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Snap train to tiles.
Posted: Mon Jan 16, 2017 7:21 pm
by Wizard Marcos
Sometimes when I'm using wagons as multichests, they are slightly out of alignment, making them unreachable for some inserters. This suggestion is for there to be a way to snap an engine or wagon to the tracks, when we press a key (shift for example).
Re: Snap train to tiles.
Posted: Mon Jan 16, 2017 9:25 pm
by ssilk
Added to
viewtopic.php?f=80&t=19953 New types of rails (curves, s-curves ...)
Re: Snap train to tiles.
Posted: Tue Jan 17, 2017 2:14 am
by Wizard Marcos
Uuh, I don't how this fits there... I'm not asking for new rails, although I wouldn't mind

Re: Snap train to tiles.
Posted: Tue Jan 17, 2017 7:28 pm
by ssilk
Search in that article about "Leaving the fixed 2x2 grid"!
Re: Snap train to tiles.
Posted: Wed Jan 18, 2017 12:00 am
by Wizard Marcos
Well I guess, althought this is more of the opposite. Currently you can place trains anywhere on a rail, as illustrated in this gif:
While what I'd like to be able to do is only place the trains where they would match the yellow markers, just like how you can only place buildings in the grid.
Re: Snap train to tiles.
Posted: Wed Jan 18, 2017 9:32 pm
by ssilk
Hm, understood. I should read more carefully. But currently too much stress.
My concern is this: How should this work for all other players? And how should this work in curves?
Re: Snap train to tiles.
Posted: Wed Jan 18, 2017 10:32 pm
by Wizard Marcos
Yeah, stress is a mess.
How this works for other players: like the current rail placement, there would be 2 modes of operation, the normal one (current) and a Shift + placement where it would snap to the grid.
The problem is, like you said, curve tiles. I have 2 ideas. First one is to snap at the distance of the ends corresponding to the tiles, like in this image:
However, the curve length seems to be around 262px, which can't be divided by 32 evenly (result is 8.18 or something).
The other idea was to simply divide the curve by a number (for example, 8, similar to the result above) of same sized segments and snap to those. Either way, there is no way to snap them on the way I'd like them to...
Still, the only places where wagon placement would really matter would be straight rails, because wagons close when they are in a curve.
Re: Snap train to tiles.
Posted: Wed Jan 18, 2017 11:39 pm
by Ranakastrasz
Given that the size of train cars and engines are consistent with the grid now, it isn't a huge issue. Just apply this limit to the first one you place, and the rest just snap connect to existing wagons/engines.
As for curves, they isn't really any reason I can think of for the snap to be nessasary. Also I have no idea the exact dimensions on a perfect diagonal, but it Shouldn't matter that much.
Re: Snap train to tiles.
Posted: Sat Jan 28, 2017 7:22 am
by ssilk
Well, actually I really like idea with the shift key. I'm currently building again massive trains and this bothers me a lot, that I need to run a train first to the exact point of a train stop before I can build the rest of the train station, cause I cannot be sure, that things are filled into the wrong wagon. For vertical stops this is for me difficult.
And in curves it should be good enough to snap to the segment borders.