TheKid0z wrote: Fri Sep 22, 2023 1:28 pm
- What does a roundabout look like now?
I'd like to see this too.
My standard rail building method one I've not really seen elsewhere, but I just like it: 3 tracks, 2 spaces between each, middle rail reserved for 2-way manual use, signals on the inside of the outer rails (so trains drive on the left), with junctions being roundabouts for the automated (outer) tracks with basic turns inside for the manual middle rail. It ends up working out really nicely for signal positions too.
So naturally I'm curious to see if this design would still work with the new rails, or if it'd be totally broken.
That said, simply the ability to use the "half-diagonal" rails makes this a fantastic update in my view! And not one that I was at all expecting. After all I had previously read about
all the trouble JBSS Bahn had when deciding to move from 45 degree geometry to 22.5 degree geometry. There's just so many combinations to consider now! So it's fascinating to see Factorio manage this.
TheKid0z wrote: Fri Sep 22, 2023 1:28 pm
- What does a U turn look like now
See
viewtopic.php?p=591945#p591945 (old) vs
viewtopic.php?p=591969#p591969 (new)
TheKid0z wrote: Fri Sep 22, 2023 1:28 pm
- An animation for how the new rail planner works?
I would imagine much the same as the old one? They only added new possibilities to it.
TheKid0z wrote: Fri Sep 22, 2023 1:28 pm
- There were times when signal placement was not symmetric is it symmetric now?
Given you still have to place signals in free spaces next to rails I don't think so.
I would quite like to see Factorio adopt Voxel Tycoon style signals. Namely that signals are just added to rails and do not take up any space themselves, but are drawn on the edge of the rail tile. This would allow signalling rails that had no gap between them, and should give you symmetric signals - and if we do get symmetric signals then I'd really like a display option to flip them to the other side of the rail, so you could choose whether you wanted trains to follow signals on their right (as is current) or on their left.
TheKid0z wrote: Fri Sep 22, 2023 1:28 pm
- Like another user mentioned I think rails can be upgraded to concrete to enable train braking research. The research only applies to concrete rails
I'd like to see mod support for multiple rail types that can control different speed limits and maximum braking force etc. I'd definitely play with a mod that added that. I don't think it'd be suitable for vanilla though.
TheKid0z wrote: Fri Sep 22, 2023 1:28 pm
- Enable modding for rail/signal/train graphics. I’d love have trains that look different
Isn't this already available? I know I've seen mods that give different looking trains, not sure about the rails or signals themselves but I would have thought
any graphics could be changed. Though mod support for different lengths of train units (other than 6 tiles) would be sweet.
TheKid0z wrote: Fri Sep 22, 2023 1:28 pm
- Bring back the idea of trains derailing that was teased in an ancient FFF. At least I’d like to see explosions when two trains collide (maybe mod access), a puff of blood when a player gets run over
Yes, please! Trains really shouldn't just stop dead when they hit the end of the line or another train, whether or not they take damage... Train units that hit the end of the line should keep going and plough through whatever they hit, they should gradually slow as they drag along the ground and eventually come to a halt, after doing damage to (or destroying) everything in their path as well as themselves. They should start to spin round and move left and right a bit as well, mainly influenced by what they hit. And train units that hit another train unit should derail and do the same. The only exception should be if the train is going very slowly, e.g. for linking to another. I think it'd need to be paired with an automatic brake for manual driving though so that you didn't run the risk of destroying your train (and yourself) every time you manually drove to the end of a line.
No blood from running over players though, please and thank you.
TheKid0z wrote: Fri Sep 22, 2023 1:28 pm
- Also I don’t think anyone here would be mad if you broke saves. If breaking saves is going to happen in 2.1 I’d rather wish it happens when 2.0 is released. Honestly why bother keeping compatibility for such a big update. This is a chance for the developers to add features that were not possible before. Limiting yourselves I feel
Err, well, here's someone who would be.
The Factorio team have a great track record of not breaking saves, so as long as you can still download old versions, you can take very old saves and upgrade one by one through several key versions. Breaking 1.1 saves in 2.1 means you can upgrade 1.1 -> 2.0, fix whatever needs fixing (e.g. your rails), then upgrade 2.0 -> 2.1, whereas what you're suggesting is to not allow this at all: you'd upgrade 1.1 -> 2.0 and your rails would just disappear. I don't think anyone would enjoy that.
And I don't think they're limiting themselves by doing things the correct way. I don't really think there's any feature that simply cannot be done without at least "stepping-stone" compatibility, unless they want to make an entirely different game altogether.