Friday Facts #378 - Trains on another level

Regular reports on Factorio development.
Post Reply
IhaQuer
Manual Inserter
Manual Inserter
Posts: 1
Joined: Wed Feb 15, 2017 9:57 am
Contact:

Re: Friday Facts #378 - Trains on another level

Post by IhaQuer »

Absolutely brilliant idea :) please give it to us ... to me :D I have many many deaths as a result of being hit by a train :D hahahahaha

Loewchen
Global Moderator
Global Moderator
Posts: 8321
Joined: Wed Jan 07, 2015 5:53 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post by Loewchen »

Rikkit wrote: ↑
Fri Sep 29, 2023 2:23 pm
Is there a big use for second layer trains? I saw many maps for factorio and it seems to me that people were fine with 1 layer. City-blocks or not.
You don't need elevated train tracks, but if you look at the examples in the FFF you can see that the ability to cross paths without interfering with each other is a very useful feature.

Diablo
Inserter
Inserter
Posts: 46
Joined: Thu Apr 21, 2016 12:35 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post by Diablo »

YES, YES, YES, A thousand times YES.

I'm not crying, you're crying. :P

Elevated rails be will one of the standalone official mods next to Quality and Space Age, so you can play a vanilla-like game with just the elevated rails for example, or other mods can just depend on Elevated rails.

Especially this.

mmmPI
Smart Inserter
Smart Inserter
Posts: 2748
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post by mmmPI »

Rikkit wrote: ↑
Fri Sep 29, 2023 2:23 pm
Hello, I don't understand something.

Is there a big use for second layer trains? I saw many maps for factorio and it seems to me that people were fine with 1 layer. City-blocks or not.
Thanks to bridges, you can do junctions as highway for cars, where it's only "merge" and no crossing like for lower throughput car roads.

This means you can have 2 rail track "crossing" at max throughput, like an interchange.

Also thanks to elevated rails you can build over an existing factory or existing rail system which makes it easier/ more forgiving when you want to fit a rail somewhere.

Adael
Burner Inserter
Burner Inserter
Posts: 12
Joined: Sat May 21, 2016 9:47 am
Contact:

Re: Friday Facts #378 - Trains on another level

Post by Adael »

This is a big improvement, i love it. You're awesome!!!

astroshak
Filter Inserter
Filter Inserter
Posts: 597
Joined: Thu May 10, 2018 9:59 am
Contact:

Re: Friday Facts #378 - Trains on another level

Post by astroshak »

kovarex wrote: ↑
Fri Sep 29, 2023 11:38 am
Feather wrote: ↑
Fri Sep 29, 2023 11:18 am
Can the player enter/exit the train when it's elevated or walk on the elevated tracks?
And can elevated trains collide with anything? like a spidertron for example
Player can exit/enter elevated trains fine. (It would be quite annoying otherwise)
They only collide with few entities, as stated in the fff (Big electric poles, robport, rocket silo)
Sorry if this has been asked already, but …

What happens if the player exits the train in an elevated railway over water? Instant death?

Serenity
Smart Inserter
Smart Inserter
Posts: 1002
Joined: Fri Apr 15, 2016 6:16 am
Contact:

Re: Friday Facts #378 - Trains on another level

Post by Serenity »

O...M...G... :o

Did not see that coming. The part about being a game changer in train stations when using bi-directional trains is true. Now you run into massive issues if the exit rail crosses the entry one.

I also love finally having bridges over water :)

pleegwat
Filter Inserter
Filter Inserter
Posts: 260
Joined: Fri May 19, 2017 7:31 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post by pleegwat »

I'm sure we'll hear about aquatic and/or airborne biters in a few weeks.

juliejayne
Inserter
Inserter
Posts: 41
Joined: Sat Apr 01, 2017 1:52 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post by juliejayne »

I have to admit, that I had hoped that the Factorio expansion would have been underground, rather than space. Shame you took the "easy" option.

That being said, then yes elevated railways are more logical than tunnels. But I am disappointed in these. They are fairground rollercoasters rather than serious elevated railways. And many of the examples you display in the FF, show by their track curvature, how little any of you understand about railways.

And even the mention of deadlocking railways... that only happens IF you design your network poorly. So just giving poor design a "get out of jail free" card by having a ridiculous ramp... oh well.

I guess I will be in the minority, and I will work with it. But still SAD.

bombcar
Burner Inserter
Burner Inserter
Posts: 11
Joined: Tue Jan 28, 2020 8:31 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post by bombcar »

kovarex wrote: ↑
Fri Sep 29, 2023 2:00 pm
j_matya wrote: ↑
Fri Sep 29, 2023 12:42 pm
kovarex wrote: ↑
Fri Sep 29, 2023 11:38 am
Feather wrote: ↑
Fri Sep 29, 2023 11:18 am
How can you exit when train is over water?
Could we deadlock the game by being on a train that runs out of fuel over water, or is it "just" a death sentence?
We also thought about this (remote) possibility, and there will be a way to solve it.
HE HAS REVEALED THE ANSWER

remote refueling is a thing, and it will be available to you before you can elevate trains

User avatar
MasterBuilder
Filter Inserter
Filter Inserter
Posts: 348
Joined: Sun Nov 23, 2014 1:22 am
Contact:

Re: Friday Facts #378 - Trains on another level

Post by MasterBuilder »

This is my single most wanted feature. I've been hoping for this for many years.
It's a dream come true!
Its so great I can't find the right words for it.

