Full efficiency intersections are now possible! It's a long time coming and a massive gamechanger to rail network building. Each new update for the expansion has me getting more and more excited....
Full efficiency intersections are now possible! It's a long time coming and a massive gamechanger to rail network building. Each new update for the expansion has me getting more and more excited. Rail rework? Bot behavior rework? A new take on space exploration? It all sounds like music to my ears!
I love the aesthetic of these new elevated rails, and the possibilities for new base designs around them is pretty interesting. I don’t have anything to add that isn’t in the post itself, but I’m...
I love the aesthetic of these new elevated rails, and the possibilities for new base designs around them is pretty interesting.
I don’t have anything to add that isn’t in the post itself, but I’m super excited to try them out when the expansion lands!
The only issue I had with the aesthetic of the elevated rail is the "fence" as they called it, or the guardrail looking thing on them. It kinda makes me think more of a roller coaster track. I get...
The only issue I had with the aesthetic of the elevated rail is the "fence" as they called it, or the guardrail looking thing on them. It kinda makes me think more of a roller coaster track. I get the reasoning they provided, that it helps differentiate them from the ground rails visually, but it doesn't quite look right to me. A lot of the imagery I've seen of elevated rail systems, I haven't seen many that have some kind of guardrail or fencing on the sides like that.
The bit that bugs me with the elevated rails is how little they seem to have in the way of support underneath. Virtually any real life train bridge has a ton of support underneath it due to the...
The bit that bugs me with the elevated rails is how little they seem to have in the way of support underneath. Virtually any real life train bridge has a ton of support underneath it due to the massive weight it needs to carry, but this looks like the train equivalent of a rickety rope bridge.
You're right, I didn't look that closely at it, perhaps because I was distracted by the fencing, but as I look at it now, the lack of support underneath does make it appear structurally...
You're right, I didn't look that closely at it, perhaps because I was distracted by the fencing, but as I look at it now, the lack of support underneath does make it appear structurally insufficient. I get that for practicality of gameplay that they were going for it might not have worked to require more supports, but it does look off.
The obvious explanation is that there's some sort of sci-fi material, plus the supports go deep and very firmly into the ground. All they need to do is make sure the art conveys some sort of hint...
The obvious explanation is that there's some sort of sci-fi material, plus the supports go deep and very firmly into the ground.
All they need to do is make sure the art conveys some sort of hint that there's a little post-space-age material magic going on.
Looking forward to seeing messy screenshots with trains everywhere. I'm actually not sure I like these elevated trains. They are going to make junctions and factories messier to mentally parse and...
Looking forward to seeing messy screenshots with trains everywhere.
I'm actually not sure I like these elevated trains. They are going to make junctions and factories messier to mentally parse and debug. When they were going on about tunnels I was expecting something like factorissimo where the tunnel would take you to a different surface. You could make underground tunnels in your tunnels for multi level metro style stations! They could have also gone with cliff to cliff bridges a la ottd, that would have made cliffs more useful too.
Anyway hoping I'm just being too negative. Still looking forward to see the full expansion.
This seems really cool, but I worry about the visibility issue. I'd really like a nice, easy button, maybe a control I can hold down, to drop all the elevated stuff (including trains) to something...
This seems really cool, but I worry about the visibility issue. I'd really like a nice, easy button, maybe a control I can hold down, to drop all the elevated stuff (including trains) to something like 90% transparency. Maybe a hold, and a toggle, in case I need to do some work behind/under the rails?
Slow but manageable, when I joined the community alot of newbie tutorials mentioned that messing around with blueprints was a good idea but there really isn't a good way to import those to the...
Slow but manageable, when I joined the community alot of newbie tutorials mentioned that messing around with blueprints was a good idea but there really isn't a good way to import those to the switch. Also because of the performance i modded the game a bit. I wanted to go fully solar but that requires so many solar panels placed, that I didn't wanna risk hitting the performance limit so I installed a mod that gives the ability to develop and create upgraded panels. In theory the game should be fine the developers said if you just create a normal factory for a rocket, I never myself attempted to create a big mega factory but I read stories that creating them isn't a good idea.
You can only do it on a modded switch but once you have that it's as easy as exporting the save, adding a map called mods, putting them there and importing it again. Sadly only mods without alot...
You can only do it on a modded switch but once you have that it's as easy as exporting the save, adding a map called mods, putting them there and importing it again. Sadly only mods without alot of scripting work. For example a mod adding better solar panels work but anything fancy like AI scripted verhicles or the cargo ship mod won't work.
I mean.. I only so far have used the switch version, so it's not like i can give a proper answer but I imagine it's like comparing Minecraft on consoles and PC? Obviously keyboard and mouse are...
I mean.. I only so far have used the switch version, so it's not like i can give a proper answer but I imagine it's like comparing Minecraft on consoles and PC? Obviously keyboard and mouse are better but once you get used to it. It's fine
Um, what? Solar panels have no performance hit, all the game needs to know is how many solar panels have been placed, and if they're connected to the current grid.
I wanted to go fully solar but that requires so many solar panels placed, that I didn't wanna risk hitting the performance limit
Um, what? Solar panels have no performance hit, all the game needs to know is how many solar panels have been placed, and if they're connected to the current grid.
Solar panels have O(1) complexity/performance hit. It just keeps track of the number of solar panels in a network, and multiplies the output by that number - there is no performance cost whatsoever.
Solar panels have O(1) complexity/performance hit. It just keeps track of the number of solar panels in a network, and multiplies the output by that number - there is no performance cost whatsoever.
