I hope they improve rail builder in the next game

Currently I find it a little lacking in terms of quality of life features and such:

  • Would be nice to have more options to adjust a rail segment before building - maybe even setting anchor points that it tries to connect together. I think Railway Empire had something like that, although I haven't touched that in many years.
  • Another thing - the random "construction not possible" in some cases. For example, for how common the scissor switch is, it sometimes is quite a pain to build for what seems like no reason.
  • Automatic signal placement would be good as well, as it gets a little tedious to place them manually.
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u/KuuLightwing — 4 days ago

Okay, how tf did this happen.

https://preview.redd.it/jnoe9g44edjh1.png?width=1462&format=png&auto=webp&s=d869b92bbc1b9ce708c818c8071dbdf94d8cbc22

Soo... the Cuba mission. I have no idea how the fruit ended up in here. Only fruit source is on a different island, and only cargo connection I have to it is either cargo ship which delivers said fruit to Miami, or the cargo planes going from Miami, but cargo planes are not allowed to load anything in Miami.

As far as I know, Miami as far as I se is the only consumer of fruit, so I don't know why would the game decide to ship fruit FROM Miami to anywhere. Moreso, ships also aren't allowed to load fruit at the port either. So, I have no idea how did that even begin to happen.

For now I disallowed unloading anything at these truck stations, but I'm really confused.

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u/KuuLightwing — 6 days ago

Another question about logistics and optimization

Soo... I'm still going through the campaign, now it's Age 3 mission 3. I kinda abandoned the objectives for now and decided to optimize my network. I actually managed to spend all my money too! I think I managed to get decent income in the end after trial and error, but I have more questions.

Also I think the scenario wants me to use ships but I kinda decided to play with more trains. So, here's current map

https://preview.redd.it/eweze4tpb8jh1.png?width=2560&format=png&auto=webp&s=15d01d94bb7a94d14e9ea4c3f14b196c7d23ef82

The line towards Alexandria is laid out but I haven't built a station there yet. Currently I'm partly done with the production chain the game asks of me (Crude -> Oil -> Plastic -> Ore -> Steel -> Stone). I am producing steel at the moment but don't deliver it to stone... factory? just yet.

First optimization question is the idea of hub and spoke system that I've seen mentioned around so much. Initially I delivered my oil to refinery using 4 different trains - two from each well. It wasn't super profitable, but now I switched to a staging station which I feed with a couple of small diesel trains and then use a couple of big Chs4 hauled trains to deliver it to the refinery. That improved the income a lot, and that's now my most profitable service by far

https://preview.redd.it/8rl2cpvpc8jh1.png?width=1244&format=png&auto=webp&s=dd4e417f343b77ede3a4d1d13efa9224a0a45caf

So, what gives? Is it simply because two diesel trains just have far lower maintenance costs?

Processed oil I haul to plastic plant, but sadly it's far less profitable. It barely makes money on the screenshot, but it kinda fluctuates back and forth, and frankly I don't know what is possible to do there. It's a big train, and it's not like I can using cheaper locomotives is a particularly good idea, so I don't know if much could be done here, but it seems weird that that service in particularly is so mediocre compared to crude trains.

Same goes for Plastic export train. I experimented with different locomotives and for now ended up with this strange setup, as pair of these locos seem to still give Good acceleration unlike 2TE3 despite costing less.

Steel Mill train is kinda meh as well, but I don't mind it too much because steel mill is still at level 1 so it can't accept all the ore I could feed to it.

The intercity trains however. They are profitable - and actually before redesigning my crude supply chain that was my most profitable service. However I feel like the leg between Galati and Constanza is kind of the weak link. I bet if I drop it, the service would be much more profitable. However it feels bad to completely drop the connection to the city. So any advice on this service?

P.S I really wanted to use VL80 in here but so far I don't think I have long enough trains where it wouldn't be a big downside, so I ended up replacing it with Chs4. Which is, by the way, a passenger loco why is it geared towards freight so much in the game? xD

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u/KuuLightwing — 7 days ago

Looking for advice on building and using rail mainlines.

I recently got this game, and going through the campaign. Currently on the Chinese mission, and I wanted to figure out something regarding the structure and sharing tracks between different trains.