The only thing left on my wishlist is native electric trains.
Give a man fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life.

Shadow_Man
Long Handed Inserter
Long Handed Inserter
Posts: 83
Joined: Fri Mar 02, 2018 2:55 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post by Shadow_Man »

Image

User avatar
husnikadam
Long Handed Inserter
Long Handed Inserter
Posts: 78
Joined: Mon May 21, 2018 1:56 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post by husnikadam »

bombcar wrote: ↑
Fri Sep 29, 2023 2:57 pm
HE HAS REVEALED THE ANSWER
remote refueling is a thing, and it will be available to you before you can elevate trains
My bet would be on electric trains or emergency power mode, similar like bots do

User avatar
Stargateur
Inserter
Inserter
Posts: 37
Joined: Sat Oct 05, 2019 6:17 am
Contact:

Re: Friday Facts #378 - Trains on another level

Post by Stargateur »

kovarex wrote: ↑
Fri Sep 29, 2023 2:00 pm
j_matya wrote: ↑
Fri Sep 29, 2023 12:42 pm
kovarex wrote: ↑
Fri Sep 29, 2023 11:38 am
Feather wrote: ↑
Fri Sep 29, 2023 11:18 am
How can you exit when train is over water?
Could we deadlock the game by being on a train that runs out of fuel over water, or is it "just" a death sentence?
We also thought about this (remote) possibility, and there will be a way to solve it.
Jetpack ! Also how do we place track on water ? using a train and advance with it ? or more jetpack !

Kingven
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri Sep 29, 2023 3:15 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post by Kingven »

bombcar wrote: ↑
Fri Sep 29, 2023 2:57 pm
kovarex wrote: ↑
Fri Sep 29, 2023 2:00 pm
j_matya wrote: ↑
Fri Sep 29, 2023 12:42 pm
kovarex wrote: ↑
Fri Sep 29, 2023 11:38 am
Feather wrote: ↑
Fri Sep 29, 2023 11:18 am
How can you exit when train is over water?
Could we deadlock the game by being on a train that runs out of fuel over water, or is it "just" a death sentence?
We also thought about this (remote) possibility, and there will be a way to solve it.
HE HAS REVEALED THE ANSWER

remote refueling is a thing, and it will be available to you before you can elevate trains
Maybe Solar Panel on Train... minimun velocity to a safe spot on land...

kovarex
Factorio Staff
Factorio Staff
Posts: 8078
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Friday Facts #378 - Trains on another level

Post by kovarex »

astroshak wrote: ↑
Fri Sep 29, 2023 2:46 pm
What happens if the player exits the train in an elevated railway over water? Instant death?
You just can't exit, simple as that :)

SnowZyDe
Inserter
Inserter
Posts: 35
Joined: Fri Sep 01, 2023 12:28 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post by SnowZyDe »

I think it would be logical to just reduce the speed of the train to 10km/h when it runs out of fuel

aka13
Filter Inserter
Filter Inserter
Posts: 688
Joined: Sun Sep 29, 2013 1:18 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post by aka13 »

This looks fun, conveyor mechanics for rails. Also looks really good!
Pony/Furfag avatar? Opinion discarded.

Tricorius
Filter Inserter
Filter Inserter
Posts: 266
Joined: Fri Jul 01, 2016 9:04 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post by Tricorius »

FuzzyOne wrote: ↑
Fri Sep 29, 2023 11:58 am
Oooh, and Elevated Rails, Quality and Space Age are separate official mods? So one may play a game with the Elevated Rails and Space Age mods, but not the Quality mod if one wants? This should quiet all those asking for a Quality switch (not me, I liked the Quality idea). All-in-all, incredible job!
Their level of casually dropping ground-shaking feedback fixes into FFFs is unmatched. 🀣

I noticed that as well.

User avatar
jodokus31
Smart Inserter
Smart Inserter
Posts: 1604
Joined: Sun Feb 26, 2017 4:13 pm
Contact:

Re: Friday Facts #378 - Trains on another level

Post by jodokus31 »

Rikkit wrote: ↑
Fri Sep 29, 2023 2:23 pm
Hello, I don't understand something.

Is there a big use for second layer trains? I saw many maps for factorio and it seems to me that people were fine with 1 layer. City-blocks or not.
It'll offer a lot more possibilities to increase train throughput, when bases get bigger. Also, it'll offer more possibilities overall to increase the puzzling aspect of the game, which is great

Post Reply

Return to β€œNews”