About the team :
It feels good to read that boskid has same attention to trains that he had with pipes

.
It felt a bit sad to read a member leave the team after a decision that was related to the project he was working on. It is said that trial and errors are steps to success and from the phrasing it seems Dominik was part of this process. Wishes of best luck.
About the campaign :
trial and errors, at this point i still don't understand if the aim is for new players to be guided through the different mechanism the game has incorporated over time, or to give veterans player a refreshing experience, or both, or something else, i was surprised to read that no story would be in the campaign, i didn't know it was possible to do that, i like the ability to write my own everytime so this is fine.
With all that said, the multiple small scenarios seems to possibly address both public, versus the task of proposing an expanding campaign that has the same level of quality as the freepaly. The idea of crowdsourcing, is another form of modding to me, which is a strengh of Factorio, the system that is used for mods may find some applications for scenarios?
"Belt-madness" i think has 3 or 4 levels and is very fun to play, while quite short, easy and focused on belts, i would enjoy playing a "pipe-madness" , "train-madness", "biters-madness", "bot-madness" or some puzzle with combinators. I am pretty sure this could be used to teach one mechanism at a time, player would have access to some technologies that are hard to reach for a beginner in the freeplay, giving a glance at what research is for.
Also it wouldn't be linear, so one can jump into a simili-tutorial, for example on trains, when the researched is done in freeplay, but biters don't allow for safe experiment. Then later on same for robots if you don't know what to do with only red and yellow chest, you try the "bot-madness" thing, first levels are easy and tells you about the pieces locked behind research in freeplay. Latest level could be hard and require precise placement of limited number of chest that requires extensive understanding of the factorio rules that may stabilize after V1 ?
Curious to see what's coming
About trains :
Molay wrote: Sun Jan 26, 2020 10:06 am
+1 for adding a "max trains at this station: X" field. Would make life so much easier.
How should the game decide which train is allowed to go and which train is blocked ?
Let's say i have 100 trains of iron and i don't want them to all go at the same station, i just add some magic, and all the 100 trains will know how to behave and only 20/100 are allowed to move in my 20 iron station. The game automatically knows which 80 trains should be blocked ?
Now let say i have those 20 trains, those that are allowed to move, but suddenly 1 station closes. So the train should go join the 80 parked trains ? The game shall decide to stop one of the trains ? Even though there are station with the correct name opened, should this 1 too many trains freeze on spot ? Saying "max number of train allowed to move to X station already reached ?
I think i understand what is being asked, i just can't picture how it would function in practice.
I feel this is another logic for train management that maybe you can replicate using mods that alter the vanilla game, like Logistic train networks, or Train Supply Manager ( and those i don't know about sorry) depending on how precise your idea on how train should behave is.
The more you ask the game to do as "logic" the less customization and adaptation is in your hand concerning the train network. Even though the mentionned idea is appealing i fear it will ties hands of players if some developpement is spent to make this part of the game, everyone will have to do with this. I feel the actual train logic is robust, it does not allow everything easily, but what the game requires to launch rocket is achievable through many different methods. (Feel free to argue i wouldn't mind being convinced, my impression was it's not that simple and may have drawbacks .)