@@samtheboss6274 What's is "greater" is that higher-ups at Coffee Stain Studios (and Embracer Group) see the value in this. With so many choices and the same amount of money in our pocket, trust is excessively important for me when it comes to buying a game. We all know how trust is hard to regain too. I lost trust at least two developers/publishers and both were silent as if they had no community management strategy. 🤷♂️😥
@@woytaz Yeah.... one factorio game I lost count of the number of times I was crossing a train line and *SPLAT* dead. Refreshing to have a better outlook in this game.
@@FnordOok Either you have to be more careful or set up some safe crossings with circuit networks to close gates when trains are too close. Or have a whole lot of shields in your armor.
The "Lets Game It Out" video featuring trains is the entire reason I got into this game to begin with. Factories, whatever. Gimmie more trains :D Choo Choo!!!!
I’ve often thought there’s could be a “trains only” world for the rail-heads. The trains are so good looking and functional, one could work with just those. 😜🙃
Jace: "In most cases, your saves will be fine." Unmentioned in the video: "Except for your save, Josh. That's right, Let's Game It Out, you're screwed!"
@@NickCombs Having just done a bit of a binge on Let's Game It Out, I can already imagine Josh is plannign to test how many trains he can crash at once, how many can be crashed in one area, how many he can rerail at once, etc.... And thats just some simple ideas off the top of my head. I'm sure he'll try to fill an abyss too for that matter. It's going to be GLORIOUS. :)
I got satisfactory like a month ago because I had seen some trailers and thought making conveyor belt spagetti looks kind of fun. Never would I have expected to find such an awesome creative game with this amazing developer behind it. The way you handle the developement of the game and the communication with the players is just great. Wish more studios had the same philosophy. Keep doing what you are doing guys!
Mainly for the algorithm but also to say this is by far the best game development/publishing company in existence and is a beacon for game development and community interaction. Keep up the good work guys.
CSS is a fucking great studio but calling them the best in existence is a little much. Especially when Supergiant exists. (Sorry Jace, I love you still!)
Holy guacamole! Stop settings is EXACTLY what I've been wishing the train timetable system could do; my update 4 world REALLY needs it, it's been a major pain working around the current system for my larger stations. When I was trying to set it up I literally was wishing for this exact level of control. Now I'll be able to make more compact trains that are more flexible... it's going to open up so many possibilities. So exciting!🚂
MY issue was always a train that picks up resources at a smaller station unloading to my main station in the correct place. Before the smaller stations needed empty platforms to prevent resources from loading to the wrong car so they unload in the right spot but this should eliminate that very cool.
Basically, this feature also enables to build logic structures (like factorio's circuit networks). It will take much more time to implement the same behavior, because at the moment I only see intersecting tracks, with multiple stations, some fluid setups and trains with custom wait conditions that block each other at some point via the new signals to build a simple basic logical element, sth like a "AND"/"NOT"/.. gate. And its also quite slow to do it like this, but at least, it is possible now to control most parts of a factory in a very universal way that has not been possible yet.
Thank you Coffee Stain for not insulting our intelligence with the Stop Settings! I really love that you believe we can handle AND/OR logic. It's so incredibly powerful and will be a massive value add to min-maxing on efficiency. You guys are quickly becoming my favorite game developers.
@@mannyonaleash2222 Or transport tycoon deluxe, these signals are very much the same as the normal and advanced signals there :) But the stop settings seems to be even better than TTD :)
Not sure how hard this would be but I noticed when you re-rail the train it just kind of pops back to where it was. It would be cool if there was some sort of visual transfer to make it more cohesive, like the car would scrap itself and then the pieces would fly back to the track and rebuild it. Not a specifically necessary change but I think it would make it more satisfactory
I like to imagine you hold it for like 10 seconds and while you do you pull out your build tool and simultaneously deconstruct and reconstruct the train, almost like using the crashed train as the build materials to replace itself The crashed train disintegrates starting from the front or back while it builds starting from that same place on the track, that sounds cool and thematic to me.
@@zerochan2915 Why? Literally play the existing deconstruct animation on the location of the car, then play the construct animation at its new location, complete with the flying resources you get when zooping foundations, using the original location as the source. Just a matter of playing a few existing animations.
I would love to see the train network UI show the tracks, maybe as black lines or something like that, so people can have a better overview about which train station connects to which!
I've had Satisfactory for a few weeks now. This game and community support is amazing! The level of customization detail you add to the game is incredible. Thanks for explaining all of this so well.
And with this update, more customization, decorative pieces (walls, dedicated roof pieces, hard and soft collision...why does everything sound like a dirty joke with this dev? XD ). I've already played a couple hundred hours and I'm looking forward to a few hundred more.
I've been part of this since the beginning of early acces, the pipe update made me abandon my first save and start a new one. Wasn't going to delete and rebuild almost everything. Well second safe took longer to get going from 0, lot's of changes but than I added mods and yes they break every update. But most popular mods get updated fairly quick. Update 5 is a important one, I can finely fix all that I don't like in my factory. Like HELL YEAH I love this game, community, coffee stain studio.
Ok, just a heads up so you guys don't do what Factorio took years to do for us: Once we select a Signal, any kind of them, make the tracks change colors so we can see where the blocks are. Don't expect us to visualize in our heads where a block is, because even if we understand how signals work, visual cues are the way to go because the more lines you make, the harder it is to make good intersections. Because again: People will get confused, people still get confused today with Factorio, even if the system is done and easy to understand. Train tracks are a puzzle, and I'm sure people do want to use trains but don't want to spend ten hours figuring out what's happening because there are no visual cues. Really, don't be afraid to look at how other factory games use the signals in trains, because at the end of the day, the logic is the same. Just show us when a block is a block by adding some visual cue as long as we're holding a signal to construct.
I cannot support this statement strongly enough! YES! YES! We need color visualization of the blocks when placing signals. It's a life saver. Well, a time saver at least.
Am I better at visualisation than some? It seems obvious that if your train is between two signals it is in a block. And if it seems a bit hard to work out there is always the pre-computer solution of a pencil and paper to make a sketch!
I think just adding a small light along the rail (emissive texture, not actual light source) that would change the color would suffice. Otherwise yeah when you have a complex intersection it's quite easy to forget a signal on one line and then be scratching your head - why it doesn't work. It's easy in factorio with top-down view, it will be especially easy here
@@theengineerinthemachine5227 - Mate, I have factories in Factorio with 120+ trains running through a network of hundreds of intersections. Before the visualization came in, finding a signaling bug was a soul crushing experience. There IS a reason why it was introduced after years of development and it has been welcome since. We are not talking about single blocks. Imagine intersections of 4 by 4 rail tracks (two tracks in each direction). Imagine T-junctions where 2 tracks leave to provide input to a cell. And similarly T-junctions where 2 output tracks join the main 4 lines. Etcetera, Etcetera, Etcetera. Satisfactory is just starting to enter the realm of practical train cargo transport. Done right, it will be a joy. And I'm sure it will.
I think having a single re-rail button is a good call. You get the amazing visuals of crashed trains without the hassle of moving everything back into place (along with already reworking the rail line to add signals)
I like that they understand that games are games and should be fun. We like immersion but we also play games to enjoy life and not repeat tedium in a virtual setting. I'm not bothered one bit that the trains just zip right back onto the track. A cool magnetic animation pulling the train back onto the track might be extra credit but definitely not a mandatory thing.
