Friday Facts #114 - Better train conditions

Regular reports on Factorio development.
kovarex
Factorio Staff
Factorio Staff
Posts: 6918
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Friday Facts #114 - Better train conditions

Post by kovarex » Fri Nov 27, 2015 6:24 pm

How do we learn the UI design on the fly: https://www.factorio.com/blog/post/fff-114

Ohlmann
Long Handed Inserter
Long Handed Inserter
Posts: 66
Joined: Tue Jun 10, 2014 11:22 am
Contact:

Re: Friday Facts #114 - Better train conditions

Post by Ohlmann » Fri Nov 27, 2015 6:31 pm

I hope "soon" is "very soon" :p

User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 3459
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: Friday Facts #114 - Better train conditions

Post by Klonan » Fri Nov 27, 2015 6:35 pm

FFFFF i got tricked!

I hope soon is very soon too :D

EDIT: That rail building is looking sexy, and the new UI too. It would be good if there was a conditional 'refuelling station' that the train would head to if its low on fuel, instead of requiring fuel at one of the stations on the schedule
Last edited by Klonan on Fri Nov 27, 2015 6:45 pm, edited 1 time in total.

ratchetfreak
Filter Inserter
Filter Inserter
Posts: 926
Joined: Sat May 23, 2015 12:10 pm
Contact:

Re: Friday Facts #114 - Better train conditions

Post by ratchetfreak » Fri Nov 27, 2015 6:39 pm

I think you forgot to update the forum

http://www.factorio.com/blog/post/fff-114

or I got ninja'd eitherway is fine :|
Last edited by ratchetfreak on Fri Nov 27, 2015 6:50 pm, edited 1 time in total.

katyal
Fast Inserter
Fast Inserter
Posts: 208
Joined: Wed Nov 12, 2014 8:42 pm
Contact:

Re: Friday Facts #114 - Better train conditions

Post by katyal » Fri Nov 27, 2015 6:40 pm

SOON™?

Ohlmann
Long Handed Inserter
Long Handed Inserter
Posts: 66
Joined: Tue Jun 10, 2014 11:22 am
Contact:

Re: Friday Facts #114 - Better train conditions

Post by Ohlmann » Fri Nov 27, 2015 6:45 pm

Worth the wait.

You seem to have nailed what was needed for trains.

_aD
Fast Inserter
Fast Inserter
Posts: 210
Joined: Sat Apr 12, 2014 12:03 am

Re: Friday Facts #114 - Better train conditions

Post by _aD » Fri Nov 27, 2015 6:49 pm

Looking great. Clearly the devs love trains as much as we do!

katyal
Fast Inserter
Fast Inserter
Posts: 208
Joined: Wed Nov 12, 2014 8:42 pm
Contact:

Re: Friday Facts #114 - Better train conditions

Post by katyal » Fri Nov 27, 2015 6:50 pm

Are the conditions set per station or do they apply to every stop?

deepdriller
Fast Inserter
Fast Inserter
Posts: 179
Joined: Sat Apr 11, 2015 7:52 pm
Contact:

Re: Friday Facts #114 - Better train conditions

Post by deepdriller » Fri Nov 27, 2015 6:52 pm

katyal wrote:Are the conditions set per station or do they apply to every stop?
Per station. I thought that was stated clearly though.

Zeblote
Filter Inserter
Filter Inserter
Posts: 972
Joined: Fri Oct 31, 2014 11:55 am
Contact:

Re: Friday Facts #114 - Better train conditions

Post by Zeblote » Fri Nov 27, 2015 7:06 pm

I really like that new rail building thing :D

Finally no more fiddling with tiny diagonal pieces.

jeroon
Filter Inserter
Filter Inserter
Posts: 351
Joined: Sun Jan 26, 2014 10:18 am
Contact:

Re: Friday Facts #114 - Better train conditions

Post by jeroon » Fri Nov 27, 2015 7:32 pm

The Dutch version of Santa Claus visits december 5th, and I know what I'm going to ask for this year: New Trains! :D

Theace98
Burner Inserter
Burner Inserter
Posts: 11
Joined: Fri Oct 09, 2015 6:04 pm
Contact:

Re: Friday Facts #114 - Better train conditions

Post by Theace98 » Fri Nov 27, 2015 7:52 pm

When using the train interface I was always of the idea of "I'll cope" which probably led to me subconsciously avoiding trains with the nightmare of automating them so the new UI should really help there. Now that I'm seeing the train tool in a practical use (I don't consider twisty windy paths as practical even in OpenTTD I'll demolish half the town just to establish a passenger train route.(Passenger ones only, goods will go around, I'm not a monster)) I can understand why it'd be useful, with lack of switching between hotbar Iitems.

