![Smile :)](./images/smilies/icon_e_smile.gif)
I love all of them, especially the toolbar, armor equipment toggling & how we'll learn features & shortcuts with this toolbar.
Does this mean that we would be able to dynamically add stations to the train or reprogram it (remotely?)? I'd like to see the ability to implement a logistic network (provider stations and receiver stations) with combinators.conditional stations
This was shown in an earlier FFF...I hope it's still happening...
I didn't spot that the first time through... Factorio never fails to find more things to fix in an already perfect game!
+1 couldn't put it better myselfCleany wrote: Fri Feb 01, 2019 6:43 pmYou guys are absolutely amazing, these improvements are fantastic, so much more than anyone could expect. The new GUI looks amazing, I can't wait for the update.
You consistently surpass expectations, every area you improve works incredibly well. This is top notch work and you are creating something incredible.
With train stops continually enabling and disabling the list is either going to be an obsolete snapshot or else stations are going to be jumping around in the list.So we show the inaccessible train stops ... at the bottom of the list.
One is to make bypass routes for long, slow-accelerating trains. You can play combinator-and-signal games to get that effect but it's a pain, and near as I can tell can't be made to work at all if train length isn't the only criterion. Short trains can zoomzoom around and not worry much about intersections, long trains can't do that, you want them going around any hint of congestion not through it, with cross traffic never allowed to interfere. To make an express route, double (or more, depending on the length of the cross-traffic trains) the express train's braking distance, wire any cross traffic signals closed if anything in there's not green.micromario wrote: Fri Feb 01, 2019 5:38 pm What is the use case for waypoints? I've never felt like I needed to build one.