@@Anson_AKB first path in a chain = entry, block = exit, other path signals = combo. Piece of cake. ;-) Also, wdym "not factorio"?! This is exactly how factorio handles signals.
The Train Stops functionality is something I wanted for ages so I can have a train pick up multiple stuff at a stop but only distribute what is needed at subsequent stops.
My biggest piece of feedback for helping users navigate signals, from playing lots of train games, is adding visualizations like the colors you showed earlier to differentiate blocks in the game. Sometimes you may not realize a signal is doing something and having the colors can really help. Also directional indication of where trains are able to go is helpful. Really looking forward to this update, thanks Jace!
Yes. Pictures are worth a thousand words, and can save a lot of hair pulling. Add a "Show Block" button in the signal GUI, that highlights all the tracks in the block with a simple color overlay.
Maybe they can add like a "signal booth" kind of building a bit later through the tech tree than the and/or signals. It could be connected to a track and show a map of the track with all the signals, and colour code all the areas. So while you can build trains and basic signals without it, it could help streamline tracks, and plan & control more complicated setups.
Why is Coffee Stain the best Studio? The community managers are just amazing. The comedic breakdown and honest updates are the best. We love your game and will keep coming back for every update if you continue to support your community like this. Its like your studio actually cares about the customers. You guys should win an award.
OMG, nothing like not understanding why my trains get stuck in an intersection, only to find it was because the train station was too close so the train was blocking 5 other trains. Blegh.
I love how close the guys Coffee Stain are to the community. A big part of it is Jace and his professional/hilarious behaviour which carves a perfect path between "The Guy that knows whats going on" and "The one buddy in Teamspeak who is coming in with the new informations and hyping everybody for the new patch but forgot to mention that we all have to respec because the entire skillsystem got revamped". I just love the game and the dev team.
As a developer, the first step is to make a thing possible. Then you see how it gets used and you make it easier on subsequent passes. I support your get the basics out there and iterate plan.
Now if we have a lot of small bases, we can make some sort of train-based bus because we can program trains to unload specific items in various amounts and at various stations. This will be huge!!!
I wish I had this video when I started playing Factorio... seriously, that was the best explanation of how blocks work and I have no idea how I didn't understand them before
the path signals seem to be more like OTTD and not like factorio (that's why i needed a tutorial to resolve my confusion about how path signals wouldn't allow two trains on different parts of blocks in factorio, after having played OTTD for years) but there are still some differences to OTTD which had also yet another type of entry&exit signals. overall, the concept of having blocks is the same in reality and in all games, as well as the normal signals. it gets a bit more complicated with entry/exit/path/pre/etc signals which implement "look ahead" to the next block(s) and whether and how to use different non-intersecting paths inside a big block in different ways in every game.
Yeah, the block concept is basically the same. But, there aren't path signals in Factorio. I bet it's hard to picture with the smaller signals Factorio has. Jace's diagram here is really good. The chain signal Jace mentioned is in Factorio, but that's where it only reads the signal further ahead and duplicates it on the chain signal. That's used for intersections so trains aren't waiting on 2 tracks at once, blocking the overall flow of traffic, or eventually causing a gridlock situation. Took me a while of playing with it in Factorio before it finally sunk in. There's some good videos out there that explain it....you just have to find the right one.
Coffee Stain, thank you for always communicating with your players and talking about what your doing and why and always being transparent with us about updates. You are an amazing group and I love not only Satisfactory but also your other titles that are under your umbrella! Keep up the amazing work!
I was expecting collisions to be more unforgiving than just needing to walk up and press a button. That's really nice. Being able to load or unload specific things at a single station will be really handy. The good changes keep on coming.
yes, nice and easy method of handling a lot, and yet there will be some challenges in mastering all of this, eg having to travel to the opposite side of the map to fix a crash, and avoiding deadlocks in the logic of those "load & unload multiple items from a single platform" (eg when a platform is filled with one item type and a train waits for a full load of another, or a train with some items of one item type already loaded and waiting for a full load of another :-)
Thank Jace. Appreciate the heads up and info. Psyched about the new station UI. Been hoping and wishing for the option to set wait times on trains like with truck stations, but this goes above and beyond. Being able to specify which trains pick up what items from which station... genius. This opens so many new possibilities. Thanks guys, you're awesome.
Wait wait, Did I see trains that are painted?!!! I don't want to get to excited but man I would love if vehicles could be painted!! Anyway, The train re-work has went above and beyond what I expected! Fantastic work on it all! Can't wait to play around with it.
@@PSChrisDC Well, considering that this is a monorail, and not a traditional railway, that seems unlikely. It utilizes the space around the rail itself for almost the entirety of the train's width, and so it wouldn't be too plausible to have it embedded into a foundation. If you look at IRL monorails, they are generally running on an elevated track, completely isolated from the road for that reason.
Just like streaming shows that drop episodes weekly create more buzz than those that drop all episodes at once, leaving a week between the trailer for a new feature and actually explaining that feature creates more excitement, curiosity, and discussion.
Now the only thing missing is animated switches. Currently the sides of the train that hug the track just clip through any diverging track. It would be so much more satisfying to see the switch adjusting itself to allow passage as soon as the train passes a corresponding path signal.
New signaling will make star interchanges and other backbone hubs useful in getting proper throughput on main lines and at major stations, I'm super excited to use all my openttd knowledge on this update
It would be AWSOME to see the trains get picked up and float back over to the rail lines! Like the items that fly out of your inventory when constructing stuff
You guys at Coffee Stain are absolute legends! One thing I suggest though, is when you re-rail carriages then they float through the air quickly onto the track.
Real-life LOL when I heard how simple re-railing trains will be. :-) And I was once pretty heavily into OpenTTD, so for me all you had to say is "block signals and path signals".
Thank you Jace! I definitely love having an in-depth explaination of this sort of stuff instead of going through tests to figure it out completely on my own. Looking forward to Update 5 and as of right now, it looks amazing! Love you Coffee Stain
At first I was disappointed that the path signals were not chain signals as I know you can accomplish almost anything with the combo. But the fact that you can chain the regular ones is perfect!
@@Khaim.m they arnt, but the video mentioned the the regular signals could be toggled to chain signals. Although the path signals will definitely take over some of the use cases of the chain signals which is great.
Me, someone who works everyday in the railway, settling in to watch a video about how trains signalling works in my favourite game to unwind from working with trains. Trains.
I hear you man. At launch I finished all the tiers in a few days of gameplay. Now in update 4 I'm stuck in tier 3 for months. Haven't even unlocked trains yet. It's amazing because until now I haven't even tried Nuclear power at all, and a new update is already coming along. I have a LOT of content still to discover. Hell I love this.
I can't do it. Then again, I couldn't earn anything more than a Bachelors. It truly sucks to hit the limits of my intelligence. I don't think this game is for me anymore.
