#Trains feedback

4 messages · Page 1 of 1 (latest)

torn hamlet
#

Thanks for the addition, trains work fairly well once I set them up. However the problem is the initial setup.

  1. Route diagnosis.
    The bigger the network and the more vertical it is the harder it is to figure out why train can't find a path or uses a weird one. Please, when selecting train stops in a schedule highlight the route or figure another way to show potential paths (like selecting two train stations on the map)

  2. Signal placement.
    When placing signals, there are several issues.

  • Trains end up underground a lot, running around placing signals is a chore even without that. Please let us place signals without having to dig.
  • Often you look at the signal's position while in a tunnel. You aren't looking at the track and can't say at a glance if you are placing the signal in a right direction (normally you assume that you do). Please, when placing signals add hover text with yellow or red warning 'hey, this signal goes in the opposite direction to the previous one'
  • When placing signals I have to eyeball 'three wagons will fit'. Please add hover text over signal that indicates how many wagons will fit in a section.
  1. Underground stations are a chore.
    I attempted to add a technium delivery train station under my smelters. This was my first attempt at trains, early in the tech tree, and I didn't realize some obvious 'workarounds' and I ended up spending almost 3 hours (out of sheer stubbornness) digging up space for a station and 3 unloaders. Later I just started using rails +Q/E as a way to excavate that space.
    The digging drones help a lot generally, but they didn't in this case (were slow at the time). Please just make stations replace soil automatically or provide a way to dig spaces under you base without player being present (quarry helped a bit, but it's Slow and by itself needs to be in empty space, can't fit it right under my smelters).
#
  1. Rail verticality
    I constantly end up misjudging elevation of 'where' the rail should go. Highlights are nice, but please add hover text, like 'H:130' over cursor when using Q/E

  2. Mixed cargo.
    I added a train with mixed cargo. One wagon for liquids, one wagon for items and that doesn't work very nice as it boils down to 'full' on one side and a timer on the other. I have yet to attempt using signals for it, it probably would resolve any issues, but I think something like this should be supported 'natively'. Suggestion: please at least add a variant wait condition like 'one of the wagons empty'

  3. Too much running even for placing straight rails
    Sometimes you run out of rails too early, sometimes location is just too far and sometimes you just do a lot back and force because you messed signals or forgot to set a stations name.
    Please allow configuring station names remotely, from the map. Perhaps even allow remotely turning off signals.
    Really wish we could just 'hey, take these 1000 rails, place them in a straight line, place a signal every 150 tiles'

lone orchid
#

As a train nut and having toyed with the trains greatly, here are my two pennies to add to yours and the discussion.

  1. I think your suggestion reminds me of how Satisfactory enables station-train route management via a mini-map as part of the train station UI.
  2. Haven't used signals. Suggestion sounds reasonable.
  3. I also tried the "underground station" scheme. It also took forever. I wonder if it'd be possible to just have stations auto-displace soil in a box around themselves, much like how rail does. In fact auto-displace could even be a tag to add to building properties and could save huge amounts of time when planning to construct larger buildings and modular ones.
  4. Seems reasonable, and something that could also be applied universally to conveyors or building placement.
  5. Not tried a mixed train yet. It is a little odd if the logic isn't matching up with potential station functions.
  6. I guess the curse of creating decent rail networks. Mine aren't nearly as ambitious as yours though so can't comment too strongly. I would say that it's unlikely everything will be automated Factorio style yet.
torn hamlet
# lone orchid As a train *nut* and having toyed with the trains greatly, here are my two *penn...

I wonder if it'd be possible to just have stations auto-displace soil in a box around themselves, much like how rail does. In fact auto-displace could even be a tag to add to building properties and could save huge amounts of time when planning to construct larger buildings and modular ones.
True. or a faster way to mark a matching area for cleanup. Just spent an hour clearing space for 3 large shipping pads. Got a surprise visit from my construction ships, apparently they deploy mining drones now and clear the terrain for you. Looks like I will be hauling a couple with me in inventory all the time now. Would have been better to have actual mining ships (faster flight, cargo output, more obvious and intuitive).

I also cheat with rails sometimes: placing a rail then removing it works faster to clear terrain.