Friday Facts #377 - New new rails
- FactorioBot
- Factorio Staff
- Posts: 423
- Joined: Tue May 12, 2015 1:48 pm
Re: Friday Facts #377 - New new rails
That's legendary good news hahaha
Re: Friday Facts #377 - New new rails
Great changes! Now I can build even more rails!
Re: Friday Facts #377 - New new rails
The new rails are looking great! I hope, there will be "concreted rails" too!
Great work and thanks for the news!
Re: Friday Facts #377 - New new rails
What’s the matter guys? Quality hate does not age well with every new week?
Or i guess there will still be people who will try to find a needle even in this blog post?
Or i guess there will still be people who will try to find a needle even in this blog post?
- SuperSandro2000
- Filter Inserter
- Posts: 742
- Joined: Sun Jan 12, 2014 3:54 am
- Contact:
Re: Friday Facts #377 - New new rails
Looking forward to better rails
Last edited by SuperSandro2000 on Fri Sep 22, 2023 11:17 am, edited 1 time in total.
Please call me simply Sandro.
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
Re: Friday Facts #377 - New new rails
Fantastic solution to a problem we all have stopped complaining about ages ago
Great work on the visual upgrade!
Great work on the visual upgrade!
Re: Friday Facts #377 - New new rails
I quite like this change, but the thing I really wanted for Space Age rail improvements would be better support for modded rails, like fast replacement for SE's space rails, or linked rails for inter-surface trains.
Re: Friday Facts #377 - New new rails
It's great that you are working on legacy issues, and not just the space exploration stuff!
See the daily™ struggles with my Factory! https://www.twitch.tv/repetitivebeats
-
- Inserter
- Posts: 31
- Joined: Sat Aug 26, 2023 3:18 pm
- Contact:
Re: Friday Facts #377 - New new rails
The only thing that worries me is whether it will be clear where to place the landfill for the railway? I like to save landfill, and also leave small water gaps to absorb pollution (I know about the trick with nuclear bombs, but they are too expensive for me). But when you want to place landfill for curved rails, it is completely unclear why the rail does not want to be placed. You need to turn on the display of collision-boxes of objects through the debug menu and turn off the beautiful transition of tiles, since these collision-boxes are positioned crookedly. I hope the developers took this point into account and corrected it in Factorio 2.0
Re: Friday Facts #377 - New new rails
This looks wonderful! I'm wondering, is signaling even possible in the last image?
Re: Friday Facts #377 - New new rails
Still waiting for that train logic update
-
- Manual Inserter
- Posts: 2
- Joined: Sun Dec 18, 2016 6:25 pm
- Contact:
Re: Friday Facts #377 - New new rails
They should add an "auto landfill" option that just places landfill and blows up cliffs as needed, and since it's automated, it will only do the slivers necessaryIForgotMyName wrote: ↑Fri Sep 22, 2023 11:27 am The only thing that worries me is whether it will be clear where to place the landfill for the railway? I like to save landfill, and also leave small water gaps to absorb pollution (I know about the trick with nuclear bombs, but they are too expensive for me). But when you want to place landfill for curved rails, it is completely unclear why the rail does not want to be placed.
-
- Inserter
- Posts: 22
- Joined: Wed Aug 30, 2023 4:55 pm
- Contact:
Re: Friday Facts #377 - New new rails
Very cool! I'm glad about the new options and the prettier rail! Very good work! It always annoyed me that the distance between the rails had to be so large. But I also like right angles and I'm afraid that I have to straighten the crooked rails of my friends constantly.
Note: Multi-level items are a lazy solution to truly unique new items, with new appearances and new mechanics. I still don't like the quality upgrade.
Note: Multi-level items are a lazy solution to truly unique new items, with new appearances and new mechanics. I still don't like the quality upgrade.
-
- Burner Inserter
- Posts: 14
- Joined: Fri Jun 24, 2016 10:53 am
- Contact:
Re: Friday Facts #377 - New new rails
Did you really write "choochoose" omg?
Re: Friday Facts #377 - New new rails
What will happen to blueprints with 1.1 rail?
Re: Friday Facts #377 - New new rails
Great news!
You can always expect the best from the Factorio devs!
Maybe we can get tunnels or rail bridges in the future too?
You can always expect the best from the Factorio devs!
Maybe we can get tunnels or rail bridges in the future too?
Re: Friday Facts #377 - New new rails
Finally, chunk aligned big electric poles!Speaking of which, the bigger curve radius means that with 4 tiles in between directions, now the minimal convenient blueprint module size is 32x32 tiles.
We have increased the big electric pole range to 32 to go along with this.
Re: Friday Facts #377 - New new rails
Hell yeah, very cool! Also love the 32s poles, this scratches a very long-lasting itch.
Pony/Furfag avatar? Opinion discarded.
Re: Friday Facts #377 - New new rails
that's a nice feature, my universal intersection/junction needed updating anyway.