The game asked me to restore the railroad and deliver steel, which I did. Here's the overview of the relevant part of the map at this point.

https://preview.redd.it/grjyk5xa7xih1.png?width=2560&format=png&auto=webp&s=d2541e0286bde44d345643043d1885d5b0fbc9ab

I have somewhat strange station design, but I think it should be fine?

https://preview.redd.it/9i4obyxf7xih1.png?width=1282&format=png&auto=webp&s=3c5b1d612b985b1bf9e7f2eff010fe5ff34a8d31

https://preview.redd.it/d1ckcrxh7xih1.png?width=1220&format=png&auto=webp&s=6013ae8a7a634b2bc97536d3fc1972721784460e

The problem I see is that even with just two trains on the line between steelworks and the city, it already seems somewhat busy, while I would probably want to run more trains on the line - I wanna start the passenger services across the whole thing for example, and there's also a task to supply goods and food to cities as an example. Naturally I would think that since I have these two tracks already, it's a good idea to just use them to deliver goods to the cities, but it seems like this isn't quite the case?

By my experience from the Hughes mission where I established a passenger service between all three city at the start, it got pretty badly disrupted once I started to also run a few cargo trains on the same line. Is the idea that two track mainline just isn't that much? I know in real life railroads can move massive amounts of cargo and passengers on two tracks, and in some cases even single track branches, but is that not true in the game?

So any advice you can give on shared mainlines and running multiple services across em? I know in super endgame people run like 6 track mainlines or something, but I'm going to imagine that it shouldn't be necessary just yet?

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u/KuuLightwing — 8 days ago
▲ 116 r/MHWilds

A small rant about difficulty curve

Soo, the game was called too easy on release. And frankly I still beleive that to be true - monsters do die way faster than one would expect. Maybe not all monsters and maybe my experience with previous titles helps but still most fights last sub 10 minutes even when playing with unfamiliar weapons. I think frenzied monsters have it the worst as they just kinda fall down and die.

But instead of adjusting the rest of the game, it seems like Capcom instead decided to crank up... everything on monsters from title updates? I can fight tempered arkveld and normal versions of these monsters (although Lagi feels rather nerve racking still) but when it comes to stuff like tempered Mizutsune it becomes a question of one mistake sending you back to the camp.

It feels like the difficulty curve resembles exponential function - it stays flat for a bit but then just shoots into the sky. The problem with early game being very easy isn't fixed at all, feels like they just overcompensated by the endgame being oneshot fest.

I don't even mean that they should have made early game cart people all the time, even just give monsters more hp so fights last bit longer - it serves as both increased challenge as longer hunt -> more mistakes, and also gets people to get used to monster movesets and their own weapons.

In general, did game shift too much towards relying on perfect dodges/guards/offsets? Feels like a lot of the monster attacks are just not designed to really be evaded the "normal" way - either hitboxes are very big or tracking is really strong. Rise/sunbreak was criticized for counter spam, but feels like Wilds is leaning even more towards that?

Currently I play weapons that do have tools like that, but sometimes it just gets a bit draining to chain perfect dodges just to not take a hit for half of my healthbar. It's even worse with a bow cause I just run the risk to instantly cart to some of the monsters if I committed to extra power volley or just messed up the timing. I struggle the most with charge attacks as their hitboxes are somewhat unclear. Plus sometimes charge attacks hit you when you are behind the monster.

And lastly, don't take this too too seriously, I know that I'd need to git gud, but it also gets bit frustrating sometimes.

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u/KuuLightwing — 1 month ago

Bow players, is bow still good for status like in World?

I picked a bunch of weapons after returning to the game, including bow. I remember in World it was pretty convenient at times how you can pretty much without sacrificing much in your build to just get off one or two paralysis/sleeps per hunt. I think some speedrunners even used extra paracoat jewel for Alatreon to stop it from flying.

Is this still the case? Has anyone experimented with status on bow?

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u/KuuLightwing — 1 month ago
▲ 1.4k r/factorio

Experimental 2.1 seems bit off to me in terms of approach to some of the changes

Now, some of the features added in 2.1 are good, and were asked for for quite some time. Train scaling, landing pad extensions, orbital transfers, better logic for platform requests - just to name a few.

