#Train Stop Rules in Version 1.0 Do Not Seem To Make Sense

4 messages · Page 1 of 1 (latest)

dull marten
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In pre-1.0 versions of the game, you could have a train loaders and unloaders as stand-alone entities with the stops spaced far enough away from them to make a specific train wagon line up with the loader/unloader. Now, it appears that the only way for a stop to work is to have it abut a loader/unloader. This makes no sense and seems to me to defeat a major purpose of using trains - to cut down on the amount of Space Belts and Space Pipes used.

As an example: I have a MAM that takes delivery of one of each Shape Part and one of each Primary Colour. These items are never found all in one place so, I define a train with a wagon for each item then send it around to various Shape and Color Asteroids to pick up cargo. I used to do this by putting a loader at each Asteroid then spacing the stop the appropriate number of track segments away so that the correct wagon always lined up with the loader. Now, I can only see two ways to get the train to stop with the correct wagon aligned; use Space Belts and Space Pipes to bring all of the elements together to a "depot" where all of the loaders are lined up - which defeats the whole use trains so you cut down on pipes and belts argument, or place "dummy" loaders instead of track segments at each loader to ensure the correct wagon gets loaded at the "active" loader - which strikes me as inelegant and against the "no spaghetti" rule.

Please, developers, can we have the old way of train stop functionality back?

shut light
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(the new working is required for shape previews to work with trains)

dull marten
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Thanks. Seems like an unnecessary part (when just placing a stop along the track worked berfore) but, I'll take it.