I just wanted to commend you for just being frank, admitting you made a mistake and being completely open and honest. I'm sure I'm not alone in thinking this, and as others have already mentioned, I wish more devs took this approach. It's okay to make mistakes, we're all human but it's how you deal with them that makes the difference. You and your team should be proud =)
Block and Path signals are EXACTLY what I was hoping for! In my mind it's the perfect system for a (relatively) simple signaling scheme. Love it in OpenTTD and I'm looking forward to loving it here too. I suspect we may have a TTD fan or two at Coffee Stain 😀
That resource feature for the trains is AMAZING. I LOVE IT! I know we talked about this on a QA thread awhile back. SO EXCITED to see this implemented!
This video shows once again how good of a studio Coffee Stain is! The communication with the community is fantastic and should be the new standard in the industry! You guys at Coffee Stain go above and beyond with nearly every video / update that is put out there! I love it and you amaze me everytime! Thank you for that and keep going like this!
Two Points: 1) I feel block signals should inherently just be part of a train station. As indicated in the video there does not feel like there would be any use case were you wouldn't have that in place. Minor nitpick but seems redundant. 2) I know this won't be in there, but I hope painting your trains (and other vehicles) will become a thing. I always had a love of trains as a kid and used to watch the crap out of Thomas the Tank Engine as a kid, so when I started playing Satisfactory I took to building trains immediately and naming my trains, Thomas, Percy, etc.... but was disappointed I couldn't color them appropriately. Would make the kid in me's dream if that comes at some point. Overall loving, the love to trains and can't wait to play
I'd say ditch the interaction with the train cars to re-rail, hologram for all situations fits better with the rest of the game already, especially if you can work it out to animate the cars back onto the rail similar to the supplies flying out of your pocket when you build anything else
This is how you put out information correctly. This is how you explain topics and clarify information. Well done. In your spare time (haha) I would encourage you to give classes to the enormous number of UA-camr's that try to be info guru's. Well done and thank you. Helped greatly.
If the collisions are train specific, I guess this mean that trains will not hit players (or vehicles) on the track? I was kinda hoping I would have to dodge a train now and then 😃 One feature I would consider useful, would be the option to manually set the state of a train signal. Maybe setting a signal off to block off a section of track still under construction. Like if you are making changes to a track intersection, you could manually ask the entry signals to block incomming trains, until the intersection is fixed. That way you do not have to identify and stop all trains which might use your intersection while you are working. The trains would just queue up at the manually blocked signals.
i get your point and there whould be other cool signals too. in this case i whould just place a loco or waggon behind the signal and the track is blocked.
Is there a possibility for us to get better making of railway? It sometimes is really wonky and free floating in the air. I'd like to see some kind of system of where you drag it like a conveyor belt and it will automatically add a pillar below it just like the conveyor stuff. Because at the moment i'm putting slabs under it so it looks realistic, but it starts getting extremely tedious to keep up with all the concrete foundations.
I use Area Actions to copy and paste the next pillar when I am track building. Also makes it quicker and easier to visualise where, how high and at what angle the pillar should be.
I'm so excited for these changes. I haven't played for a while but these train updates really excite me. I thought it might be cool to introduce a rescue/recovery drone of sorts that would pick up the train and set it back on the tracks. This would also make sense for the trains that have fallen into a ravine. I just think it would look much cooler and fit in with the aesthetic of FICSIT considering the transport drone technology already introduced into the game. As for how to initiate the process, I thought that there could be a handheld sort of beacon tool that can be used to designate a "recover from location" and a "recover to location" that would activate the drone (making it useful for other purposes than just train re-railing). I know this method would require a lot more dev time to implement but I thought I would share it just in case it is useful. Thanks for sharing all the details in this video and to the team working on such an awesome game!
Does anyone else think, that re-railing de-railed trains should get a little animation to keep it a bit more immersive, and not just the instantaneous teleportation it is now? I mean, it doesn't have to be real fancy-pantsy, just easy and simple like for example the already existing dismantle/assemble-animimation or a magic flight back to its position, maybe even along the lines of the Zelda: Breath of the Wild-teleport animation. I don't know, I'm not a game designer, but as long as it is at least something...
Don't think so, since this will block some of their resources (I have no idea how much), and they should maybe fix possible bugs of the new train system/add some extensions first. But what I indeed consider as being essential ist their animation of de-railing, which is great imho, isn't it?
@@jochen_schueller i somewhat disagree, it's VERY unlikely that you'll ever witness de-railings (unless you specifically cause them), while you'll _ALWAYS_ be there for re-railings. :-) And anyway, i was assuming the "release-worthy" version of re-railing will surely have some kind of animation, this was just a proof of concept.
This should be very easy to add as an extension, and maybe there are already some that can be "misused" just for that. (I think I've seen something like a small stations that was intended to inject/extract power to/from the train network but not to load/unload.
Here is the only question that matters: If a train arrives at a red signal, is it guaranteed to stop in time? As in, if I build a crazy steep track where my trains accellerate to 300m/s, will it still stop at full speed if another train passes and a block signal gets blocked just before the fast train arrives there?
given that trains slow to a stop so they stop perfectly in line with the loading mechanisms for freight platforms, it should see that there's an obstruction ahead and give itself enough time to stop right before that intersection
@@Knuckx117 They were asking what would happen if a train entered the block immediately before the train at full speed got to the signal. There would be no way for the train or signals to know this was happening in advance, so there are 2 options: - The train at full speed stops instantly. - The train at full speed can't slow down fast enough and goes past the signal.
Trains are likely to use the same physics as for stations so they will stop in time. And have you ever got a train to 300 kph? I don't think so! The brakes come on to keep the speed to 200 kph max. The best I got was 206 before the train started slowing again.
To be fair to you, Jace, in context/regards to the new aesthetic features that don't affect functionality (I.E. the pillars and soft and hard clearance etc.), our saves should work perfectly! So your statement still stands for that, no lies told (at that time)!
That internal screenshot had black locomotives... are painted trains on the way, or was that just a lack of textures? Also, having the ability to swap which side of the rail a signal is on would be really neat for us drive-on-the-left folk! Maybe a toggle in the game settings to swap it?
I'm also a drive-on-the-left person, and to me it looks like we have that choice here - for each signal you put down, you choose what side to put it and which direction to point it. Pretty sure he was just talking about a suggested convention.
I am not so sure. I took it to mean that the signal is always on the RHS of the direction of travel, but you can have signals for both directions either side of the track. Whether your outbound track is on the left (UK and others) or the right (America and others), IRL you can still have left or right-hand drive trains. IIRC the GWR was RH drive while the LNER was LH drive.
@@theengineerinthemachine5227 In addition to that, at least in Germany, but I wouldn't be surprised if that applies to most other countries as well, the same line/same network operator usually both tracks are bi-directional. While there are not fully symmetric and still have a preferred operational pattern (RH), depending on the traffic, both tracks can be used in the same direction to increase the capacity if no trains are expected from the other direction. Afaik, from the train driver's perspective, it doesn't make any difference if his track is considered as the left or right one, the signals are always placed relative to the track they apply to, no matter if there are additional tracks left or right of it. (maybe there exist some exceptions in curved tunnels due to visibility)
I assume you mean factorio, in which case I can't rally imagine a time when a collision has completely destroyed my train. Generally as well, if I have enough trains on my network to ever collide, the loss of one is generally no problem, as I have the resources to replace it immediately. Feels like collisions don't really have an impact in either game honestly.
