mrvn wrote:It works well enough for train stations. Did anyone tell you that you can name 2 stations the same so trains would pick a station?
And yes, every new train should get a new empty route. I'm sure though the devs can come up with something more elaborate than route 1 Route 2 etc. They seem to have a quite elaborate thing to pick names.
The situations are not the same. As soon as you build a few stations and a train and click on it, a new player
will notice that stations have names. This
will happen as soon as he tries to automate trains, if it hasn't already. (That means that stations having names is pretty much guaranteed to be discovered by all players who build trains). The UI that opens when you click on a train makes it clear that you use stations to route trains. From there it is a short but logical step to wondering if stations can be renamed. (Indeed once you have more than 3 or 4 stations at least some players are likely to want to rename stations, as a way to help keep things organised in their own head). Click on a station, find the button right after the train's name and a new UI opens. The button to rename a station is in a perfectly obvious location. A player is likely to find it as soon as he wants to rename a station. So the method of renaming a station is discoverable.
Now the UI for renaming a station makes it easy to name stations the same, and to use variations on the same name. Indeed it seems like it is designed to make it easy to name stations the same. The ability to name two stations the same is explicitly discoverable through a cursory examination of the station renaming UI.
So why would you want to name two stations the same? A new player might not want to, but eventually their base will get large enough that they will think wouldn't it be nice if I could name both of these stations the same and a train would just pick one. At that point they already have some clues that the game supports naming stations the same. It is logical to think that if the game allows stations to be named the same it might "just work". You have a UI that makes naming two stations the same trivial.
If the player thinks about what will happen if he names two stations the same, there are really only a few reasonable alternatives.
1. A train will give some sort of error analogous to "no path" because the next station is ambiguous.
2. A train will pick one, and will always go to that one, ignoring the other station with the same name.
3. A train will pick one, and will somehow choose between the stations of the same name either randomly, or in a more or less intelligent fashion.
It is easy enough to just try and see if it works. A player who actually attempts this will discover that it mostly works. (Assuming the stations aren't too far apart). Would it be better if discoverability of naming stations the same was better? Absolutely. I can't remember whether it is in the tips and tricks at the start of the game, but it should be.
Now consider what would happen if you got in a taxi and told the driver "UPS Parcel Depot". The taxi driver will take you there. What if there were 2 UPS Parcel Depots? He will either pick whichever he thinks is more convenient, or ask you to clarify which one you want. Now Factorio's trains can't ask their cargo for clarification, so they will just pick one. So Factorio's train's behaviour is logical and intuitive from from the point of view of a player's real world experiences. The only real issue is discoverability of the fact that you can, and might want to, name two stations the same to get trains to path to whichever is more convenient. But at least it's behaviour is logical and consistent with real world experiences, and there is a reasonable chance that the player will make the critical realisation of "I wish I could just name 2 stations the same and have the train choose whichever is better. Oh wait I can." on their own.
Now take the strategy of naming the trains the same to tell them that they share the same route. In the real world we might talk about the "Paris train" or the "London Express", but when we say things like that we are implicitly talking about the train going to Paris or the train on the London Express route. We all understand that the train itself isn't named Paris or London Express. Instead it will have some sort of other name or id that might only ever be used by the train company internally (indeed if a train has multiple locomotives, then each locomotive probably has it's own name and/or id number). So London express is not the name of the train. It is the name of the route. The train on the the London Express route might well be called "Black Ghost". Tomorrow "Enola Gay" might run that route.
Lately in this thread people have said
show the train name, i.e the route the train is following
.
If you mean rename a train's route label to change its route then that is one thing.
But this is not what was originally being discussed up thread. There people were explicitly talking about trains having the same name
if two trains are named the same then they have a common schedule
.
Do
NOT conflate the two. If you are talking about train names then you are talking about names like "Black Ghost" or "Enola Gay". If you are route names or schedules then you need to say route (name) or schedule (name). And if named routes or schedules are implemented into the game, then you need to label then as route or schedule, not simply as name which players will think of as a train's name, like "Enola Gay" or "Black Ghost". The concept of naming trains as "Route Iron Mine 10" should only apply for mods which can't access the UI to change the field's label to read "Route" instead of "Name".
From a player's point of view changing the name ("Black Ghost") of the train/locomotive has no reason to effect it's route. Until the game starts naming trains "Iron Mine 10" or something, there is absolutely no logical reason for a player to expect that changing a train's name will effect it's route. That means short of things like naming a train after it's route, the concept of naming 2 trains the same to have them sharing schedules is not discoverable. And once you do start naming trains "Iron Mine 10" you are really talking about the trains route or schedule, and should change the name of the field in the UI to "Route" rather than "Name". (Also be aware Iron Mine 10 could have trains running to Iron smelter 1, Iron Smelter 2, and Steel Smelter. So naming a train Iron Mine 10 does not necessarily describe its route adequately).
Now however you label routes in the UI, you want to cover a few usecases. Building a new mine and creating a new train schedule that is basically a clone of an existing schedule from another mine. (Create new schedule. Clone then edit schedule). Moving trains between mines. (Assign trains to schedules. Edit existing schedules). You probably also want delete a schedule. This is enough usecases that from the point of UI design I think you would be better off with a new UI panel, rather than trying to squeeze all this functionality into the existing train dialog. Whilst you could probably do all or at least most of this through just the existing dialog and changing a train's route name, it would probably be awkward to use and not very user friendly.
Now my current factorio game is a Seablock campaign, and I haven't felt the need to build any trains there. So I haven't actually looked at the train UI in a few weeks. So everything I have written in this thread prior to this post has been from memory. As part of writing up this post I did load up vanilla factorio. And I discovered something.
Zavian wrote:Before this topic came up, I wasn't even aware that you could rename trains.
As far as I can tell trains don't actually have names, and you can't rename them. (Locomotives do have names, but again there doesn't seem to be a way to rename them). So you would need to extend the UI to be able to rename trains anyway. At that point just call the whole thing "Route:" or "Schedule:" rather than name, and most of my objections disappear. (I do still think you would be better off with a new UI panel rather than just trying to shoehorn route management into the existing train UI panel).