- cross-posted to:
- hackernews@derp.foo
- cross-posted to:
- hackernews@derp.foo
HOLY FUCK I AM SO FUCKING HARD
…small concern though: I currently use the rail planner a lot, usually to map out how I want my outposts to look at long distances. If the rail planner, particularly shift + click, is actively looking for rails to snap to, I hope it won’t greedily try to snap to rails I don’t want it to. I’m sure the devs already have this considered, but I just want to make sure that if I have multi-layer train crossings, and I’m trying to plan them out before I actually build them, that I’m able to path out rails behind an elevated rail without the rail planner assuming I want the rail to connect to the elevated rail. I hope that won’t be an annoying issue.
Best money I’ve ever spent on a game
Best money I’m ever going to spend on an expansion
Holy crap finally, multilevel railway!
I guess I should learn how to use rails now
Rails are amazing and I don’t even fully utilize them with all the cool logic stuff you can do.
They get rid of so much clutter when done right.
Between this and the new more flexible curves rail spaghetti is going to be off the chain!
Goddamn, the devs of this game are just so passionate about it and it shows in the game itself, love to see it!
I’m guessing that you will need long-armed robots to un/load cargo from an elevated rail?
I think they said you can’t interact with trains on elevated rail at all, un/loading works only on ground level.
Fine with me. Dyspon sphere program does the whole build up instead of out thing and I don’t like it as much. I think satisfactory started the trend though.
Me too, wish it was for making game play easier instead of an arbitrary game play mechanic that forces you to play a certain way. I am happy that factorio is very easily mod able, and you can install mods that expand or remove limits on players.
Ah, bummer.
Don’t worry there will be a mod
And now introducing: Elevated Everything