Friday Facts #134 - Signal placement indicator

Regular reports on Factorio development.

User avatar
Smarty
Global Moderator
Global Moderator
Posts: 816
Joined: Sat Oct 04, 2014 5:00 pm
Contact:

Re: Friday Facts #134 - Signal placement indicator

Post by Smarty »

Why so early? :D

User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5148
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: Friday Facts #134 - Signal placement indicator

Post by Klonan »

Smarty wrote:Why so early? :D
He wants to go to lunch :D

matjojo
Filter Inserter
Filter Inserter
Posts: 336
Joined: Wed Jun 17, 2015 6:08 pm
Contact:

Re: Friday Facts #134 - Signal placement indicator

Post by matjojo »

YESSSSSSS, better flamethrower mechanics whoopwhoop.

Koub
Global Moderator
Global Moderator
Posts: 7175
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: Friday Facts #134 - Signal placement indicator

Post by Koub »

This signal placement helper will be of great help for all those not easy with trains. I know a reasonable part of Factorio's target audience has played - and loved - Open TTD. That's not the case for all, and train, railway, and signals that seem so easy to figure for some of the players are just incomprehensible for the others.
This signal placement indicator is going to help fill the gap between total noobs with trains (like myself) and experienced people, who are familiar with all this, and use it extensively in their bases.
Koub - Please consider English is not my native language.

Silden
Inserter
Inserter
Posts: 45
Joined: Thu Sep 10, 2015 3:59 pm
Contact:

Re: Friday Facts #134 - Signal placement indicator

Post by Silden »

With this, the realigning horizontal and vertical and the placement of tracks, it sounds like 13 will be fantastic for the railways!

User avatar
Alekthefirst
Fast Inserter
Fast Inserter
Posts: 104
Joined: Sat Feb 07, 2015 7:39 pm
Contact:

Re: Friday Facts #134 - Signal placement indicator

Post by Alekthefirst »

Damn now i need to reassemble my computer as soon as i get home tomorrow. I know this is long in the future, but i want to play factorio regardless of how long the next update is
Factorio is a game about automating everything. One day, i hope i can automate shitty signatures just like this one.

daniel34
Global Moderator
Global Moderator
Posts: 2761
Joined: Thu Dec 25, 2014 7:30 am
Contact:

Re: Friday Facts #134 - Signal placement indicator

Post by daniel34 »

Silden wrote:With this, the realigning horizontal and vertical and the placement of tracks, it sounds like 13 will be fantastic for the railways!
And don't forget the new train conditions: https://www.factorio.com/blog/post/fff-114
quick links: log file | graphical issues | wiki

User avatar
Phillip_Lynx
Filter Inserter
Filter Inserter
Posts: 541
Joined: Mon Jul 21, 2014 6:00 pm
Contact:

Re: Friday Facts #134 - Signal placement indicator

Post by Phillip_Lynx »

WOW, early today :).

And welcome Mishka.

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

Re: Friday Facts #134 - Signal placement indicator

Post by dee- »

What about signals that are already placed on a pre-0.13 map but don't match the new designated points?
I suppose they're just left as they are but after mining cannot be replaced on the same spot.

What about blueprints, that have signals on the "illegal" positions?
I suppose these are still placeable because as part of a blueprint they're not re-checked again.

So what about blueprinting as signle signal and placing it at illegal positions?
I suppose it's possible to work around the limitation that way.

Vatharian
Inserter
Inserter
Posts: 45
Joined: Mon Feb 01, 2016 10:09 pm
Contact:

Re: Friday Facts #134 - Signal placement indicator

Post by Vatharian »

Can we get that before 0.13... Pleeeease?
Veni, Vici, Spaghettici - never bus! (tm)

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

Re: Friday Facts #134 - Signal placement indicator

Post by ratchetfreak »

dee- wrote:What about signals that are already placed on a pre-0.13 map but don't match the new designated points?
I suppose they're just left as they are but after mining cannot be replaced on the same spot.

