Friday Facts #113 - Better rail building
Re: Friday Facts #113 - Better rail building
I love that !
My main concern is how to make a railway parralel to an existing one with that system. I am obsessional enough to *want* all my dual track to be parralel.
My main concern is how to make a railway parralel to an existing one with that system. I am obsessional enough to *want* all my dual track to be parralel.
Re: Friday Facts #113 - Better rail building
You just blueprint custom curves you'll use in the design.Marconos wrote:I'm concerned with not having curved rails that we can build ourselves it will make building tightly compacted depots much more complicated.
And for large scale network FARL will probably remain the state of art.
Re: Friday Facts #113 - Better rail building
Let's try it first.Marconos wrote: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.
For me it is a very long awaited feature.
Re: Friday Facts #113 - Better rail building
I was expecting a smart solution, but this is even better, can't wait to use.
One question: are you also making something for the case when the user is connecting two really far points? FARL is very comfortable for that (but always felt like a cheat to me).
One question: are you also making something for the case when the user is connecting two really far points? FARL is very comfortable for that (but always felt like a cheat to me).
Re: Friday Facts #113 - Better rail building
we meet again, the wait for a feature I want.other rail shapes (like the S for switching close lanes)
no yes yes no yes no yes yes
Re: Friday Facts #113 - Better rail building
Cool! Do you plan on implementing this for conveyors as well?
Re: Friday Facts #113 - Better rail building
How does this iterative approach handle pathological edge cases?
E.g. two completely separate mazes where at one end tile the first maze is optimal, but only one tile over the other maze is optimal.
E.g. two completely separate mazes where at one end tile the first maze is optimal, but only one tile over the other maze is optimal.
Re: Friday Facts #113 - Better rail building
@kovarex, if a player can understand how rail signaling works, then he can trully manage 3 different types if rails. PLEASE add the S rail to switch lanes, PLEASE THINK OF THE CHILDREN!!!
The S rail is also the only thing that will allow shifting a straight track one tile to the side without much hassle, So many times I had to redo an entire path just to avoid one single oil deposit
The S rail is also the only thing that will allow shifting a straight track one tile to the side without much hassle, So many times I had to redo an entire path just to avoid one single oil deposit
Re: Friday Facts #113 - Better rail building
If players don't have to mess with curve parts anymore that means you can finally fix this thing right?
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Re: Friday Facts #113 - Better rail building
But do not remove manual mode because it would be useful if you want to build pixelart or a very complicated rail network and the algorithm just don't get what you want him to do.
Please call me simply Sandro.
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- Xterminator
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Re: Friday Facts #113 - Better rail building
Yet another feature that looks really interesting and that I can't wait to try out! I feel like it will make laying rail a lot easier in most cases but could maybe pose some problems if you are trying to lay out something really complicated or unorthodox and the algorithms can't figure out what your actually trying to to accomplish. Either way I really look forward to 0.13 and all the new goodies.
Re: Friday Facts #113 - Better rail building
Time to start creating train theme-park rides?
Re: Friday Facts #113 - Better rail building
Rakshasa wrote:Time to start creating train theme-park rides?
Re: Friday Facts #113 - Better rail building
I just hope that we will be somehow able to lay down tracks one by one as what algorithm thinks is optimal and what I think is optimal are two entirely different things.
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Re: Friday Facts #113 - Better rail building
The track pathfinder is AMAZING!!!
It makes so much sense to put in but I had never thought of it before! Now we need to mod that code with the train momentum code to have self driving cars! Somebody do that please!
Great work Devs - as always you keep the amazing work coming!
It makes so much sense to put in but I had never thought of it before! Now we need to mod that code with the train momentum code to have self driving cars! Somebody do that please!
Great work Devs - as always you keep the amazing work coming!
FactoriOh No: when it's accidentally 2am, again
Re: Friday Facts #113 - Better rail building
This is basically nerd porn!
Re: Friday Facts #113 - Better rail building
Just realized that we have to have bots in order to build rails. Is that mean that it will be impossible without them?
Re: Friday Facts #113 - Better rail building
most likely not. remember that this feature isn't done yet.
no yes yes no yes no yes yes
Re: Friday Facts #113 - Better rail building
I do like the automatic pathfinding for trains, but I have a practival question:
An A* track will most probably a quite curvy road. in addition, most railsystems work with at least 2 lanes to avoid crashes. is there any planning for automatic doubletrack rail building?
Just take a brief look at rootnegatives 8 lane crusher rail system.
https://www.youtube.com/watch?v=L5a0CKaG1eE
I have my doubts that A* will handle any multilane rail system. I guess we'll mostly have to stick to blueprints after all.
An A* track will most probably a quite curvy road. in addition, most railsystems work with at least 2 lanes to avoid crashes. is there any planning for automatic doubletrack rail building?
Just take a brief look at rootnegatives 8 lane crusher rail system.
https://www.youtube.com/watch?v=L5a0CKaG1eE
I have my doubts that A* will handle any multilane rail system. I guess we'll mostly have to stick to blueprints after all.
Re: Friday Facts #113 - Better rail building
lol, that's the episode Xeteth gets squished . ~!choochoo
Two things. Firstly, its great you guys are looking at rail building. We've gotten used to it, but it is pretty horrendous currently. Curves namely.
Secondly, for those scared about what this means, I think if the algorithm is smart enough, it'll become easier. The way it looks is you click the start and you click the end of the rail. So long as you know where you're aiming, the algorithm works it out. For S track, I can't foresee a problem. Even for large scale junctions, click start point and end point, provided the algorithm is smart enough, will be much, much easier.
And unless I miss my guess, based on past experience this algorithm will be well tailored to the requirements of the player.
Two things. Firstly, its great you guys are looking at rail building. We've gotten used to it, but it is pretty horrendous currently. Curves namely.
Secondly, for those scared about what this means, I think if the algorithm is smart enough, it'll become easier. The way it looks is you click the start and you click the end of the rail. So long as you know where you're aiming, the algorithm works it out. For S track, I can't foresee a problem. Even for large scale junctions, click start point and end point, provided the algorithm is smart enough, will be much, much easier.
And unless I miss my guess, based on past experience this algorithm will be well tailored to the requirements of the player.