Friday Facts #113 - Better rail building

Regular reports on Factorio development.
kovarex
Factorio Staff
Factorio Staff
Posts: 8078
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Friday Facts #113 - Better rail building

Post by kovarex »

How could we play without it? :) https://www.factorio.com/blog/post/fff-113

diego-fm
Burner Inserter
Burner Inserter
Posts: 13
Joined: Sun Jan 11, 2015 3:57 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by diego-fm »

Nice!

Damm, now i want to just skip time until 0.13 release...

Edit: Wohooo, first!

User avatar
Gandalf
Filter Inserter
Filter Inserter
Posts: 294
Joined: Fri Dec 19, 2014 10:15 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by Gandalf »

Damn those automatic curves are sexy.
OS: Linux Mint 19 x64 | desktop: Awesome 4.2  |  Intel Core i5 8600k  |  16GB DDR4  |  NVidia GTX 1050 Ti (driver version: 410.104)    (2019-03)

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7351
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by bobingabout »

Gandalf wrote:Damn those automatic curves are sexy.
They're not the only curves that are sexy ;)
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

AnarCon
Long Handed Inserter
Long Handed Inserter
Posts: 73
Joined: Tue Feb 03, 2015 10:58 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by AnarCon »

new factorio minigame, dodge them trees ;)

sillyfly
Smart Inserter
Smart Inserter
Posts: 1099
Joined: Sun May 04, 2014 11:29 am
Contact:

Re: Friday Facts #113 - Better rail building

Post by sillyfly »

With every sneak peak of a new feature you torture us in expectation. This is no exception to this rule - I can't wait to play with it myself, as it looks awesome, and the possibility of more fine-tuned rail pieces (S-bends, wider curves etc.) is great news as well!

Hakusho
Inserter
Inserter
Posts: 48
Joined: Fri Oct 23, 2015 2:39 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by Hakusho »

Please make an option to keep the pathfinding algorithm visible.
I would want to watch this for hours, it looks so calming :D

(also i might see where i need to chop down one single tree to make a shortcut)

User avatar
mngrif
Fast Inserter
Fast Inserter
Posts: 173
Joined: Wed Feb 13, 2013 10:44 am
Contact:

Re: Friday Facts #113 - Better rail building

Post by mngrif »

hhhhhhhhrrrrrrrrrrrrnnnnnnnnnnnggggggggg
Last edited by mngrif on Fri Nov 20, 2015 4:00 pm, edited 1 time in total.
My Silly Factorian Tricks
<_aD> OBSERVE SIGNAL ASPECT BEFORE CROSSING TRACK

User avatar
hitzu
Filter Inserter
Filter Inserter
Posts: 530
Joined: Tue Sep 09, 2014 5:55 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by hitzu »

One question: why this algorithm avoid trees? If it works like a blueprint doesn't it should just lay tracks on top of the trees marking them to be removed?

dee-
Filter Inserter
Filter Inserter
Posts: 414
Joined: Mon Jan 19, 2015 9:21 am
Contact:

Re: Friday Facts #113 - Better rail building

Post by dee- »

Okay. This is officially cool!
Nice usage of established algorithms like A* and entropy encoding.
Very much looking forward

sillyfly
Smart Inserter
Smart Inserter
Posts: 1099
Joined: Sun May 04, 2014 11:29 am
Contact:

Re: Friday Facts #113 - Better rail building

Post by sillyfly »

Valkor wrote:So will this make it to 0.12? Gotta ask, because reasons.
The post starts by saying this is work in progress for 0.13, and continues by saying 0.12.18 will be a stable candidate.
So no, this probably has no way of making it into 0.12.

kovarex
Factorio Staff
Factorio Staff
Posts: 8078
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Friday Facts #113 - Better rail building

Post by kovarex »

hitzu wrote:One question: why this algorithm avoid trees? If it works like a blueprint doesn't it should just lay tracks on top of the trees marking them to be removed?
It will probably work the same way as blueprints. When you hold shift, trees get ignored.

User avatar
Narnach
Inserter
Inserter
Posts: 32
Joined: Sun Mar 10, 2013 4:45 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by Narnach »

Sweet new feature! Let the 0.13 hype build up even further!
Identity is cheap, reputation is priceless.

Let's Player over at https://youtube.com/narnach

User avatar
hitzu
Filter Inserter
Filter Inserter
Posts: 530
Joined: Tue Sep 09, 2014 5:55 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by hitzu »

kovarex wrote:
hitzu wrote:One question: why this algorithm avoid trees? If it works like a blueprint doesn't it should just lay tracks on top of the trees marking them to be removed?
It will probably work the same way as blueprints. When you hold shift, trees get ignored.
Ah ok then. Thank you for the clarification. :)

Mur
Long Handed Inserter
Long Handed Inserter
Posts: 64
Joined: Mon Feb 11, 2013 3:52 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by Mur »

+1!

Barhandar
Burner Inserter
Burner Inserter
Posts: 13
Joined: Fri Nov 20, 2015 4:08 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by Barhandar »

I have a question. Which of the rail designs here the autolayer cannot do at least as quickly as manually laying curved rails? I'm asking because I'm interested in getting superior upgrades that are actually superior, and not just claimed as such.

User avatar
Gandalf
Filter Inserter
Filter Inserter
Posts: 294
Joined: Fri Dec 19, 2014 10:15 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by Gandalf »

@Barhandar Lemme also copy-paste my reply from reddit :D
As I understand it you should still be able to do the equivalent of how laying tracks currently works. You can just 'drag' your rails in very small sections. I.e. if you want to build what is currently a single curved rail you just click where the rail would start and then drag to where it would end.
kovarex wrote:I took the liberty of stealing this task as I find it quite interesting.
I know that feeling. After spending ages of mundane bug fixing it's the most amazing thing to finally get to work on something fresh that challenges you on a more abstract level. That's why Haskell is so much fun. x)
Last edited by Gandalf on Fri Nov 20, 2015 4:17 pm, edited 1 time in total.
OS: Linux Mint 19 x64 | desktop: Awesome 4.2  |  Intel Core i5 8600k  |  16GB DDR4  |  NVidia GTX 1050 Ti (driver version: 410.104)    (2019-03)

User avatar
Tev
Fast Inserter
Fast Inserter
Posts: 148
Joined: Sun Aug 02, 2015 7:42 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by Tev »

kovarex wrote:
hitzu wrote:One question: why this algorithm avoid trees? If it works like a blueprint doesn't it should just lay tracks on top of the trees marking them to be removed?
It will probably work the same way as blueprints. When you hold shift, trees get ignored.
Nice!

Ok looking forward to it :)

ratchetfreak
Filter Inserter
Filter Inserter
Posts: 950
Joined: Sat May 23, 2015 12:10 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by ratchetfreak »

I hope branching off a existing rails won't be a hassle...

Marconos
Filter Inserter
Filter Inserter
Posts: 301
Joined: Mon Jun 02, 2014 10:46 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by Marconos »

I'm concerned with not having curved rails that we can build ourselves it will make building tightly compacted depots much more complicated. I love the automation feature, but if I'm right and you are dropping curved rails from being built I'm concerned it will create more issues then it solves. Really curious to actually try it.

The other question I have is large lines that are going 2 - 3k straight lines in length. How do you see these type of lines being addressed?

Post Reply

Return to “News”