Improved rail curves

Post your ideas and suggestions how to improve the game.

Moderator: ickputzdirwech

Peter34
Smart Inserter
Smart Inserter
Posts: 1100
Joined: Mon Nov 10, 2014 12:44 pm
Contact:

Re: Improved rail curves

Post by Peter34 »

Well, personally I think worrying about rail curve perfection is silly.

My personal opinion aside, though, it's a well-known fact that many Factorio fans have some degree of OCD, and based on that, improving the rail symmetry could be a good use of developer man-hours.
User avatar
hitzu
Filter Inserter
Filter Inserter
Posts: 539
Joined: Tue Sep 09, 2014 5:55 pm
Contact:

Re: Improved rail curves

Post by hitzu »

The best impoving of rail curves would be the possibility to mine straights pieces under the curved ones.
johanwanderer
Fast Inserter
Fast Inserter
Posts: 157
Joined: Fri Jun 26, 2015 11:13 pm

Re: Improved rail curves

Post by johanwanderer »

hitzu wrote:The best impoving of rail curves would be the possibility to mine straights pieces under the curved ones.
I use the deconstruction planner for this. Just deconstruct both pieces, then un-deconstruct (shift-click) the curved piece.
User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12889
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: Improved rail curves

Post by ssilk »

I think this detail is so annoying (or annoying enough :) ), that it should be handled as a bug.
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
orzelek
Smart Inserter
Smart Inserter
Posts: 3924
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: Improved rail curves

Post by orzelek »

There is one very important question here - are you willing to handle the update after it rolls out on your network?

I do agree that current rails looks slightly off and that can be annoying.
Cooolaid
Long Handed Inserter
Long Handed Inserter
Posts: 85
Joined: Sat Jul 18, 2015 8:48 pm
Contact:

Re: Improved rail curves

Post by Cooolaid »

I agree with the original Poster.
Turns and curves of rails should be seriously improved.
It does look off and very odd looking. Hopefully in the future it gets fixed.

Just putting my signature on this because its needed. :)
User avatar
tobsimon
Fast Inserter
Fast Inserter
Posts: 104
Joined: Wed Apr 29, 2015 10:58 am
Contact:

Re: Improved rail curves

Post by tobsimon »

Oh, I missed it. But you guys already linked my 2 cents about it.

Had a good laugh at Peter34's comment, also, no it's totally not silly, you're silly. :P

Id love to see more feedbeck on the question DerivePi raised: Which geometry is preferable,
the new flexible one,   (https://forums.factorio.com/forum/vie ... =6&t=12603 "New rail geometry")
or the fixed old one?   (https://forums.factorio.com/forum/vie ... =6&t=10340 "Simple fix for the ugly rail circles")
(both already linked before)



Also the deconstruction issue gave me an idea for rail building:
As always, there should only be one generic rail piece in the inventory. You can build it as a straight piece (rotate as usual), but shadows of the curves appear, which might be build in it's stead, like so:
RailBuilding.png
RailBuilding.png (285.18 KiB) Viewed 8657 times
This only happens, when you build connecting to prexisting rail. These shadows do not invoke the construction bots. They disappear, when you deselect the rail or build another rail piece. The curves are actually built, when you click on them, or when you build a rail piece connecting with them. In this case, the straigt disappears again, if it is terminal. If it is connected on both ends, it stays where it is. You may build on an existing continuous rail to display the shadows of the 4 curves (left and right, both directions) which can be built there to branch the rail.

Actually building a curve costs 4 rail pieces (same as current price, mathes it's length). Since one piece is already spent for the straight which will be replaced once the curve is built in it's stead, the remaining cost of 3 pieces is taken out of the inventory when the curve is actually built. Full cost of 4 in case of a branch.

I think this way, new players can easily see how to build curves, and it's seems to me an elegant way to build advanced stuff also. It is however a new variant of the build action not used (usable) anywhere else. But it expands very well to two different radii as used in the proposed new rail geometry.

You like it?
Zeblote
Filter Inserter
Filter Inserter
Posts: 973
Joined: Fri Oct 31, 2014 11:55 am
Contact:

Re: Improved rail curves

Post by Zeblote »

New flexible rail geometry is definitely better than temporarily fixing the old one!
katyal
Fast Inserter
Fast Inserter
Posts: 208
Joined: Wed Nov 12, 2014 8:42 pm
Contact:

Re: Improved rail curves

Post by katyal »

IIRC Kovarex touched on the subject in one of the friday blog posts (Can't seem to find the post maybe it was here on the forums after all). More specifically mentioned they wanted to go for a generic rail and making it easier to lay
Post Reply

Return to “Ideas and Suggestions”