Friday Facts #113 - Better rail building
Friday Facts #113 - Better rail building
How could we play without it? https://www.factorio.com/blog/post/fff-113
Re: Friday Facts #113 - Better rail building
Nice!
Damm, now i want to just skip time until 0.13 release...
Edit: Wohooo, first!
Damm, now i want to just skip time until 0.13 release...
Edit: Wohooo, first!
Re: Friday Facts #113 - Better rail building
Damn those automatic curves are sexy.
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Re: Friday Facts #113 - Better rail building
They're not the only curves that are sexyGandalf wrote:Damn those automatic curves are sexy.
Re: Friday Facts #113 - Better rail building
new factorio minigame, dodge them trees
Re: Friday Facts #113 - Better rail building
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!
Re: Friday Facts #113 - Better rail building
Please make an option to keep the pathfinding algorithm visible.
I would want to watch this for hours, it looks so calming
(also i might see where i need to chop down one single tree to make a shortcut)
I would want to watch this for hours, it looks so calming
(also i might see where i need to chop down one single tree to make a shortcut)
Re: Friday Facts #113 - Better rail building
hhhhhhhhrrrrrrrrrrrrnnnnnnnnnnnggggggggg
Last edited by mngrif on Fri Nov 20, 2015 4:00 pm, edited 1 time in total.
Re: Friday Facts #113 - Better rail building
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?
Re: Friday Facts #113 - Better rail building
Okay. This is officially cool!
Nice usage of established algorithms like A* and entropy encoding.
Very much looking forward
Nice usage of established algorithms like A* and entropy encoding.
Very much looking forward
Re: Friday Facts #113 - Better rail building
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.Valkor wrote:So will this make it to 0.12? Gotta ask, because reasons.
So no, this probably has no way of making it into 0.12.
Re: Friday Facts #113 - Better rail building
It will probably work the same way as blueprints. When you hold shift, trees get ignored.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?
Re: Friday Facts #113 - Better rail building
Sweet new feature! Let the 0.13 hype build up even further!
Re: Friday Facts #113 - Better rail building
Ah ok then. Thank you for the clarification.kovarex wrote:It will probably work the same way as blueprints. When you hold shift, trees get ignored.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?
Re: Friday Facts #113 - Better rail building
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.
Re: Friday Facts #113 - Better rail building
@Barhandar Lemme also copy-paste my reply from reddit
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.
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.
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)kovarex wrote:I took the liberty of stealing this task as I find it quite interesting.
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)
Re: Friday Facts #113 - Better rail building
Nice!kovarex wrote:It will probably work the same way as blueprints. When you hold shift, trees get ignored.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?
Ok looking forward to it
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Re: Friday Facts #113 - Better rail building
I hope branching off a existing rails won't be a hassle...
Re: Friday Facts #113 - Better rail building
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?
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?