@@CycFlame in that game, it depends on the length, weight and speed of trains. there are videos on youtube where one train ploughs through another train, obliterating a hundred wagons and engines, which can hold a lot of cargo/ammo that takes a while to replace, even in the endgame :-) and yes, trains in every game usually can be replaced pretty quickly after collisions in the endgame. the biggest penalty is always to correctly setup all the details in their schedules, which would get even harder now with all the stop conditions, and thus an easy "re-rail" is nice to have. we still will have to travel across the map to do it ...
I wonder if we will be getting train-on-player collisions, damaging or killing players depending on speed? Or yeeting the player away from the point of contact, with acceleration scaling with speed? That way a misstep isn't necessarily fatal, but still very surprising. Also, perf train name @ 15:23, stealing that idea.
Looking great! I'm really excited by those stop settings and I'm thankful that re-railing a train is a simple affair. Keeping the re-railing simple means that train collision can just be a fun puzzle-like problem without getting to be too tedious. I can totally envision occasional collisions in my future that I just re-rail a few times before I get around to troubleshooting and fixing the signals, as opposed to a single occasional collision ruining the momentum I have on another project. Can't wait to fire up update 5 and give it a try!
I saw that! Paintable trains! Those new UI changes are also really nice, like the toggle-able load/unload (I always have trouble if I pressed the right button before), and I like the time tables. I just wish we could have timers to pause trains more. But those items to load/unload filter ... ouch that might have just completely obsoleted a few buildings of mine (and countless hours of work) I am excited for this, you guys are doing amazing work. I think the best way I could explain this was a professor once said about a presentation I gave in college, "you were good at creating questions, and then answering them, before they needed to ask them". That's what I feel like this game is, we keep getting more to resolve headaches we may have, or give the game even more life. Why can't everyone be like Coffee Stain???
@@davidmartensson273 in the beginning of the original video, there seemed to be signals with red and green on one side, and on the left side a square on the signal's backside with either nothing or a square "no entry" which i assumed to be for "oneway only" ...
I've got few thousands of hours on TTD / OpenTTD and f... yeah, I'm ready for signals. On another note, a coworker and myself playing the game, think it would be interesting to have the trains in earlier tiers. Because at the point we unlock it, we mostly already have everything needed and using trains lost interest (except for me, because i LOVE trains). On earlier tier, it will give more opportunity to people to have more decentralized model instead of giga factories doing everything at the same place :-)
completely agree ... ready for signals, missing them badly in my factory and very sad that i finished the game with only one big track for transporting some gases and water. maybe we could get a "worse" version of trains at first, eg iron rails MK0 with a lower speed limit that later easily can be replaced like we currently can replace belts Mk1-Mk5. btw: i already did the first few hundreds of hours with the original TT, and even got a snailmail (there was no internet for downloads yet) with a floppy that had the TT editor after i reported a bug in TT ;-)
Wow 220k subscribers. It hardly happens that a channel that is part of a game studio (transmitting news about updates) becomes so popular. Congratulations!
I wish -other- more devs would have a community management strategy like Coffee Stain Studios.
Yeah really jace is great
@Happyface I don't know Digital Extreme, but Balancing Monkey Games and Panache Digital Games have too.
CSS is cooler than most youtubers as they don't care about monetization. And that's great
@@samtheboss6274 What's is "greater" is that higher-ups at Coffee Stain Studios (and Embracer Group) see the value in this.
With so many choices and the same amount of money in our pocket, trust is excessively important for me when it comes to buying a game. We all know how trust is hard to regain too. I lost trust at least two developers/publishers and both were silent as if they had no community management strategy. 🤷♂️😥
Jace is the best or Snutt?
Satisfcatory: "we don't like to punish players to hard for mistaking mistakes with yours signals "
Factorio:"Get f# bro, now build up all again"
Also, you're dead because you forgot there was another train coming :D
Love both games!
@@woytaz Yeah.... one factorio game I lost count of the number of times I was crossing a train line and *SPLAT* dead. Refreshing to have a better outlook in this game.
@@FnordOok Either you have to be more careful or set up some safe crossings with circuit networks to close gates when trains are too close. Or have a whole lot of shields in your armor.
@@woytaz I always build gates on the way which looking for train on the near rails and block my way
@@woytaz A nice and heavy artillery train will flatten you no matter how many shields you have ;-)
Satisfactory just became a train game with a factory building side game. Choo Choo!!
The "Lets Game It Out" video featuring trains is the entire reason I got into this game to begin with. Factories, whatever. Gimmie more trains :D Choo Choo!!!!
I’ve often thought there’s could be a “trains only” world for the rail-heads. The trains are so good looking and functional, one could work with just those. 😜🙃
Trains are useless, just build a long conveur
@@Tjup b-but, choo choo :(
@@Tjup no.
Jace: "In most cases, your saves will be fine."
Unmentioned in the video: "Except for your save, Josh. That's right, Let's Game It Out, you're screwed!"
You know Josh is gonna make a train graveyard. All part of his master plan.
@@NickCombs "is there a limit ?"
@@st4rk1113r Only one way to find out
@@NickCombs Having just done a bit of a binge on Let's Game It Out, I can already imagine Josh is plannign to test how many trains he can crash at once, how many can be crashed in one area, how many he can rerail at once, etc.... And thats just some simple ideas off the top of my head.
I'm sure he'll try to fill an abyss too for that matter.
It's going to be GLORIOUS. :)
He doesn't have many trains other than his train to hell so Josh will most likely be fine.
Jace: Don't panic
EVERYONE PANIC
Don't panic it's organic.
P A N I K
PANIK PANIK
Panique dans les rues! Attaque La Bastille!
The panic had started the moment the 2 trains hit.
I got satisfactory like a month ago because I had seen some trailers and thought making conveyor belt spagetti looks kind of fun. Never would I have expected to find such an awesome creative game with this amazing developer behind it. The way you handle the developement of the game and the communication with the players is just great. Wish more studios had the same philosophy. Keep doing what you are doing guys!
Same here. Did a 12 hour stint last Saturday and it passed in the blink of an eye.
Mainly for the algorithm but also to say this is by far the best game development/publishing company in existence and is a beacon for game development and community interaction. Keep up the good work guys.
100% agree!
CSS is a fucking great studio but calling them the best in existence is a little much. Especially when Supergiant exists. (Sorry Jace, I love you still!)
It is downright best and down-to-earth community outreach I've ever seen from a studio. Others should take example from this.
Holy guacamole! Stop settings is EXACTLY what I've been wishing the train timetable system could do; my update 4 world REALLY needs it, it's been a major pain working around the current system for my larger stations. When I was trying to set it up I literally was wishing for this exact level of control. Now I'll be able to make more compact trains that are more flexible... it's going to open up so many possibilities. So exciting!🚂
MY issue was always a train that picks up resources at a smaller station unloading to my main station in the correct place. Before the smaller stations needed empty platforms to prevent resources from loading to the wrong car so they unload in the right spot but this should eliminate that very cool.
Basically, this feature also enables to build logic structures (like factorio's circuit networks). It will take much more time to implement the same behavior, because at the moment I only see intersecting tracks, with multiple stations, some fluid setups and trains with custom wait conditions that block each other at some point via the new signals to build a simple basic logical element, sth like a "AND"/"NOT"/.. gate. And its also quite slow to do it like this, but at least, it is possible now to control most parts of a factory in a very universal way that has not been possible yet.