Some other changes I feel like are not very well tested, and I'd argue also not communicated all that well in terms of why are they even a thing.

First of all is of course hazard concrete recycling. Concrete is notoriously slow to recycle, and arguably it shouldn't be, because recycling speed is based off crafting speed, but concrete recipe produces 10 concrete while recycling recipe shreds only one piece.

The workaround was to first craft it into hazard concrete which has much faster crafting and recycling speed, which allowed to recycle concrete at more reasonable pace. After the changes, hazard concrete uses the same recycling recipe as normal concrete, which is slow and inefficient.

Problem here is that we got pretty much no info as to why was this change even made. You can use very similar trick with steel by crafting it into steel chests, which also bypassed steel recycling time, and that recipe is still intact. On the forums dev suggested to... spawn infinite chest to get rid of concrete, which seems like poor taste to me.

Next the fluid changes. I feel like those weren't tested particularly well. I already made a post earlier on how it affects thrusters, but the issue also extends to any pass through fluid port, like with EM plants. Let's use an example: here's two similar setups - both recipes require 100 fluid per craft and both pipe systems contain 1000 fluid.

https://preview.redd.it/nzipewvg9h9h1.png?width=793&format=png&auto=webp&s=92ff0e2d569afd37feeadd175b7d3d907c18e361

What happens if I connect them to the fluid network? Well, for EM plant, it's unable to draw any fluid from the tank, the only mechanism exists to fill the port is standard fluid equalization mechanic, so, in this case EM plant is going to only draw 15 units of electrolyte

https://preview.redd.it/jwxvkj8k9h9h1.png?width=521&format=png&auto=webp&s=ec3bd70b704d3126c1ebc1f6ba510e601900ade6

Meanwhile, the assembler which does not use a pass-through port, can "suck" the water from the tank and fill its buffer properly

https://preview.redd.it/wvs5id5n9h9h1.png?width=531&format=png&auto=webp&s=87c92b0c6d6babceb0d4005b99e72bb0c73119e7

In fact the problem can appear even when the tank is as far as just under 25% full

https://preview.redd.it/r4g8w1eq9h9h1.png?width=542&format=png&auto=webp&s=f151b406919f25ef88e77599284836c7ad06e428

I also powered up the EM plant and filled other slots just to show that it in fact would not craft.

https://preview.redd.it/ao24tcrr9h9h1.png?width=520&format=png&auto=webp&s=8749f2aff75a56f3b074204e2678093a08241994

While it's possible to work around with additional pumps, that makes different machines behave inconsistently between each other and requires workarounds on behalf of the player.

The fluid change was meant to fix some unintentional mechanics where you can pass unrelated liquids through pass-through ports on the machines, but frankly I think that was far less of an issue (and even enabled some interesting designs, like the "flat" thruster layout that used sushi pipes and circuit controlled pumps to feed the thrusters) than this behavior, which is inconsistent between different fluid consumers and less intuitive, even though the purpose of the 2.0 fluid mechanics rework was to make it more intuitive and "plug and play" so to speak.

Overall I feel these fixes are more disruptive than whatever they are supposed to fix (and in case of concrete, we don't even know what is even being fixed) and frankly poorly communicated. And in general I feel like it's not the first time when it seems like there's priority to fix some fringe cases or potential 'exploits' even at the expense of more 'normal' gameplay.

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u/KuuLightwing — 2 months ago

2.1 fluid box changes and space engines

Consider this 'starter' inner planet ship.

Before the patch thruster had always full fuel levels until the storage tanks drained out, and after that it started throttling down as the fuel production is relatively slow.

But now storage tanks and thrusters always have the same fuel level, and it starts throttling pretty much immediately.

https://preview.redd.it/whfshbadb69h1.png?width=2560&format=png&auto=webp&s=649532ebb0a3a61da6613a58770db191ccbf6c1d

EDIT: So apparently this behavior also extends to other fluid consumers such as crafters and so on. I've seen reports on forums that EM plants are unable to draw electrolytes from adjacent tanks if tank fluid level is realtively low, even if it has enough fluid for the craft. Pumps do seem to help but I find it rather unintuitive compared to previous behavior.

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u/KuuLightwing — 2 months ago