It'd be great if the game could look at junction system and give you a recommended layout of signals for the junction setup (maybe you select the track at a junction and it calculates the best way to have trains queuing to go on while a train on always has a way off) but given how much of a headache that would probably be, not expecting it.
I typically play Factorio, Minecraft, Rimworld, Starsector, Prison Architect and Stardrive 2. Oh and add XCOM, FTL and Homeworld. And Transport Tycoon...

Quite frankly, it's a miracle I get anything done.

transportman
Inserter
Inserter
Posts: 34
Joined: Thu Jun 26, 2014 2:13 pm
Contact:

Re: Friday Facts #114 - Better train conditions

Post by transportman » Fri Nov 27, 2015 8:11 pm

What I still miss in the train schedule window is an easy way to change the order of stations. Is something planned for that?

User avatar
Drury
Filter Inserter
Filter Inserter
Posts: 679
Joined: Tue Mar 25, 2014 8:01 pm
Contact:

Re: Friday Facts #114 - Better train conditions

Post by Drury » Fri Nov 27, 2015 8:18 pm

Klonan wrote:FFFFF i got tricked!

I hope soon is very soon too :D

EDIT: That rail building is looking sexy, and the new UI too. It would be good if there was a conditional 'refuelling station' that the train would head to if its low on fuel, instead of requiring fuel at one of the stations on the schedule
OpenTTD has a thing for this, it's called "Conditional Order Jump" - an order that, when executed, checks the train's condition and decides whether to continue on to the next order, or rather skip to a specific order.

An instance of what the order window would look like for each order with this system in Factorio:
1. Refueling Station

Wait until:
Full refuel

Order Jumps:
Continue to order 2 (default order, you wouldn't have to set this in the window every time)

2. Iron Ore Mine

Wait until:
Timer 20 seconds
OR Full load Iron Ore

Order Jumps:
IF Timer 20 seconds Jump to order 4
ELSE Continue to order 3

3. Main Furnaces

Wait until:
No Cargo

Order Jumps:
IF Fuel in tank <10 Jump to order 1
ELSE Jump to order 2

4. Small Furnaces

Wait until:
No Cargo

Order Jumps:
IF Fuel in tank <10 Continue to order 1 (default jump for the last order in the order list)
ELSE Jump to order 2
Image

User avatar
y.petremann
Filter Inserter
Filter Inserter
Posts: 391
Joined: Mon Mar 17, 2014 4:24 pm
Contact:

Re: Friday Facts #114 - Better train conditions

Post by y.petremann » Fri Nov 27, 2015 8:24 pm

If stations gets circuit connections, it would be interesting to have them being able to be enabled/disabled from circuit conditions. It would permit to have train not going to disabled stations.

User avatar
matheod
Inserter
Inserter
Posts: 31
Joined: Sun Jun 01, 2014 1:27 am
Contact:

Re: Friday Facts #114 - Better train conditions

Post by matheod » Fri Nov 27, 2015 8:32 pm

So, I took me time to understand this :
In-activity - No items were added or removed for specified amount of seconds.
Because for me, if no item are added or removed after a specified amount of seconds, then the train is not in activity. For me a train waiting in a station while no item are added/removed is not in activity, it's the contrary.

So after thinking I understand why it's call In-activity, but I think the name should be changed.

GenericKen
Inserter
Inserter
Posts: 23
Joined: Sun Jan 18, 2015 3:24 am
Contact:

Re: Friday Facts #114 - Better train conditions

Post by GenericKen » Fri Nov 27, 2015 8:33 pm

Is there any chance that you'll add the ability to blueprint train station names?

User avatar
Drury
Filter Inserter
Filter Inserter
Posts: 679
Joined: Tue Mar 25, 2014 8:01 pm
Contact:

Re: Friday Facts #114 - Better train conditions

Post by Drury » Fri Nov 27, 2015 8:40 pm

matheod wrote:So, I took me time to understand this :
In-activity - No items were added or removed for specified amount of seconds.
Because for me, if no item are added or removed after a specified amount of seconds, then the train is not in activity. For me a train waiting in a station while no item are added/removed is not in activity, it's the contrary.

So after thinking I understand why it's call In-activity, but I think the name should be changed.
Yeah, they meant to say inactivity, without the hyphen.

To make it abundantly clear it can simply read "idle"
Image

joshwo69
Burner Inserter
Burner Inserter
Posts: 6
Joined: Wed Jun 17, 2015 6:38 am
Contact:

Re: Friday Facts #114 - Better train conditions

Post by joshwo69 » Fri Nov 27, 2015 9:03 pm

*drools* oohhh this update will be sweet! Loving it so far!

User avatar
hitzu
Filter Inserter
Filter Inserter
Posts: 525
Joined: Tue Sep 09, 2014 5:55 pm
Contact:

Re: Friday Facts #114 - Better train conditions

Post by hitzu » Fri Nov 27, 2015 9:54 pm

Image
I wish building belts, pipes and especially power lines would be the same.

Post Reply

Return to “News”

Who is online

Users browsing this forum: No registered users and 4 guests