Thank you Coffee Stain for not insulting our intelligence with the Stop Settings! I really love that you believe we can handle AND/OR logic. It's so incredibly powerful and will be a massive value add to min-maxing on efficiency. You guys are quickly becoming my favorite game developers.
I wouldn't mind more options there but it's definitely a good start for sure!
@@woytaz If they don't want to add anything further, I'm sure it will be easily mod-able.
Guess learning the redstone signals in minecraft has an actual use now... Lol.
@@mannyonaleash2222 Or transport tycoon deluxe, these signals are very much the same as the normal and advanced signals there :) But the stop settings seems to be even better than TTD :)
Not sure how hard this would be but I noticed when you re-rail the train it just kind of pops back to where it was. It would be cool if there was some sort of visual transfer to make it more cohesive, like the car would scrap itself and then the pieces would fly back to the track and rebuild it. Not a specifically necessary change but I think it would make it more satisfactory
I like to imagine you hold it for like 10 seconds and while you do you pull out your build tool and simultaneously deconstruct and reconstruct the train, almost like using the crashed train as the build materials to replace itself
The crashed train disintegrates starting from the front or back while it builds starting from that same place on the track, that sounds cool and thematic to me.
that'll be cool, but I can imagine the money and time needed to do this
I throught, that I need to deconstruct fallen train...
@@zerochan2915 Why?
Literally play the existing deconstruct animation on the location of the car, then play the construct animation at its new location, complete with the flying resources you get when zooping foundations, using the original location as the source.
Just a matter of playing a few existing animations.
I would love to see the train network UI show the tracks, maybe as black lines or something like that, so people can have a better overview about which train station connects to which!
On map in general, also if you zoom close enough it shows segments
This! I always forget where I built my train tracks.
This sounds great, make sure to put it on the QA site because they don't read YT comments for suggestions. :)
Jace. Continuing to be one of the most entertaining community managers in existence.
I've had Satisfactory for a few weeks now. This game and community support is amazing! The level of customization detail you add to the game is incredible. Thanks for explaining all of this so well.
And with this update, more customization, decorative pieces (walls, dedicated roof pieces, hard and soft collision...why does everything sound like a dirty joke with this dev? XD ). I've already played a couple hundred hours and I'm looking forward to a few hundred more.
I've been part of this since the beginning of early acces, the pipe update made me abandon my first save and start a new one. Wasn't going to delete and rebuild almost everything. Well second safe took longer to get going from 0, lot's of changes but than I added mods and yes they break every update. But most popular mods get updated fairly quick. Update 5 is a important one, I can finely fix all that I don't like in my factory. Like HELL YEAH I love this game, community, coffee stain studio.
Agreed. This game is rapidly becoming my most time spent in game on Steam behind Borderlands 2.
Ok, just a heads up so you guys don't do what Factorio took years to do for us:
Once we select a Signal, any kind of them, make the tracks change colors so we can see where the blocks are. Don't expect us to visualize in our heads where a block is, because even if we understand how signals work, visual cues are the way to go because the more lines you make, the harder it is to make good intersections. Because again: People will get confused, people still get confused today with Factorio, even if the system is done and easy to understand. Train tracks are a puzzle, and I'm sure people do want to use trains but don't want to spend ten hours figuring out what's happening because there are no visual cues. Really, don't be afraid to look at how other factory games use the signals in trains, because at the end of the day, the logic is the same. Just show us when a block is a block by adding some visual cue as long as we're holding a signal to construct.
Yeah, this should be a thing - make a post on the QA site if there isn't one up already
I cannot support this statement strongly enough! YES! YES! We need color visualization of the blocks when placing signals. It's a life saver. Well, a time saver at least.
Am I better at visualisation than some? It seems obvious that if your train is between two signals it is in a block. And if it seems a bit hard to work out there is always the pre-computer solution of a pencil and paper to make a sketch!
I think just adding a small light along the rail (emissive texture, not actual light source) that would change the color would suffice. Otherwise yeah when you have a complex intersection it's quite easy to forget a signal on one line and then be scratching your head - why it doesn't work. It's easy in factorio with top-down view, it will be especially easy here
@@theengineerinthemachine5227 - Mate, I have factories in Factorio with 120+ trains running through a network of hundreds of intersections. Before the visualization came in, finding a signaling bug was a soul crushing experience. There IS a reason why it was introduced after years of development and it has been welcome since. We are not talking about single blocks. Imagine intersections of 4 by 4 rail tracks (two tracks in each direction). Imagine T-junctions where 2 tracks leave to provide input to a cell. And similarly T-junctions where 2 output tracks join the main 4 lines. Etcetera, Etcetera, Etcetera. Satisfactory is just starting to enter the realm of practical train cargo transport. Done right, it will be a joy. And I'm sure it will.
I think having a single re-rail button is a good call. You get the amazing visuals of crashed trains without the hassle of moving everything back into place (along with already reworking the rail line to add signals)
I like that they understand that games are games and should be fun. We like immersion but we also play games to enjoy life and not repeat tedium in a virtual setting. I'm not bothered one bit that the trains just zip right back onto the track. A cool magnetic animation pulling the train back onto the track might be extra credit but definitely not a mandatory thing.
@@a1b2c4d1 i wish they made it an option atleast
an animation with the train flying into placewould be cool.
Jace: Talks about confusing signals
Me, who's played too much OpenTTD: My time has come!
Yes!
My thought exactly, except the stop settings are more advanced here, but the signals are the same, path = advanced signal :)
yes, it's more like OTTD and not factorio, but without OTTD's entry and exit signals.
@@Anson_AKB first path in a chain = entry, block = exit, other path signals = combo. Piece of cake. ;-)
Also, wdym "not factorio"?! This is exactly how factorio handles signals.
12 seconds into the Intro:
*Eyes Wide Open* ...no...the lies...deception...
"JACE WHAT MORSEL OF KNOWLEDGE DO YOU BRING US MERE MORTALS TODAY"
The Train Stops functionality is something I wanted for ages so I can have a train pick up multiple stuff at a stop but only distribute what is needed at subsequent stops.
My biggest piece of feedback for helping users navigate signals, from playing lots of train games, is adding visualizations like the colors you showed earlier to differentiate blocks in the game. Sometimes you may not realize a signal is doing something and having the colors can really help. Also directional indication of where trains are able to go is helpful. Really looking forward to this update, thanks Jace!
Yes. Pictures are worth a thousand words, and can save a lot of hair pulling. Add a "Show Block" button in the signal GUI, that highlights all the tracks in the block with a simple color overlay.
Even if the colors only appear in a map or when you click on the signal UI, this will be a huge help.
Maybe they can add like a "signal booth" kind of building a bit later through the tech tree than the and/or signals.
It could be connected to a track and show a map of the track with all the signals, and colour code all the areas.
So while you can build trains and basic signals without it, it could help streamline tracks, and plan & control more complicated setups.
This is a great idea. When we're deleting a segment, it highlights the segment...could perform basically like that highlight.
Why is Coffee Stain the best Studio? The community managers are just amazing. The comedic breakdown and honest updates are the best. We love your game and will keep coming back for every update if you continue to support your community like this. Its like your studio actually cares about the customers. You guys should win an award.
“Block Signal before and after the train station”
OpenTTD PTSD intensifies.
INTENSITY FORWARD STOP SIGNALS!!
INTENSIFY FORWARD STOP SIGNALS!!
TOO LATE!!
AAAAAAUUGH!!
They need do to open tdd in Satisfactory terms👍🏻(or maybe this already happening?)
OMG, nothing like not understanding why my trains get stuck in an intersection, only to find it was because the train station was too close so the train was blocking 5 other trains. Blegh.
Factorio also says hello! Nothing is quite as bad as OTTD though
I love how close the guys Coffee Stain are to the community. A big part of it is Jace and his professional/hilarious behaviour which carves a perfect path between "The Guy that knows whats going on" and "The one buddy in Teamspeak who is coming in with the new informations and hyping everybody for the new patch but forgot to mention that we all have to respec because the entire skillsystem got revamped". I just love the game and the dev team.
Thanks Jace, helps a lot!
"Stop Settings" is a complete game changer for trains! So excited for all of this!
As a developer, the first step is to make a thing possible. Then you see how it gets used and you make it easier on subsequent passes. I support your get the basics out there and iterate plan.
They really understand this whole early access thing, it seems.
Thanks Jace. My rails are screwed... time to space them all out.
Also called more video content :) MAAAAAAAN :D
Now if we have a lot of small bases, we can make some sort of train-based bus because we can program trains to unload specific items in various amounts and at various stations. This will be huge!!!
I wish I had this video when I started playing Factorio... seriously, that was the best explanation of how blocks work and I have no idea how I didn't understand them before
the path signals seem to be more like OTTD and not like factorio (that's why i needed a tutorial to resolve my confusion about how path signals wouldn't allow two trains on different parts of blocks in factorio, after having played OTTD for years) but there are still some differences to OTTD which had also yet another type of entry&exit signals.
overall, the concept of having blocks is the same in reality and in all games, as well as the normal signals. it gets a bit more complicated with entry/exit/path/pre/etc signals which implement "look ahead" to the next block(s) and whether and how to use different non-intersecting paths inside a big block in different ways in every game.
Yeah, the block concept is basically the same. But, there aren't path signals in Factorio. I bet it's hard to picture with the smaller signals Factorio has. Jace's diagram here is really good.
The chain signal Jace mentioned is in Factorio, but that's where it only reads the signal further ahead and duplicates it on the chain signal. That's used for intersections so trains aren't waiting on 2 tracks at once, blocking the overall flow of traffic, or eventually causing a gridlock situation. Took me a while of playing with it in Factorio before it finally sunk in. There's some good videos out there that explain it....you just have to find the right one.
Coffee Stain, thank you for always communicating with your players and talking about what your doing and why and always being transparent with us about updates. You are an amazing group and I love not only Satisfactory but also your other titles that are under your umbrella! Keep up the amazing work!
I would love to see an animation for re-railing the train. Maybe a simple float to the correct spot or something else.
Similar to the animation with trucks "ghosting"
This, and also admonishment from ficsit.
Drones appearing to lift it back on the tracks?
They could just rewind the derailing.
I was expecting collisions to be more unforgiving than just needing to walk up and press a button. That's really nice.
Being able to load or unload specific things at a single station will be really handy.
The good changes keep on coming.
yes, nice and easy method of handling a lot, and yet there will be some challenges in mastering all of this, eg having to travel to the opposite side of the map to fix a crash, and avoiding deadlocks in the logic of those "load & unload multiple items from a single platform" (eg when a platform is filled with one item type and a train waits for a full load of another, or a train with some items of one item type already loaded and waiting for a full load of another :-)
Something that would probably help greatly for signals might be how factorio does it; color different blocks differently when holding a signal.
Thank Jace. Appreciate the heads up and info. Psyched about the new station UI. Been hoping and wishing for the option to set wait times on trains like with truck stations, but this goes above and beyond. Being able to specify which trains pick up what items from which station... genius. This opens so many new possibilities. Thanks guys, you're awesome.
"Snutt's Power Bottom" gives me life!! lol.
Wait wait, Did I see trains that are painted?!!! I don't want to get to excited but man I would love if vehicles could be painted!! Anyway, The train re-work has went above and beyond what I expected! Fantastic work on it all! Can't wait to play around with it.
yes, all these orange stuff around the world is hurting my eyes
Another cool train signal would be one that blocked road traffic to stop trucks from crossing the train tracks.
Not needed, just build a bridge over or an underpass
and also a train track piece for better crossing, as the train tracks are kind of a wall/obstacle. e. g. a train track embedded in a foundation
@@PSChrisDC Well, considering that this is a monorail, and not a traditional railway, that seems unlikely. It utilizes the space around the rail itself for almost the entirety of the train's width, and so it wouldn't be too plausible to have it embedded into a foundation. If you look at IRL monorails, they are generally running on an elevated track, completely isolated from the road for that reason.
@@Navajonkee actually it's not a monorail, at least it has wheels on both sides which are also angled ( V shaped)
Having two sets of wheel on the single rail does not make it not a monorail.
Just like streaming shows that drop episodes weekly create more buzz than those that drop all episodes at once, leaving a week between the trailer for a new feature and actually explaining that feature creates more excitement, curiosity, and discussion.
Now the only thing missing is animated switches. Currently the sides of the train that hug the track just clip through any diverging track. It would be so much more satisfying to see the switch adjusting itself to allow passage as soon as the train passes a corresponding path signal.
Best community manager? Never lose that spark
New signaling will make star interchanges and other backbone hubs useful in getting proper throughput on main lines and at major stations, I'm super excited to use all my openttd knowledge on this update
You guys are the sole reason for me to start my PC. ♥️
Jace: What's a block?
Long time Minecraft player: Son, let's sit down and talk about philosophy!
This is pretty awesome. Can't wait to finally do trains seriously.
It would be AWSOME to see the trains get picked up and float back over to the rail lines! Like the items that fly out of your inventory when constructing stuff
You guys at Coffee Stain are absolute legends! One thing I suggest though, is when you re-rail carriages then they float through the air quickly onto the track.
Real-life LOL when I heard how simple re-railing trains will be. :-)
And I was once pretty heavily into OpenTTD, so for me all you had to say is "block signals and path signals".
i wish all devs were as honest about updates. Well done!
Awesome! I was really hoping for the load/unload settings on trains and there it is! Love it! Thanks Jace and CSS team!
Thank you Jace! I definitely love having an in-depth explaination of this sort of stuff instead of going through tests to figure it out completely on my own. Looking forward to Update 5 and as of right now, it looks amazing! Love you Coffee Stain
At first I was disappointed that the path signals were not chain signals as I know you can accomplish almost anything with the combo. But the fact that you can chain the regular ones is perfect!
I think path signals are also chain signals? But with some fancy extra stuff that allows trains to sometimes share blocks. I could be wrong though.
@@Khaim.m they arnt, but the video mentioned the the regular signals could be toggled to chain signals. Although the path signals will definitely take over some of the use cases of the chain signals which is great.
Is there a Best Developer award? If there is, Coffee Stain deserves it.
Bloody fantastic as always knocking it out the park! Thanks for continuing to be amazing
Me, someone who works everyday in the railway, settling in to watch a video about how trains signalling works in my favourite game to unwind from working with trains. Trains.
The game was simple when I first bought it at launch, now I need a master degree to set up a perfect working factory!! 🤣
It's lovely how they grow up, isn't it?
@@Navajonkee absolutely
I hear you man. At launch I finished all the tiers in a few days of gameplay. Now in update 4 I'm stuck in tier 3 for months. Haven't even unlocked trains yet. It's amazing because until now I haven't even tried Nuclear power at all, and a new update is already coming along. I have a LOT of content still to discover. Hell I love this.
I can't do it. Then again, I couldn't earn anything more than a Bachelors. It truly sucks to hit the limits of my intelligence. I don't think this game is for me anymore.
I just wanted to commend you for just being frank, admitting you made a mistake and being completely open and honest. I'm sure I'm not alone in thinking this, and as others have already mentioned, I wish more devs took this approach. It's okay to make mistakes, we're all human but it's how you deal with them that makes the difference. You and your team should be proud =)
Block and Path signals are EXACTLY what I was hoping for! In my mind it's the perfect system for a (relatively) simple signaling scheme. Love it in OpenTTD and I'm looking forward to loving it here too. I suspect we may have a TTD fan or two at Coffee Stain 😀
Seems like it. GOOD!
Signals are a good beginning, but way oldschool. What is about ETCS? ;)
That resource feature for the trains is AMAZING. I LOVE IT! I know we talked about this on a QA thread awhile back. SO EXCITED to see this implemented!
TRAINS! CHOOO CHOO! Thank you Jace was very helpful
This video shows once again how good of a studio Coffee Stain is! The communication with the community is fantastic and should be the new standard in the industry! You guys at Coffee Stain go above and beyond with nearly every video / update that is put out there! I love it and you amaze me everytime! Thank you for that and keep going like this!
Kibitz is probably hyperventilating now :O
So awesome in every way! Great to see the Trains getting some love. This really doubles down on the usefulness of trains.
Jace : people with train could have problem
Me who dont use any train :
Hehe
Two Points:
1) I feel block signals should inherently just be part of a train station. As indicated in the video there does not feel like there would be any use case were you wouldn't have that in place. Minor nitpick but seems redundant.
2) I know this won't be in there, but I hope painting your trains (and other vehicles) will become a thing. I always had a love of trains as a kid and used to watch the crap out of Thomas the Tank Engine as a kid, so when I started playing Satisfactory I took to building trains immediately and naming my trains, Thomas, Percy, etc.... but was disappointed I couldn't color them appropriately. Would make the kid in me's dream if that comes at some point.
Overall loving, the love to trains and can't wait to play
I'd say ditch the interaction with the train cars to re-rail, hologram for all situations fits better with the rest of the game already, especially if you can work it out to animate the cars back onto the rail similar to the supplies flying out of your pocket when you build anything else
As a person whom used to work on a LRV ( Light Rail Vehicle ) train in town, getting to play with electrical signals WILL BE SUPER FUN!!!!!!
Wow i'm early, also green should be above red, train signals are opposite to traffic lights, and the signals should be able to place on the left
Thanks so much Jace!!! Thank you all at Coffee Stain, you all are so lovely and passionate about this game!!!
radiation contain wall . we need that, we neeed radiation sheelds or a radition sheeled conveyer belts
This is how you put out information correctly. This is how you explain topics and clarify information. Well done. In your spare time (haha) I would encourage you to give classes to the enormous number of UA-camr's that try to be info guru's. Well done and thank you. Helped greatly.
This is sort of a "collisions are a slap on the wrist with a brightly multicolored slap bracelet which makes a funny noise" scenario.
A slap with some very energetic visual effects :P
@@davidmartensson273 and quite some travel times if you have to go to a crash on the other side of the map .-)
15:39 THANK YOU! This changes so much!
They are asking for let’s game it out to abuse this making it so easy to rerail
If the collisions are train specific, I guess this mean that trains will not hit players (or vehicles) on the track? I was kinda hoping I would have to dodge a train now and then 😃
One feature I would consider useful, would be the option to manually set the state of a train signal. Maybe setting a signal off to block off a section of track still under construction. Like if you are making changes to a track intersection, you could manually ask the entry signals to block incomming trains, until the intersection is fixed. That way you do not have to identify and stop all trains which might use your intersection while you are working. The trains would just queue up at the manually blocked signals.
i get your point and there whould be other cool signals too.
in this case i whould just place a loco or waggon behind the signal and the track is blocked.
Is there a possibility for us to get better making of railway? It sometimes is really wonky and free floating in the air. I'd like to see some kind of system of where you drag it like a conveyor belt and it will automatically add a pillar below it just like the conveyor stuff. Because at the moment i'm putting slabs under it so it looks realistic, but it starts getting extremely tedious to keep up with all the concrete foundations.
I use Area Actions to copy and paste the next pillar when I am track building. Also makes it quicker and easier to visualise where, how high and at what angle the pillar should be.
I'm so excited for these changes. I haven't played for a while but these train updates really excite me. I thought it might be cool to introduce a rescue/recovery drone of sorts that would pick up the train and set it back on the tracks. This would also make sense for the trains that have fallen into a ravine. I just think it would look much cooler and fit in with the aesthetic of FICSIT considering the transport drone technology already introduced into the game. As for how to initiate the process, I thought that there could be a handheld sort of beacon tool that can be used to designate a "recover from location" and a "recover to location" that would activate the drone (making it useful for other purposes than just train re-railing). I know this method would require a lot more dev time to implement but I thought I would share it just in case it is useful. Thanks for sharing all the details in this video and to the team working on such an awesome game!
What is it like when you drive a train and end up in a Collision? Also how will signals effect manually driving trains?
This video series should be on every game dev studio's "how to be a community manager" playlist
Does anyone else think, that re-railing de-railed trains should get a little animation to keep it a bit more immersive, and not just the instantaneous teleportation it is now?
I mean, it doesn't have to be real fancy-pantsy, just easy and simple like for example the already existing dismantle/assemble-animimation or a magic flight back to its position, maybe even along the lines of the Zelda: Breath of the Wild-teleport animation. I don't know, I'm not a game designer, but as long as it is at least something...
Don't think so, since this will block some of their resources (I have no idea how much), and they should maybe fix possible bugs of the new train system/add some extensions first.
But what I indeed consider as being essential ist their animation of de-railing, which is great imho, isn't it?
@@jochen_schueller i somewhat disagree, it's VERY unlikely that you'll ever witness de-railings (unless you specifically cause them), while you'll _ALWAYS_ be there for re-railings. :-)
And anyway, i was assuming the "release-worthy" version of re-railing will surely have some kind of animation, this was just a proof of concept.
Love the way Coffee Stain interacts with their customers. I kind of want to have a way to give them more money, I feel like they have deserved it...
Hey Jace, will the “Stop Setting” feature be on the drone port too?
I expect once any bugs are ironed out, duplicating "Stop Settings" onto the drones should be relatively straightforward.
That into was priceless! A shining light of what dev studios should be! keep it up :)
Heya Jace just wondering if you guys are planning/thinking about adding a blueprint system?
So... a train station is now also functionally a programmable splitter? Dope.
Big brain moment when we decided to build our entire train system based on collision avoidance. 😎😎
Jace don't think I missed the DUMP ASS TRUCK reference! Nice to see you give Sara so much love on the official videos.
can we have train waypoints too, that function as stations but can't unload/load, and are much smaller
Technically you can already get all that with a station that has no platforms, but yeah fair it'd be nice to have dedicated waypoints.
This should be very easy to add as an extension, and maybe there are already some that can be "misused" just for that. (I think I've seen something like a small stations that was intended to inject/extract power to/from the train network but not to load/unload.
My brother got me into this game in the past week. I can't believe it's been out so long and I didn't know! Great job!
Here is the only question that matters:
If a train arrives at a red signal, is it guaranteed to stop in time?
As in, if I build a crazy steep track where my trains accellerate to 300m/s, will it still stop at full speed if another train passes and a block signal gets blocked just before the fast train arrives there?
In Factorio , the train will immediately stop. It's kinda jarring.
given that trains slow to a stop so they stop perfectly in line with the loading mechanisms for freight platforms, it should see that there's an obstruction ahead and give itself enough time to stop right before that intersection
@@Knuckx117 They were asking what would happen if a train entered the block immediately before the train at full speed got to the signal. There would be no way for the train or signals to know this was happening in advance, so there are 2 options:
- The train at full speed stops instantly.
- The train at full speed can't slow down fast enough and goes past the signal.
I mean, do trains still stop instantly when they run out of track? Cause that really suggests that it's guaranteed to stop in time.
Trains are likely to use the same physics as for stations so they will stop in time. And have you ever got a train to 300 kph? I don't think so! The brakes come on to keep the speed to 200 kph max. The best I got was 206 before the train started slowing again.
To be fair to you, Jace, in context/regards to the new aesthetic features that don't affect functionality (I.E. the pillars and soft and hard clearance etc.), our saves should work perfectly! So your statement still stands for that, no lies told (at that time)!
That internal screenshot had black locomotives... are painted trains on the way, or was that just a lack of textures? Also, having the ability to swap which side of the rail a signal is on would be really neat for us drive-on-the-left folk! Maybe a toggle in the game settings to swap it?
Ficsit does not approve of driving on the wrong side! ;P
.. or maybe its an Locomotive MK2 ;)
I'm also a drive-on-the-left person, and to me it looks like we have that choice here - for each signal you put down, you choose what side to put it and which direction to point it. Pretty sure he was just talking about a suggested convention.
I am not so sure. I took it to mean that the signal is always on the RHS of the direction of travel, but you can have signals for both directions either side of the track.
Whether your outbound track is on the left (UK and others) or the right (America and others), IRL you can still have left or right-hand drive trains. IIRC the GWR was RH drive while the LNER was LH drive.
@@theengineerinthemachine5227 In addition to that, at least in Germany, but I wouldn't be surprised if that applies to most other countries as well, the same line/same network operator usually both tracks are bi-directional. While there are not fully symmetric and still have a preferred operational pattern (RH), depending on the traffic, both tracks can be used in the same direction to increase the capacity if no trains are expected from the other direction.
Afaik, from the train driver's perspective, it doesn't make any difference if his track is considered as the left or right one, the signals are always placed relative to the track they apply to, no matter if there are additional tracks left or right of it. (maybe there exist some exceptions in curved tunnels due to visibility)
Jace, i love you all... This is every single train feature i was hoping for.
I really like how forgiving the system is to other factory games that shall remain unnamed, makes it a lot more chill
It's kinda nice to have the choice between hardcore and more "casual" factory games.
I assume you mean factorio, in which case I can't rally imagine a time when a collision has completely destroyed my train. Generally as well, if I have enough trains on my network to ever collide, the loss of one is generally no problem, as I have the resources to replace it immediately. Feels like collisions don't really have an impact in either game honestly.
@@CycFlame in that game, it depends on the length, weight and speed of trains. there are videos on youtube where one train ploughs through another train, obliterating a hundred wagons and engines, which can hold a lot of cargo/ammo that takes a while to replace, even in the endgame :-)
and yes, trains in every game usually can be replaced pretty quickly after collisions in the endgame. the biggest penalty is always to correctly setup all the details in their schedules, which would get even harder now with all the stop conditions, and thus an easy "re-rail" is nice to have. we still will have to travel across the map to do it ...
Stop Conditions are incredible. This changes my entire way of building!
I wonder if we will be getting train-on-player collisions, damaging or killing players depending on speed? Or yeeting the player away from the point of contact, with acceleration scaling with speed? That way a misstep isn't necessarily fatal, but still very surprising.
Also, perf train name @ 15:23, stealing that idea.
Looking great! I'm really excited by those stop settings and I'm thankful that re-railing a train is a simple affair. Keeping the re-railing simple means that train collision can just be a fun puzzle-like problem without getting to be too tedious. I can totally envision occasional collisions in my future that I just re-rail a few times before I get around to troubleshooting and fixing the signals, as opposed to a single occasional collision ruining the momentum I have on another project. Can't wait to fire up update 5 and give it a try!
Can already see Josh from Let's Game It Out seeing how many trains he can crash on 1 track🤣
Yes
I'm looking forward to it
I saw that! Paintable trains!
Those new UI changes are also really nice, like the toggle-able load/unload (I always have trouble if I pressed the right button before), and I like the time tables. I just wish we could have timers to pause trains more. But those items to load/unload filter ... ouch that might have just completely obsoleted a few buildings of mine (and countless hours of work)
I am excited for this, you guys are doing amazing work. I think the best way I could explain this was a professor once said about a presentation I gave in college, "you were good at creating questions, and then answering them, before they needed to ask them". That's what I feel like this game is, we keep getting more to resolve headaches we may have, or give the game even more life.
Why can't everyone be like Coffee Stain???
I want the signals to allow a setting that tells the trains that this is a one-way rail line
Just add signals to one side and trains will not run past the signal in the other direction, at least that's how I interpreted the video.
@@davidmartensson273 in the beginning of the original video, there seemed to be signals with red and green on one side, and on the left side a square on the signal's backside with either nothing or a square "no entry" which i assumed to be for "oneway only" ...
I might start building trains just because this looks so awesome lol
I've got few thousands of hours on TTD / OpenTTD and f... yeah, I'm ready for signals. On another note, a coworker and myself playing the game, think it would be interesting to have the trains in earlier tiers. Because at the point we unlock it, we mostly already have everything needed and using trains lost interest (except for me, because i LOVE trains). On earlier tier, it will give more opportunity to people to have more decentralized model instead of giga factories doing everything at the same place :-)
completely agree ... ready for signals, missing them badly in my factory and very sad that i finished the game with only one big track for transporting some gases and water. maybe we could get a "worse" version of trains at first, eg iron rails MK0 with a lower speed limit that later easily can be replaced like we currently can replace belts Mk1-Mk5.
btw: i already did the first few hundreds of hours with the original TT, and even got a snailmail (there was no internet for downloads yet) with a floppy that had the TT editor after i reported a bug in TT ;-)
Wow 220k subscribers. It hardly happens that a channel that is part of a game studio (transmitting news about updates) becomes so popular. Congratulations!