I use two-headed trains, so it would have so sence.ssilk wrote:I drive often with two locos (cause much faster). You can put the loco also at the end.
![Smile :)](./images/smilies/icon_e_smile.gif)
I use two-headed trains, so it would have so sence.ssilk wrote:I drive often with two locos (cause much faster). You can put the loco also at the end.
Yes, please. I imagine Factorio having some heavy articulated type like a Garratt, which would undeniably make it slower than diesel. But the main limiting resource for a steam locomotive's range is not coal (or oil, or wood, or solid fuel) but water; balanced right, this could make for an interesting exercise in establishing watering facilities - towers at stops, or troughs. And having the diesel burn diesel already implies adding a way to add liquids to vehicles, so there's no additional work to be done to be able to put water in locomotives.Mangledpork wrote:I notice the train is called a diesel locomotive (in English anyway), but it runs on coal rather than a liquid fuel. It would be cool if there were two tiers of train, with a slower steam locomotive first that uses coal, and then the current train becomes fuelled by heavy or light oil (or a mix?) loaded by a special machine.
I think that's pretty much what I had, except two tiers of steam locomotive - one small one to go at the iron stage, one large one at the steel stage; not as good as a diesel, but burns absolutely anything, so you can run it without a refinery chain (or, if locomotive fuel costs become significant, without choosing between running locomotives or making plastic bars).warmadmax wrote:I like the idea of having a steam train, water and the whole nine yards..
I'd prefer it at the late red, early green science stage, buildable using Iron ingredients ideally, could even take a boiler and steam engine.
two tiers of train carriage?, iron carriage with the current 20 slots, then steel carriage with 40 or 60 slots?.
Obviously there would need to be new rail types and old rail types would need to become "legacy", i.e. they can exist in the game and on maps, but cannot be built anymore and would need to replaced when destroyed, and railroad network would need some minor changes. All "legacy" objects would become destroyed if placed on the map, and removed from storage if stored once the final release version hits, to keep the codebase clean. And yes, I've been puzzled by this too, that this one piece is always needed. All of this however may become moot once the planned auto-building of railway networks comes to fruition - drones wouldn't care much about this one extra bit of workssilk wrote:Make a suggestion, how this could be fixed without introducing new rail types.
ssilk wrote:Make a suggestion, how this could be fixed without introducing new rail types.
Also, we could just have a hold button to see above ground and another to see below ground stuff.... just like many minecraft mods that take up the same block.bobucles wrote:So? Power poles hide stuff behind them and they work just fine. Just make the sprites have enough transparent pixels to see stuff behind them.
Elevated rail can't be interacted with so it has little use inside the base. It can also stretch for long distances, which is something underground rail can not.
As a OpenTTD player i would love to see more influences from that game in Factorio. Here some crazy ideas for you guys...kovarex wrote:We are saying everywhere, that the game is inspired by Transport Tycoon.
There is already some proof of concept of trains (http://www.youtube.com/watch?v=Vmp66SmUztQ), but this is still far from transport tycoon.
I believe, that we could use the concept of transport tycoon in this area of the game almost completely.
Player would create stations and specify rout of the train, the train would stop at the station and wait until inserters have nothing to do.
This would help the game a lot for two reasons.
a) I like to play with trains, so I will enjoy the game more, there might be people like me out there
b) The game is missing some late game mechanism to transfer big amounts of resources from distant mining sites.
c) Diversity of logistics.
I am already building underground tubes with subsurface mod.ssilk wrote:This has already been discussed: If, then this will be underground tubes, cause elevated constructions have the problem, that everything behind them is more or less hidden.
Farogan wrote: - There could be a different end goal / gamemode. Like colonize the planet... with growing settlements/citys that need to be supplied with resources to grow. It should be probably abstract like in OpenTTD where you do not see any people, just numbers... but that would make your character a bit useless. Like still the lonely guy on a planetBut imagine you would build your first star-port where people can arrive and than designate some location for them to settle ( or let the game choose the location ). That would bring some new transportation and meaning into the late game. I know that i can play OpenTTD for days until the whole map turned into a city...
Questions would be: What about a currency in that world? I think we would not need it. You pay with resources and peoples lives. if you do not care for the settlements they would die or fly back to earth.
so basically i would be the same view as you would run around with the player. Except the player would not be there and you could scroll faster around and access all train and signal config to make the management easier... exchange of inventory from and to the player would not be possible of course...Farogan wrote: - to make long railroad projects easier to build there could be tech where you character enters a building from where you than can lay down tracks via "remote" robots or some crazy thing. It could be some sort of Satellite that you launch first from where you view the surface to plan the tracks and some robots are going to lay them for you.
Looks interesting this mod!Alukat wrote: Also wondering if someone's still working on the homeworld mod.