Make rail signal placement less janky/unintuitive

Post your ideas and suggestions how to improve the game.

Moderator: ickputzdirwech

Theikkru
Filter Inserter
Filter Inserter
Posts: 416
Joined: Wed Mar 27, 2019 2:18 pm
Contact:

Make rail signal placement less janky/unintuitive

Post by Theikkru »

I tried to signal some of the new half-curve rails, but it did not work as expected:
rail.png
rail.png (1.42 MiB) Viewed 190 times
I was about to post it as a bug, but found that it had already been reported...and marked not a bug. Apparently, you can figure out what's going on if you turn on the rail collision debug overlay:
collision.png
collision.png (1.39 MiB) Viewed 190 times
I was eventually able to understand what was going on, but, after some consideration, it's still horribly janky and unintuitive, and we really shouldn't have to open a debug overlay to figure out how to signal things.

I propose, then, the following two ways to mitigate confusion:
A. Trim the collision boxes so they don't overlap so jankily:
boxed.png
boxed.png (1.32 MiB) Viewed 190 times
B. Change the graphics/UI so that they more accurately indicate where blocks will be divided:
lined.png
lined.png (1.36 MiB) Viewed 190 times
doodad.png
doodad.png (1.17 MiB) Viewed 190 times
Theikkru
Filter Inserter
Filter Inserter
Posts: 416
Joined: Wed Mar 27, 2019 2:18 pm
Contact:

Re: Make rail signal placement less janky/unintuitive

Post by Theikkru »

After thinking about it some more, I'd like to pose a question:
Is there some reason there must be exactly one collision box for each rail segment?
From a player perspective, everything would be far more straightforward, and a lot more positions on curves would become valid signal locations, if the signals could bisect rail segment collision boxes wherever they are placed:
bisection.png
bisection.png (286.96 KiB) Viewed 143 times
Post Reply

Return to “Ideas and Suggestions”