Second, a big thanks to rseding for delivering an awesome speed boost to factorio.
Third, a question to rseding, if you can describe in a nutshell what the difference is between the event-subscriber pattern and the targeter pattern. It sounds like the same, just inverted. Instead of the subscription, the pointer to the target is deleted. Or is this the main difference?
Forth, a request to the game designers (kovarex?) and ian the sound designer, to set some resources aside to rework the train sounds. I feel the train sounds are flat, boring and non immersive at the moment. And I think they are completely wrong in terms of physics. IRL engines make the most noise, when they generate the most torque. This is when they accelerate most. Which is, when they increase velocity or pull the weight against track and air friction. So imo train should be loudest, when they start moving, when they are very fast (matches what factorio delivers at the moment) or when they have to pull a lot of weight (also if they are very slow). Also there are no breaking sounds. Trains make a whole lot of breaking noise. Given that factorio has a steam-punkish, a bit ramshackled setting, I miss them even more. The ka-klang noise, I perceive as very coutnerintuitive as well. Those sounds, we know from RL very well, originate from the wheels hitting uneven spots on the tracks. Mostly little gaps between track sections, which are not welded together. Anyways, they are stationary with the track and occour for every single wheel passing that spot. So for a lcomotive they should be a ka-ka-klang for each of it's two triple axles and then a ka-klang for each of the two twin axles of each waggon. Well, maybe I am taking this too far now. I don't know. Let's say, realistic ka-klang sounds are a nice to have.