite easily. We had that programmed in our brains already :)

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Re: Friday Facts #134 - Signal placement indicator

Post by Koub »

LotA wrote:I wonder why there is no words of any new rail pieces at this point (harder/softer curves basically) I really dislike to have to use the design on the left hand side, I hope/expect you'll make us able to build the two right hand side designs, especially with the upcoming new placement system.
Because with 0.13, there will be only one rail type : straight. The rail will automatically adapt to the shape of the track you're building, and curve accordingly as needed, using only straight rails from your inventory.
Source : http://www.factorio.com/blog/post/fff-113
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