#Used to one way rail designs from other games, any advice for approaching shapez 2's rail system?

5 messages · Page 1 of 1 (latest)

ebon flicker
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I've played a good amount of OpenTTD and Factorio and am used to designing interconnected train networks, typically with two opposing directional rails covered in signals to help trains path to their destinations.

Shapez 2's rail system seems drastically different, which isn't a bad thing don't get me wrong, but I am struggling to wrap my head around it.

I don't think it's the game's fault, just wondering if anyone with a similar experience has tips for how to change your approach to rail network design.
yippee

jaunty schooner
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Trains can work that way, but the optimal route for trains is actually getting the train voiding upgrade and sending the choos to locomotive Valhalla into the vortex

mystic spire
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TL;DR: make disconnected rail lines for intermediate shapes, and yeet final shapes into the vortex

long gate
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If any train doesn't have a clear path back to it's start, or the line is too far out, jump it into the Vortex at the end of it's run so it can quick-like start over at its own station.

twin jetty
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I'm also a noob with trains and S2: do the trains ever collide when merging? In addition to the trains-to-vortex solution, I see routing by color. I presume if they can diverge to different tracks, and space belts/pipes can merge, trains can, too. Do they automatically wait for each other like signaling is built-in?