Cliffs as natural rail elevators
Moderator: ickputzdirwech
Cliffs as natural rail elevators
Since cliffs are already considered natural elevations, wouldn't it make sense to also be able use them as natural rail elevators?
I just read FFF 378 and this popped into my mind. The cliffs are directional already, so likely most of this would be just some smoothed underlying sprite replacing the cliff and a transition rail from ground to elevated rail.
Please consider implementing this, as it would change the very meaning of cliffs, especially to the very players who oppose them.
I just read FFF 378 and this popped into my mind. The cliffs are directional already, so likely most of this would be just some smoothed underlying sprite replacing the cliff and a transition rail from ground to elevated rail.
Please consider implementing this, as it would change the very meaning of cliffs, especially to the very players who oppose them.
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Re: Cliffs as natural rail elevators
This would be a cool feature to have.
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Re: Cliffs as natural rail elevators
Unfortunately, I'm pretty sure rail elevators have to be longer than the longest rail entity for them to work.
I'm very much guessing how they implemented elevated rails, but it seems like the obvious wat to do it for minimum effort.
I'm very much guessing how they implemented elevated rails, but it seems like the obvious wat to do it for minimum effort.
Re: Cliffs as natural rail elevators
How would a quick succession of two (or more) cliffs be handled in this context, knowing there are only two rail levels ?
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Re: Cliffs as natural rail elevators
Only thing that I can think of:
If you try to place a ramp over a cliff - without hitting the shift key - then it allows it - but only if you place it in the "correct" position.
If you try to place a ramp over a cliff - without hitting the shift key - then it allows it - but only if you place it in the "correct" position.
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Re: Cliffs as natural rail elevators
Might have to be implemented as a cliff ramp item. Elevated rails themselves need to ignore cliffs as shown in the preview. So you'd have to do something janky like it only offers a cliff ramp when connecting to an existing terrestrial track, which would be counterintuitive when you could build into the air without changing items but have to stop and build into the air from the landing cliff on the other end.
Wasn't there an elevated rail support pillar that's cheaper than the ramp? Maybe placing it on a cliff converts it to a cliff ramp.
Re: Cliffs as natural rail elevators
Chiming in again from here.
Any Cliff that is not aligned to the elevation will be considered deconstruction.
Last edited by havarc on Tue Feb 20, 2024 5:22 pm, edited 1 time in total.
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Re: Cliffs as natural rail elevators
You don't even have to do that. If you have 2 cliffs back to back facing the same direction (so it'd be seen as 2 up ramps in a row), the first one would cause the ground rail to go elevated, then the second would have no affect. There's no need for a second, third, or even forth cliff to affect the "level" of already elevated rails.
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Re: Cliffs as natural rail elevators
Wube, you can't be seriously building a Base like that without the urge to implement this idea. Even more so when other images show straight edges almost made for that purpose.
Re: Cliffs as natural rail elevators
No.
Rail ramp (for 2.0) is so large because there is quite a lot of collision mask related magic happening while the train is moving on them and so cliffs cannot become place where rails would transition as they are simply too short.
Also this would also create a lot of projection issues because if cliffs would be considered natural elevators, then in my mind the rails would have to look like they are "flat height" (assuming the elevated side of cliff is already high) but trains have to be consistent in 2 cases: using standard projection while in game and using flat projection while in map. If rolling stocks would change layer on cliffs by not changing render position, then they would have to change position in the flat projection in map effectively causing them to misalign with rails.
Rail ramp (for 2.0) is so large because there is quite a lot of collision mask related magic happening while the train is moving on them and so cliffs cannot become place where rails would transition as they are simply too short.
Also this would also create a lot of projection issues because if cliffs would be considered natural elevators, then in my mind the rails would have to look like they are "flat height" (assuming the elevated side of cliff is already high) but trains have to be consistent in 2 cases: using standard projection while in game and using flat projection while in map. If rolling stocks would change layer on cliffs by not changing render position, then they would have to change position in the flat projection in map effectively causing them to misalign with rails.
Re: Cliffs as natural rail elevators
I see, thank you very much for the notion and the clarification.