Fighting worms and spitters now looks a lot more fun dodging those acid spits and those new spawner graphics really feel like there should be Creep beneath them.
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
You should be setting filters on your cargo wagons.Pinga wrote: Fri Jan 25, 2019 6:02 pm Do the temporary go to station disable inserters during this stop?
Example: I use my Iron Ore train to travel to the Circuit factory, now my ore train is full or circuits?
Haha, this. It really is beginning to look/feel like a lone marine going against throngs of zerg.
I would also like better train logic such as if fuel low, skip all stations and go to fuel depot (there are workarounds that work well enough, but advanced logic would be welcome).Gabrol wrote: Fri Jan 25, 2019 5:59 pm Can we have conditions for train stops? Like "if Iron < 100, ignore Train Stop X"
The progress bar for the wait conditions are kinda odd to me, maybe if was a thinner line under the condition box?
What if you made the Spitter projectiles look like boiling acid? like steam coming out of the green goop
I'm waiting eagerly for this GUI update![]()
I agree. Fuel is something I somewhat often check. It's one of those crucial components that just belongs on the main/every screen.Avezo wrote: Fri Jan 25, 2019 6:21 pmWouldn't it be better for inventory alone to have a separate tab? Vanilla locomotives don't even have own inventories. Fuel would be just a small bar added at the top of the list, visible regardless of which tab is open.pleegwat wrote: Fri Jan 25, 2019 6:14 pmFuel also needs to display an inventory. Though I could see workflows where you only want to view the amount of fuel, or refuel from your action bar.Avezo wrote: Fri Jan 25, 2019 6:09 pm Why can't train fuel be in the same tab? It's annoying having to switch tabs just for such a small use case.
I agree, the conditions they way they are displayed is confusing even though I know how they work. I suggest either a bracket type approach or by using categories with each category having a type ("and" or "or") and grouping everything that is "anded" or "ored" together under them.Maxi3000 wrote: Fri Jan 25, 2019 6:28 pmYeah, I have the same problem. I know that I have tested it, but it's still confusing me everytime.<NO_NAME> wrote: Fri Jan 25, 2019 6:14 pm However, the "and" and "or" operations are confusing as ever. I think they are supposed to be parsed from top to bottom without any precedence rules but even knowing that doesn't really help to parse it mentally. Wasn't the new train GUI supposed to introduce some kind of braces?
Visual braces would solve the problem, but real ones would be awesome, even though I have no idea to realise them witout having weird clustering.
I don't really see any indication that the worms have scales.ske wrote: Fri Jan 25, 2019 8:11 pm The worms look like they're made from rubber. Their scales stretch and bend.
Scales should neither stretch nor bend.
There is, you just have to repeat some statements.Reika wrote: Fri Jan 25, 2019 8:32 pmFor example, there is no way to achieve condition (A & (B | C) & D) | (E & F) | G.
If it's reasonable to make the cursor into an OS-standardized (i.e. still hardware cursor) "grabber hand" over the appropriate grip handles for drag&drop in the Train UI it might be worthwhile.FFF #279 wrote:The drag and drop was possible in the list-box version as well, but it was quite a hidden feature, as it was the only list-box in the whole game that allowed that, and there was no visual indication of that functionality.
+1 that idea. Also, having X amount of trains with each one dedicated to a player (i.e. a multiplayer game with X amount of locomotives and X amount of players) would be nice. That way you could have a railyard for player-only vehicles and use them as a rail cab service. Player A calls train, Train A answers Player A's sortie request and stops at the nearest accessible track. While Player A waits for Train A, he/she could determine where it takes them. Once aboard, Train A whisks Player A to their final destination: the closest accessible track from the map spot designated by Player A. When Player A exits and gets a safe distance away, Train A leaves to return to Station A at the yard. This would all happen independently of Player/Train/Station B, C, D, etc. for other people online on the same map.nosports wrote: Fri Jan 25, 2019 5:49 pm I would hint a change of the temporary trainstation for easier use....
as you have stated 'for personal' use its quite resonable that a certail loco/train is used for personal transport.
So i would suggest that you could mark a loco as 'personal' and when clickin on the map for a temporal train-stop you could choose the personal loco with one click, and with a double click you can choose a certain train in the map....