I tried to signal some of the new half-curve rails, but it did not work as expected:
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:
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:
B. Change the graphics/UI so that they more accurately indicate where blocks will be divided:
I was about to post it as a bug, but found that Make rail signal placement less janky/unintuitive
Moderator: ickputzdirwech
Re: Make rail signal placement less janky/unintuitive
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:
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: