Hey Nilaus! If you look at the loading/unloading gif at 8:00 you can see that the trains are changing colours as they are leaving the station. This looks like an easter egg for automated train scheduling!
Not only that, but they're changing colours also mid path (you can see this in the second station from the top at 8:05 as it changes from light blue to navy blue to then brown)
this is a complete speculative guess, but it could also be that it was some form of debug visualisation for the current state of the train AI. Maybe being in station is a mid-blue, routing to blocked junction is dark-blue, and routing direct to a station is brown. These are completely wild guesses, but it would explain why they change colour mid-journey; since I doubt that the contents of trains change during transit (beyond fuel).
13:20 I think kovarex means that the rail doesn't automatically rotate to point in the same direction the rail you are hovering points to. That's the change they are talking about.
10:19 I suspect there could be planets where elevated rails are strongly incentivized. We now know that cliffs are prevalent on Vulcanus in some biomes, and it will not be possible to alter cliffs on Vulcanus until “extreme late-game.” There could also be a planet which has, say, a surface of only ice and water. Such a planet would mean there is no stone available and that landfilling large bodies of water is so resource-intensive that it is impractical, again strongly incentivizing the use of elevated rails.
I just can't wait to see what Nilaus will do with this to make an awesome, fully modular, elaborate and perfect setup, and then I'm also excited to see how Trupen will do the absolute opposite.
@@thomaskletzl6493 wdym? of course you can. especially with mods. Even just look up dosh doshingtons sushi base. It's sorta like LGIO's satisfactory base
12:25 The reflections look pretty good TBH. What's weird is the harsh shadow on the water. at the very least, it should be slightly blurred too, as the water surface is a ever so slightly wavy. Also shadow on water isn't something you normally notice in most situations. With very clear and shallow water, a shadow is cast onto the floor, but with deeper water, or more murky water, or even with some waves at the surface, you just don't notice that shadow.
12:54 I just learned you can press R while rail planning and rotate the endpoint, then the planning works fine imho. First I was skeptical about the secound train layer, but after reading the fff it makes sense and will definitly be usefull. And now I'm just waiting for the flying biters...
The fact that this feature, combined with the curved rail changes from the previous FFF, allows for most of the basic highway interchanges to be made IN Factorio has me hyped for this expansion. I could never get into Cities Skylines far enough to build proper interchanges for a city, but I LOVE Factorio trains.
I'm already imagining the maximum throughput we can get in a City Block junction. It's possible to get 100% perfect throughput on a 4 rail, 4 direction junction with this second layer. All you have to do is "Weave" the rails like lattice work.
The things that hold the tracks in place are also called ties in some countries. Sleepers is very much a British term. Also, I wonder if you can walk along them?
I've heard from people who asked the devs questions in the Factorio discord server, that you can't walk on elevated rails (neither biters can), and you are also prevented from exiting a train when it is on elevated rails.
The base around 14:00 is hilarious! I know this is not what we're going to see on this channel, not even for the lols, but I did laugh at that moment! Looking forwards to the next playthrough.
tbh I didn't even notice the shadows/reflections. As far as I'm concerned, the biggest improvement this will bring is that we can have separate networks cross over each other if we want, and also less issues with train routes interfering with each other. The compact part I don't really care about because we have infinite space, it's more the routing and traffic that this will solve.
not sure if up and down style of rails are going to be viable since you need the supports BUT intersections can now be devided into 2!! you could have the turns on the upper level and the straights on the base level
Intersections are so 2023, we make interchanges now, finally my memorized list of interchanges for Cities Skylines is going to come in handy. Can't wait to make a cloverleaf in Factorio.
would recommend checking out the openttd wiki for a ton of different intersections people have made for that game's trains which are pretty transferrable now we have bridges
I will admit the water looks strange but Tbh I'm glad to see something even if the reflection is a little washed out. Personally would love to see weather in Factorio, Not saying like "Level-ution" levels of implementation. I guess an example might explain, little long but I LOVE Clockwork mods, pitch black nights. I love the fear i get when night comes and i think "Maybe i should have lit the wall up more..." NOW the actual point weather could add into the atmosphere of night time biter raid defense's 🤣. Staring at the zone where my perimeters lights fade into the dark, and brief flashes of lightning to give me a glimpse of whats to come sounds amazing🤤. Personally a big fan of biters only attack at night makes the game have a nice tempo of build and prep during day and maintain at night.
A mod that makes biters only attack at night seems like a very interesting mod that could be fun to play with, as it would give me a nice time slot for battling and a period of rest as well. I'll probably put it into my next game. Thank you!
This is very good. all by rail blueprints will have to change again for this. I think they did add a a very cluttered look just to show possibilities. how they build is without a blueprints a more organic factory
Typical max incline for trains is 1.5 or 4% depending on if its freight or passanger, but that is only true for a full train length hill. If the hill is much shorter than the train the inclination much steeper...(while.. yea.. kind of not this steep)
@@thomaskletzl6493 Not really. If the incline is very short, specially so if its followed by a decline, it can be much steaper becasue the loco is not pulling the whole train up the incline, but only one or two waggons. THen the incline can typically be 10-15% if its 20 meters or shorter. This is rare but its sometimes used on industrial tracks. The average inclination have to be lower than 1.5% over a certain length
Looking forward to these changes. When I saw those twisty turny rail examples the first thing I thought was "Nilaus is going to have an conniption when he sees those" ;)
For one, there should be a speed/tonnage penalty when going up a ramp, (Maybe Nauvis has a lower gravity?) The railroad sleepers should be recolored to grey to reflect the lack of wood in the recipe. I really hope they do electrification.
If they create an underlayer that we could build in, it would be interesting to see combat take place in the underlayer with new biters. Maybe we would have deep buildings (launch silo) that have deep basements to go alongside the tall buildings that prevent building on those layers.
I think one big benefit of making the expansion as a set of separate 'mods' that can be individually disabled is for various challenges/scenarios/overhaul modpacks etc. For example, map-makers may choose to disable quality in a challenge map simply because balancing the map with quality in mind (i.e. higher quality turrets have more range, higher quality ammo deals more damage etc.) would be tricky. Similarly, some challenges may disable elevated rails, because they would make things too easy (especially if you're not meant to cross water). And then I can definitely see people who would want elevated rails and quality, but not the 'manage multiple planets' aspect. Especially if the expansion is balanced around the idea that you spend less time on the first planet than you would in a vanilla game, whereas some people would prefer to have more to do on the first planet. So, I presume the space 'mod' part of the expansion will have changed science pack recipes, tech tree, and such compared to vanilla, and some people may prefer the vanilla science tree and science packs, while still having access to other expansion stuff.
This is one of the most anticipated updates, not just for the feature itself, but the absolute flood of rail mods we'll be getting once the modders get their hands on elevated rail.
In my recent playthroughs I have been using a single two-way rail with U-turns at the end to transport ores all the way up to space science. Seems like this will be my approach in the expansion as well.
I have always thought of trains as 'drawers' in a system. Now I can design what I'm looking to design with dual head trains. 1-2-1 trains, here I come!
UPS benefits of this will be on its own a massive improvement .. most of the time my super factories the train network is the biggest hog on UPS and its to do with overlapping rails and signals etc .. this will remove like 70% of signals massively improving UPS
The reason why the reflection is weird is because water reflection only happens below a certain angle, which I believe is about 30 degrees of angle difference. Now with this view we are seeing this at about a 75 degree angle. So IRL we would not see reflection. So your brain rightfully identified that something was wrong. And it was correct to do so. I wish they will correct it.
I just want to know if spidertrons will walk over or under the elevated rails! (I think under would be a cool effect, but I'm guessing over is how they will work.)
I guess they would have to go under, otherwise you could have the legs go through the high rails. As for the ramps, it could be that spidertrons need to go around them, or at least have their legs take some unusual paths.
I'm not sure separate mods implies that you can play Space Age without Elevated Rails. But it definitely means that you can play with Elevated Rails but without Space Age.
Adding the underground rails at a later data might be nice, but if it involves too much work and changing the game structure, then I overhead rails are the most we gonna be able to get
When I first started playing I didn't like trains, now every base I build is heavily reliant on trains. This is so going to advance my bases to the next level with the added bonus of me getting run over by my trains much less often. I die more from my own trains than I do the biters.
I honestly think elevated rail is a solution looking for a problem, tracks already have infinite levels, because all trains can use one track, and they can already cross over each other. All these do is add a second infinity, useful if you have a throughput problem but this has never been an issue for me
I wonder what will happen when you ride a train on a bridge and exit it. since the bridges can go over water and Buildings I assume it must be possible to walk on elevated rails? 🤔 well. Excellent video and commentary, thank you!
Nilaus I love your videos, and I always agree or at the very least respect your opinions. But your take at 11:42 I just can't possibly agree with. I can't even when stretching my imagination agree that the layout nor the display is confusing even in the slightest. It is so impressively easy to tell the perspective and direction of trains ESPECIALLY thanks to the shadows and reflections which are significantly different from one another. This might just be a case of our brains working differently, but I think the devs did an excellent job portraying elevated structures here. Even more so with the moving trains projecting shadows of their own as they are moving over the rails. Yeah, dude, love your stuff but could not disagree more about those rails looking confusing in the slightest.
A v2 width all new underground level sound very good to me, I hope Wube Will be doing a v2 of factorio after expansion, factorio for 5 more years for me 😅
This seems like a bigger change to me (in combination with the addition of different rail shapes) than the whole space update. This is going to seriously change how to build railway stations and most likely will result in a bunch fewer train deaths lol.
All in all I like most of the ideas they are planning to implement. But it's a bit early to like or dislike the dlc. Right now we are just talking about ideas. There is not even a release date (they are planning to have "it playable in little less than one year" - so it will be Q3/2024 earliest). However - I totally agree in one point: I am absolutely fine with paying some money for this dlc. If I compare my playtime with the price of the base game (and all the free content updates) I am at a point that I already played the base game more or less for free. Less than 1 cent per hour playtime - at least that's nowhere near "expensive" :)
They'd better revised the size of wagons also. Why does a steel chest which occupies 1 cell can contain 48 stacks while a wagon which occupies 2x6 cells can contain only 40 stacks. It should be at least x6 sizes of a steel chest.
Yes, but also even easier to focus on the structures that raise the rails up. They are so prominent it's just about impossible to mistake a high rail from a low rail
The bridges that can cross water is interesting. But building across large lakes would be impossible as is. I wonder if they will include something to help us build on water too like a jetpack or something?
A train in the middle of the bridge without fuel needs a way to be filled again.. so probably you can walk on it. The bridges are also a way to fit boats under them…
Devs: Hey, look at all the different ways you can have rails weaving around your base in all kinds of directions, just putting them wherever they fit! Nilaus: *Internal Screaming*
Why are you confused by the reflections? We had reflections for years now. Pretty much everything reflects above water and it would be weird if only elevated rails would not.
All these changes kinda feel like they want to give us so many extra options for optimization that it's impossible to build anything that's effectively perfect, so you can always tweak and upgrade your designs. I like it really. It might finally pull me away from my bad habits of trying to make things perfect the first time by saying to me "no, it's literally impossible to make something perfect, so settle for a design that is good enough for now so that you can get on to a better design faster".
I still wish for electric trains... imagine that every train that drives requires a specific voltage and you have to electrify the rails with poles and you need a huge amount of energy, so nuclear power is a necessity, also you have to transform the energy every few tiles of rails, so you need transformers and you can do that with solar power
While I love all of this I can't help but feel a little sad that I'm seeing beacons existing in the same way as they did in the base game and not being changed to a more SE approach
I wanted underground rails, but this is 10 times better. I need these new rails in my life right now
I still want underground rails, or a way to move from one layer to another.
@@jamiec8096 would require a whole rewriting of the game.
@@Icessassinsince they have 2 layers coded jn already making a 0 layer under the ground shouldnt be super hard
Hey Nilaus!
If you look at the loading/unloading gif at 8:00 you can see that the trains are changing colours as they are leaving the station. This looks like an easter egg for automated train scheduling!
are you sure it's not just the Gif looping?
okay I watched and I think you're right, a lil easter egg
Not only that, but they're changing colours also mid path (you can see this in the second station from the top at 8:05 as it changes from light blue to navy blue to then brown)
this is a complete speculative guess, but it could also be that it was some form of debug visualisation for the current state of the train AI. Maybe being in station is a mid-blue, routing to blocked junction is dark-blue, and routing direct to a station is brown. These are completely wild guesses, but it would explain why they change colour mid-journey; since I doubt that the contents of trains change during transit (beyond fuel).
@@QBAlchemist It could potentially be circuitry from a station that it wasn’t originally scheduled to visit.
Wube doing amazing with this expansion! Since they are revamping such basic things like rail shapes, I predict they will also redo fluid mechanics.
God yes. That would be so cool
I didn't actually consider that! Thoroughly looking forward to what they bring us.
Bet it’s the next Friday fact, if not the one after
Elevated pipes need to happen ...
@@NateDammcan you explain why? i mean we have underground pipes i dont really see the benefit
13:20 I think kovarex means that the rail doesn't automatically rotate to point in the same direction the rail you are hovering points to. That's the change they are talking about.
I assumed it meant have the planner automatically jump up and down levels if you're trying to connect track in that way.
10:19 I suspect there could be planets where elevated rails are strongly incentivized. We now know that cliffs are prevalent on Vulcanus in some biomes, and it will not be possible to alter cliffs on Vulcanus until “extreme late-game.” There could also be a planet which has, say, a surface of only ice and water. Such a planet would mean there is no stone available and that landfilling large bodies of water is so resource-intensive that it is impractical, again strongly incentivizing the use of elevated rails.
I just can't wait to see what Nilaus will do with this to make an awesome, fully modular, elaborate and perfect setup, and then I'm also excited to see how Trupen will do the absolute opposite.
and LGIT will make a complete mockery of it all
@@robslaney3729man I wish lets game it out played factorio
@@robobuilder1335the problem i see is that you cant fuck with factorio like you can with satisfactory for example
@@thomaskletzl6493 wdym? of course you can. especially with mods. Even just look up dosh doshingtons sushi base. It's sorta like LGIO's satisfactory base
@@thomaskletzl6493build a huge nuclear power reactor and blow it up
12:25 The reflections look pretty good TBH. What's weird is the harsh shadow on the water. at the very least, it should be slightly blurred too, as the water surface is a ever so slightly wavy. Also shadow on water isn't something you normally notice in most situations. With very clear and shallow water, a shadow is cast onto the floor, but with deeper water, or more murky water, or even with some waves at the surface, you just don't notice that shadow.
I want to be able to move a rail off a cliff and end up in the second layer. It would make cliffs much more interesting!
elevated city blocks with ramps to each station
the most important thing to me is HOW FRICKING COOL IT LOOKS!
Finally, we can make rail junctions with left turns without the junction being horribly inefficient
12:54 I just learned you can press R while rail planning and rotate the endpoint, then the planning works fine imho.
First I was skeptical about the secound train layer, but after reading the fff it makes sense and will definitly be usefull.
And now I'm just waiting for the flying biters...
Flying biters? Buying flighters!
Cloverleaf and Trumpet interchanges! The Texan in me wants more layers for a true stack interchange.
2 level roundabouts. one in each direction
Lol! I've been thinking about the viability of access rails! 😆
The fact that this feature, combined with the curved rail changes from the previous FFF, allows for most of the basic highway interchanges to be made IN Factorio has me hyped for this expansion.
I could never get into Cities Skylines far enough to build proper interchanges for a city, but I LOVE Factorio trains.
In the US we call the wooden crossbeams under the rail "railroad ties"
I'm already imagining the maximum throughput we can get in a City Block junction. It's possible to get 100% perfect throughput on a 4 rail, 4 direction junction with this second layer. All you have to do is "Weave" the rails like lattice work.
I was thinking the same thing. 4 way stops are going to be so smooth with a large volume of trains.
@@alh744 but since you will be on 4 different surface Megabases will work differently I think. Unless you can somehow travel with trains.
The things that hold the tracks in place are also called ties in some countries. Sleepers is very much a British term. Also, I wonder if you can walk along them?
I've heard from people who asked the devs questions in the Factorio discord server, that you can't walk on elevated rails (neither biters can), and you are also prevented from exiting a train when it is on elevated rails.
I can't wait to see what you come up with for these designs. Your current designs inspired me immensely and I am sure what is to come will be amazing.
“which is not how my bases look” yeah, there are no lights 😊
The base around 14:00 is hilarious! I know this is not what we're going to see on this channel, not even for the lols, but I did laugh at that moment! Looking forwards to the next playthrough.
tbh I didn't even notice the shadows/reflections.
As far as I'm concerned, the biggest improvement this will bring is that we can have separate networks cross over each other if we want, and also less issues with train routes interfering with each other. The compact part I don't really care about because we have infinite space, it's more the routing and traffic that this will solve.
You don't look anywhere near as nerdy as I imagined! I've loved your content over the years dude - thank you
Thank you for the update and your thoughts on it. The ability to toggle new features at the start is awesome.
huge for cityblocks when they go over the production blocks and just deliver stuff in the block
not sure if up and down style of rails are going to be viable since you need the supports BUT intersections can now be devided into 2!! you could have the turns on the upper level and the straights on the base level
Intersections are so 2023, we make interchanges now, finally my memorized list of interchanges for Cities Skylines is going to come in handy. Can't wait to make a cloverleaf in Factorio.
@@achillesa5894 cant wait to learn intersections lol
would recommend checking out the openttd wiki for a ton of different intersections people have made for that game's trains which are pretty transferrable now we have bridges
I will admit the water looks strange but Tbh I'm glad to see something even if the reflection is a little washed out. Personally would love to see weather in Factorio, Not saying like "Level-ution" levels of implementation. I guess an example might explain, little long but I LOVE Clockwork mods, pitch black nights. I love the fear i get when night comes and i think "Maybe i should have lit the wall up more..." NOW the actual point weather could add into the atmosphere of night time biter raid defense's 🤣. Staring at the zone where my perimeters lights fade into the dark, and brief flashes of lightning to give me a glimpse of whats to come sounds amazing🤤. Personally a big fan of biters only attack at night makes the game have a nice tempo of build and prep during day and maintain at night.
A mod that makes biters only attack at night seems like a very interesting mod that could be fun to play with, as it would give me a nice time slot for battling and a period of rest as well. I'll probably put it into my next game. Thank you!
10:30 so biters are NOT using elevated rails to come to me? Are you sure? That would be fun.
This is very good. all by rail blueprints will have to change again for this.
I think they did add a a very cluttered look just to show possibilities. how they build is without a blueprints a more organic factory
The benefit of having the parts be mods seems more relevant to other mods that doesn't want to use the space age expansion for some reason.
Typical max incline for trains is 1.5 or 4% depending on if its freight or passanger, but that is only true for a full train length hill. If the hill is much shorter than the train the inclination much steeper...(while.. yea.. kind of not this steep)
so bassicly going full power and hopefully you are not slow enough so you slide down?
@@thomaskletzl6493 Not really. If the incline is very short, specially so if its followed by a decline, it can be much steaper becasue the loco is not pulling the whole train up the incline, but only one or two waggons. THen the incline can typically be 10-15% if its 20 meters or shorter.
This is rare but its sometimes used on industrial tracks. The average inclination have to be lower than 1.5% over a certain length
I can't wait to play around with this tracks! They look pure fun! Great job of the devs!
Looking forward to these changes. When I saw those twisty turny rail examples the first thing I thought was "Nilaus is going to have an conniption when he sees those" ;)
Going to have so much fun reworking how I build my train networks, and keep them tidy of course
For one, there should be a speed/tonnage penalty when going up a ramp, (Maybe Nauvis has a lower gravity?)
The railroad sleepers should be recolored to grey to reflect the lack of wood in the recipe. I really hope they do electrification.
If they create an underlayer that we could build in, it would be interesting to see combat take place in the underlayer with new biters. Maybe we would have deep buildings (launch silo) that have deep basements to go alongside the tall buildings that prevent building on those layers.
I think one big benefit of making the expansion as a set of separate 'mods' that can be individually disabled is for various challenges/scenarios/overhaul modpacks etc.
For example, map-makers may choose to disable quality in a challenge map simply because balancing the map with quality in mind (i.e. higher quality turrets have more range, higher quality ammo deals more damage etc.) would be tricky. Similarly, some challenges may disable elevated rails, because they would make things too easy (especially if you're not meant to cross water). And then I can definitely see people who would want elevated rails and quality, but not the 'manage multiple planets' aspect. Especially if the expansion is balanced around the idea that you spend less time on the first planet than you would in a vanilla game, whereas some people would prefer to have more to do on the first planet. So, I presume the space 'mod' part of the expansion will have changed science pack recipes, tech tree, and such compared to vanilla, and some people may prefer the vanilla science tree and science packs, while still having access to other expansion stuff.
Nilaus in the flesh?! An early present indeed!
It's beautiful... my brain is exploding with ideas for new designs...
This is one of the most anticipated updates, not just for the feature itself, but the absolute flood of rail mods we'll be getting once the modders get their hands on elevated rail.
This was so good that I don't know how they will top it, new content will probably be very good, but this just feels like a culmination.
In my recent playthroughs I have been using a single two-way rail with U-turns at the end to transport ores all the way up to space science. Seems like this will be my approach in the expansion as well.
I have always thought of trains as 'drawers' in a system. Now I can design what I'm looking to design with dual head trains. 1-2-1 trains, here I come!
UPS benefits of this will be on its own a massive improvement .. most of the time my super factories the train network is the biggest hog on UPS and its to do with overlapping rails and signals etc .. this will remove like 70% of signals massively improving UPS
I hope you will make a lot of lets plays in factorio 2.0 for us. We missing it.
i dont like how crisp the new rail graphics are for the old rails but for the elevated ones they look fantastic
But can you walk on the elevated rails? I like the idea of making a bridge over water vs filling in the land right across a nice pond.
The reason why the reflection is weird is because water reflection only happens below a certain angle, which I believe is about 30 degrees of angle difference.
Now with this view we are seeing this at about a 75 degree angle. So IRL we would not see reflection. So your brain rightfully identified that something was wrong. And it was correct to do so. I wish they will correct it.
I just want to know if spidertrons will walk over or under the elevated rails! (I think under would be a cool effect, but I'm guessing over is how they will work.)
I guess they would have to go under, otherwise you could have the legs go through the high rails. As for the ramps, it could be that spidertrons need to go around them, or at least have their legs take some unusual paths.
the potential for junctions even jankier than my openttd junctions is awesome
I am happy that we can now do efficient intersections without blocking cross traffic.
I'm not sure separate mods implies that you can play Space Age without Elevated Rails. But it definitely means that you can play with Elevated Rails but without Space Age.
Adding the underground rails at a later data might be nice, but if it involves too much work and changing the game structure, then I overhead rails are the most we gonna be able to get
Going to have to rebuild my rail book.
Awesome!
It's a shadow! In real life some people get confused by it too, but they don't go and say "FIX IT!!!"
When I first started playing I didn't like trains, now every base I build is heavily reliant on trains. This is so going to advance my bases to the next level with the added bonus of me getting run over by my trains much less often. I die more from my own trains than I do the biters.
10% grade is super steep for most trains - just as a thought. IRL for heavy haul freight its much much less.
Can't wait for someone to mod Rollercoaster Tycoon into Factorio.
I honestly think elevated rail is a solution looking for a problem, tracks already have infinite levels, because all trains can use one track, and they can already cross over each other. All these do is add a second infinity, useful if you have a throughput problem but this has never been an issue for me
Does this mean we won't see him get run over by a train anymore? 😥
New achievement: Killed by elevated train
Don't worry, train stations still have to be on ground level.
1:15 AHH... the train disappeared!
I just thought of what Renai Transportation would do with this, throwing trains onto elevated rails without needing ramps XD
I wonder what will happen when you ride a train on a bridge and exit it. since the bridges can go over water and Buildings I assume it must be possible to walk on elevated rails? 🤔 well. Excellent video and commentary, thank you!
Nilaus I love your videos, and I always agree or at the very least respect your opinions. But your take at 11:42 I just can't possibly agree with. I can't even when stretching my imagination agree that the layout nor the display is confusing even in the slightest. It is so impressively easy to tell the perspective and direction of trains ESPECIALLY thanks to the shadows and reflections which are significantly different from one another. This might just be a case of our brains working differently, but I think the devs did an excellent job portraying elevated structures here. Even more so with the moving trains projecting shadows of their own as they are moving over the rails. Yeah, dude, love your stuff but could not disagree more about those rails looking confusing in the slightest.
Literally next level!
Yay. A decades worth of rail designs down the toilet. We get to do it again!
The skill ceiling has increased so much, this expansion is a blessing thank the devs!!!
A v2 width all new underground level sound very good to me, I hope Wube Will be doing a v2 of factorio after expansion, factorio for 5 more years for me 😅
This seems like a bigger change to me (in combination with the addition of different rail shapes) than the whole space update. This is going to seriously change how to build railway stations and most likely will result in a bunch fewer train deaths lol.
I hope they add in bulk loading and unloading to trains to facilitate even higher throughout.
good video. one thing: in reality, trains can only go on slopes of about 2%. heavy trains much less, more like 1% at most.
You forget the most important thing, which js you'll never be hit by an upper train anymore!
I feel like the ramps should be longer, but otherwise, this looks amazinng.
All in all I like most of the ideas they are planning to implement. But it's a bit early to like or dislike the dlc. Right now we are just talking about ideas. There is not even a release date (they are planning to have "it playable in little less than one year" - so it will be Q3/2024 earliest).
However - I totally agree in one point: I am absolutely fine with paying some money for this dlc. If I compare my playtime with the price of the base game (and all the free content updates) I am at a point that I already played the base game more or less for free. Less than 1 cent per hour playtime - at least that's nowhere near "expensive" :)
They'd better revised the size of wagons also. Why does a steel chest which occupies 1 cell can contain 48 stacks while a wagon which occupies 2x6 cells can contain only 40 stacks. It should be at least x6 sizes of a steel chest.
Finally! I've been wanting this for years.
tbh when i heard about this my first thought was to keep trains raised at all times outside of stations so i NEVER GER RUN OVER AGAIN HAHAHA
Now you can cover all of your solar panels with rails.
I'm wondering if the rail support will be able to place power poles on them if so would it provide power in the Z direction.
14:57 - just check shadow to find out if it is up or down
Yes, but also even easier to focus on the structures that raise the rails up. They are so prominent it's just about impossible to mistake a high rail from a low rail
Much better implementation that current underground pipes.
The bridges that can cross water is interesting. But building across large lakes would be impossible as is. I wonder if they will include something to help us build on water too like a jetpack or something?
ride the train while building it?
I wonder if you could even just walk on the elevated track, and if you can is this a tactic for fighting biters?
Bots?
@@Yggdrasil42 a large lake will have dead spots in the middle that even bots can't reach.
A train in the middle of the bridge without fuel needs a way to be filled again.. so probably you can walk on it. The bridges are also a way to fit boats under them…
Woo! This game doesn’t quit
Devs: Hey, look at all the different ways you can have rails weaving around your base in all kinds of directions, just putting them wherever they fit!
Nilaus: *Internal Screaming*
13:55 , train on the top going from top to top left, did anyone notice this?
That is not an artillery wagon / freight / fluid wagon, it's a new type.
To my eye, it looks like an artillery wagon that hasn't reset its position yet.
One step closer to Rollercoastorio
Why are you confused by the reflections? We had reflections for years now. Pretty much everything reflects above water and it would be weird if only elevated rails would not.
red line, green line, blue line... yeah we need colors 😁
looks cool. for real. can't wait!
14:30 just look at the shadows.
All these changes kinda feel like they want to give us so many extra options for optimization that it's impossible to build anything that's effectively perfect, so you can always tweak and upgrade your designs.
I like it really. It might finally pull me away from my bad habits of trying to make things perfect the first time by saying to me "no, it's literally impossible to make something perfect, so settle for a design that is good enough for now so that you can get on to a better design faster".
Nilaus’ ego is bigger than my megabase
Fudge wube is amazing...
Now.....BOATS please!
Now we just need elevated stations and elevated loading/unloading for dual layer stations
Now I want turning ramps
My factory calls once more
The separate mods are mostly so you can disable them to play with non-expansion players.
I wish they make signals attach to ground rails too, instead of laying on the ground.
I still wish for electric trains... imagine that every train that drives requires a specific voltage and you have to electrify the rails with poles and you need a huge amount of energy, so nuclear power is a necessity, also you have to transform the energy every few tiles of rails, so you need transformers and you can do that with solar power
The shadows - maybe Nauvis is in a binary star system?
While I love all of this I can't help but feel a little sad that I'm seeing beacons existing in the same way as they did in the base game and not being changed to a more SE approach