What about blueprints, that have signals on the "illegal" positions?
I suppose these are still placeable because as part of a blueprint they're not re-checked again.

So what about blueprinting as signle signal and placing it at illegal positions?
I suppose it's possible to work around the limitation that way.
It should be possible to prevent bots from placing bad signals. However it is also possible to remove tracks so there is no more exit from the line.

Perhaps then also have an option to highlight signals that violate the placement rules.

User avatar
Descryant
Manual Inserter
Manual Inserter
Posts: 2
Joined: Thu Apr 14, 2016 5:52 pm
Contact:

Re: Friday Facts #134 - Signal placement indicator

Post by Descryant »

Sweet, more rail improvements! :D Really looking forward to this patch.
~ Descryant

Image

Don’t blink.

User avatar
theRustyKnife
Filter Inserter
Filter Inserter
Posts: 259
Joined: Thu Feb 26, 2015 9:26 pm
Contact:

Re: Friday Facts #134 - Signal placement indicator

Post by theRustyKnife »

The indication of possible (and sensible) spots for the signals is great though I'd still appreciate being able to build them even on the 'illegal' spots. I use this to make branches of my train network only I can access in manual mode therefore I can be sure there's never going to be a train in there to crash into me or whatever.
On the other hand I understand that it might be confusing for some people and I believe that the Devs (yeah, capital D :D ) can find a solution that suits everyone's needs and desires.

keyboardhack
Filter Inserter
Filter Inserter
Posts: 478
Joined: Sat Aug 23, 2014 11:43 pm
Contact:

Re: Friday Facts #134 - Signal placement indicator

Post by keyboardhack »

These updates are glorious! Hype level for 0.13 is increasing exponentially :D
Waste of bytes : P

User avatar
DanGio
Filter Inserter
Filter Inserter
Posts: 394
Joined: Sat May 10, 2014 6:22 pm
Contact:

Re: Friday Facts #134 - Signal placement indicator

Post by DanGio »

If you sell a book someday, with all the FFF compiled in it, I'll buy it. Seriously :)

User avatar
LotA
Fast Inserter
Fast Inserter
Posts: 117
Joined: Fri Oct 10, 2014 11:41 am
Contact:

Re: Friday Facts #134 - Signal placement indicator

Post by LotA »

I wonder why there is no words of any new rail pieces at this point (harder/softer curves basically) I really dislike to have to use the design on the left hand side, I hope/expect you'll make us able to build the two right hand side designs, especially with the upcoming new placement system.
t.jpg
t.jpg (476.78 KiB) Viewed 11788 times
Everything else look great, as always.. Love you Wube ;)

matherlyat
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri Jul 24, 2015 6:04 pm
Contact:

Re: Friday Facts #134 - Signal placement indicator

Post by matherlyat »

Those two cases would have to be done with single pieces since 45 diagonals don't occur. I'm sure it will happen at some point.

Brambor
Fast Inserter
Fast Inserter
Posts: 125
Joined: Thu May 07, 2015 1:52 pm
Contact:

Re: Friday Facts #134 - Signal placement indicator

Post by Brambor »

From the little testing I did, this is going to be one of those changes that will make us wonder, how could we play without it before?
Quite easily. We had that programmed in our brains already :)

Koub
Global Moderator
Global Moderator
Posts: 7175
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: Friday Facts #134 - Signal placement indicator

Post by Koub »

LotA wrote:I wonder why there is no words of any new rail pieces at this point (harder/softer curves basically) I really dislike to have to use the design on the left hand side, I hope/expect you'll make us able to build the two right hand side designs, especially with the upcoming new placement system.
Because with 0.13, there will be only one rail type : straight. The rail will automatically adapt to the shape of the track you're building, and curve accordingly as needed, using only straight rails from your inventory.
Source : http://www.factorio.com/blog/post/fff-113
Koub - Please consider English is not my native language.

Post Reply

Return to “News”