Tevhnically its O(n), where n is tge number of grids that have panels on them, but n always very low. (You only really get more with those little solar powered radar outposts people sometimes use...
Tevhnically its O(n), where n is tge number of grids that have panels on them, but n always very low. (You only really get more with those little solar powered radar outposts people sometimes use for mapping, or a single backup "emergency bootstrap" grid)
I am pretty sure a single solar panel takes the exact same ups as a million solar panels. Since all solar panels function exactly the same way, the game calculates 1 solar panel output and...
I am pretty sure a single solar panel takes the exact same ups as a million solar panels. Since all solar panels function exactly the same way, the game calculates 1 solar panel output and multiplies it by the number of panels. That doesn’t take any extra performance.
My reasoning was more based on being worried that the existence of them could affect UPS, not the part of them delivering power but I guess that's pretty silly haha
My reasoning was more based on being worried that the existence of them could affect UPS, not the part of them delivering power but I guess that's pretty silly haha
These weekly updates are making it very hard to wait patiently for the expansions release. I've been excited about every single one so far.
Full efficiency intersections are now possible! It's a long time coming and a massive gamechanger to rail network building. Each new update for the expansion has me getting more and more excited. Rail rework? Bot behavior rework? A new take on space exploration? It all sounds like music to my ears!
I love the aesthetic of these new elevated rails, and the possibilities for new base designs around them is pretty interesting.
I don’t have anything to add that isn’t in the post itself, but I’m super excited to try them out when the expansion lands!
The only issue I had with the aesthetic of the elevated rail is the "fence" as they called it, or the guardrail looking thing on them. It kinda makes me think more of a roller coaster track. I get the reasoning they provided, that it helps differentiate them from the ground rails visually, but it doesn't quite look right to me. A lot of the imagery I've seen of elevated rail systems, I haven't seen many that have some kind of guardrail or fencing on the sides like that.
The bit that bugs me with the elevated rails is how little they seem to have in the way of support underneath. Virtually any real life train bridge has a ton of support underneath it due to the massive weight it needs to carry, but this looks like the train equivalent of a rickety rope bridge.
You're right, I didn't look that closely at it, perhaps because I was distracted by the fencing, but as I look at it now, the lack of support underneath does make it appear structurally insufficient. I get that for practicality of gameplay that they were going for it might not have worked to require more supports, but it does look off.
The obvious explanation is that there's some sort of sci-fi material, plus the supports go deep and very firmly into the ground.
All they need to do is make sure the art conveys some sort of hint that there's a little post-space-age material magic going on.
Looking forward to seeing messy screenshots with trains everywhere.
I'm actually not sure I like these elevated trains. They are going to make junctions and factories messier to mentally parse and debug. When they were going on about tunnels I was expecting something like factorissimo where the tunnel would take you to a different surface. You could make underground tunnels in your tunnels for multi level metro style stations! They could have also gone with cliff to cliff bridges a la ottd, that would have made cliffs more useful too.
Anyway hoping I'm just being too negative. Still looking forward to see the full expansion.
This seems really cool, but I worry about the visibility issue. I'd really like a nice, easy button, maybe a control I can hold down, to drop all the elevated stuff (including trains) to something like 90% transparency. Maybe a hold, and a toggle, in case I need to do some work behind/under the rails?
As someone who has only played the switch version, the more stuff I see coming out, the less likely I think it's being ported over haha
What’s that experience like?
Coming from a mouse and keyboard I absolutely can NOT imagine playing factorio on a switch
Slow but manageable, when I joined the community alot of newbie tutorials mentioned that messing around with blueprints was a good idea but there really isn't a good way to import those to the switch. Also because of the performance i modded the game a bit. I wanted to go fully solar but that requires so many solar panels placed, that I didn't wanna risk hitting the performance limit so I installed a mod that gives the ability to develop and create upgraded panels. In theory the game should be fine the developers said if you just create a normal factory for a rocket, I never myself attempted to create a big mega factory but I read stories that creating them isn't a good idea.
How do you mod the Switch version?
You can only do it on a modded switch but once you have that it's as easy as exporting the save, adding a map called mods, putting them there and importing it again. Sadly only mods without alot of scripting work. For example a mod adding better solar panels work but anything fancy like AI scripted verhicles or the cargo ship mod won't work.
Do the controls work well enough to where you don’t really need a full-size keyboard?
I mean.. I only so far have used the switch version, so it's not like i can give a proper answer but I imagine it's like comparing Minecraft on consoles and PC? Obviously keyboard and mouse are better but once you get used to it. It's fine
Um, what? Solar panels have no performance hit, all the game needs to know is how many solar panels have been placed, and if they're connected to the current grid.
Perhaps the stories on the forums made me too worried but I rather cheat a bit and save a tiny bit of UPS by not placing whole solar fields
Solar panels have O(1) complexity/performance hit. It just keeps track of the number of solar panels in a network, and multiplies the output by that number - there is no performance cost whatsoever.
Tevhnically its O(n), where n is tge number of grids that have panels on them, but n always very low. (You only really get more with those little solar powered radar outposts people sometimes use for mapping, or a single backup "emergency bootstrap" grid)
Alright interesting, learned something new today!
I am pretty sure a single solar panel takes the exact same ups as a million solar panels. Since all solar panels function exactly the same way, the game calculates 1 solar panel output and multiplies it by the number of panels. That doesn’t take any extra performance.
My reasoning was more based on being worried that the existence of them could affect UPS, not the part of them delivering power but I guess that's pretty silly haha