Friday Facts #113 - Better rail building

Regular reports on Factorio development.
Ohlmann
Long Handed Inserter
Long Handed Inserter
Posts: 68
Joined: Tue Jun 10, 2014 11:22 am
Contact:

Re: Friday Facts #113 - Better rail building

Post by Ohlmann »

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.

User avatar
Tev
Fast Inserter
Fast Inserter
Posts: 149
Joined: Sun Aug 02, 2015 7:42 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by Tev »

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.
You just blueprint custom curves you'll use in the design.

And for large scale network FARL will probably remain the state of art.

User avatar
hitzu
Filter Inserter
Filter Inserter
Posts: 539
Joined: Tue Sep 09, 2014 5:55 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by hitzu »

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.
Let's try it first. :)
For me it is a very long awaited feature.

imajor
Fast Inserter
Fast Inserter
Posts: 164
Joined: Thu Aug 14, 2014 11:02 am
Contact:

Re: Friday Facts #113 - Better rail building

Post by imajor »

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).

kinnom
Filter Inserter
Filter Inserter
Posts: 706
Joined: Fri Dec 26, 2014 4:20 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by kinnom »

other rail shapes (like the S for switching close lanes)
we meet again, the wait for a feature I want.
no yes yes no yes no yes yes

3trip
Inserter
Inserter
Posts: 41
Joined: Fri Sep 18, 2015 3:40 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by 3trip »

Cool! Do you plan on implementing this for conveyors as well?

infogulch
Inserter
Inserter
Posts: 23
Joined: Mon Dec 29, 2014 6:09 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by infogulch »

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.

User avatar
EstebanLB
Fast Inserter
Fast Inserter
Posts: 103
Joined: Mon Apr 15, 2013 3:00 am
Contact:

Re: Friday Facts #113 - Better rail building

Post by EstebanLB »

@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 :oops:

Zeblote
Filter Inserter
Filter Inserter
Posts: 973
Joined: Fri Oct 31, 2014 11:55 am
Contact:

Re: Friday Facts #113 - Better rail building

Post by Zeblote »

Image

If players don't have to mess with curve parts anymore that means you can finally fix this thing right?

User avatar
SuperSandro2000
Filter Inserter
Filter Inserter
Posts: 742
Joined: Sun Jan 12, 2014 3:54 am
Contact:

Re: Friday Facts #113 - Better rail building

Post by SuperSandro2000 »

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.

User avatar
Xterminator
Filter Inserter
Filter Inserter
Posts: 981
Joined: Sun Jun 15, 2014 4:49 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by Xterminator »

Yet another feature that looks really interesting and that I can't wait to try out! :D 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.
Image Image Image

Rakshasa
Long Handed Inserter
Long Handed Inserter
Posts: 97
Joined: Sat May 31, 2014 7:21 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by Rakshasa »

Time to start creating train theme-park rides?

sillyfly
Smart Inserter
Smart Inserter
Posts: 1101
Joined: Sun May 04, 2014 11:29 am
Contact:

Re: Friday Facts #113 - Better rail building

Post by sillyfly »

Rakshasa wrote:Time to start creating train theme-park rides?
:D :D

roman566
Fast Inserter
Fast Inserter
Posts: 137
Joined: Sat May 24, 2014 10:53 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by roman566 »

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.

Jonathan88
Fast Inserter
Fast Inserter
Posts: 180
Joined: Tue Jan 20, 2015 7:49 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by Jonathan88 »

The track pathfinder is AMAZING!!! :D :D :D
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

User avatar
cpy
Filter Inserter
Filter Inserter
Posts: 839
Joined: Thu Jul 31, 2014 5:34 am
Contact:

Re: Friday Facts #113 - Better rail building

Post by cpy »

This is basically nerd porn!

User avatar
hitzu
Filter Inserter
Filter Inserter
Posts: 539
Joined: Tue Sep 09, 2014 5:55 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by hitzu »

Just realized that we have to have bots in order to build rails. Is that mean that it will be impossible without them?

kinnom
Filter Inserter
Filter Inserter
Posts: 706
Joined: Fri Dec 26, 2014 4:20 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by kinnom »

most likely not. remember that this feature isn't done yet.
no yes yes no yes no yes yes

Gemoron
Inserter
Inserter
Posts: 21
Joined: Sun Jun 29, 2014 3:01 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by Gemoron »

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.

User avatar
-root
Filter Inserter
Filter Inserter
Posts: 651
Joined: Tue Jul 01, 2014 11:24 pm
Contact:

Re: Friday Facts #113 - Better rail building

Post by -root »

lol, that's the episode Xeteth gets squished :lol: :lol: :lol: . ~!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.

Post Reply

Return to “News”