... oh no lol ... those were the original stops I was going to use for the tutorials that I just never deconstructed ... and now ... now they have new meaning. I will stare stoically at nothing for one minute in solidarity.
Sometimes I have dreams about games, where there's this super cool super update that makes the game an order of magnitude more enjoyable to play. Factorio 2.0 may be the first time reality actually matches the feeling I get from those dreams.
18:29 One very useful detail with all of those signal slots on entities: You can change which signal they read from or write to by clicking on that box. You can also set these to items and fluids of course. This allows you for example to easily add up all construction robots that are stored in chests as well as in the network by simply setting the Total Construction Robots output to Construction Robots; useful for example for checking how many robots a wall segment has left in total. Far too many people seem to miss out on that feature that has been in the game since at least 0.15.
Recently found your channel. Your humor and production level (editing) are right up there with Dosh. Thank you for kicking ass in this age of slackers.
I love these videos. I dont want to get bombarded with spoilers but a bunch of factorio youtubers that said they would put "spoilers" and "no spoilers" just aren't.
@@benjitheengi4447 The whole early access has been a nonsensical disaster. Who is benefiting from it? I doubt they somehow see extra sales from this. it is possible for a game to be exclusive for so long that people stop caring: see FF16/FF7R.
@@benjitheengi4447 i was talking about Xterminator, he showed a lot of spoilers for no reason and didn't put warnings like he said he would. There was another youtuber on my home page that i never watched just spoiling the shattered planet on the thumbnail that made me very mad on that day
17:05 really appreciate you mentioning all the small mistakes here and there, when I make them I also get the feeling of oh my god I suck why do I think I know anything about this in the first place, and imposter syndromes takes hold. Openly talking about these things helps a lot, so just wanted to say thank you for doing that here ^^ Also, this tutorial is insanely useful, thank you for the super cool stuff you shared here and the effort you've put into it :)
I think I may have to watch this video ten times to really absorb all the useful information. It's so dense. Your hard work is appreciated. Need more use cases for some of the weird stuff like parameters. At the moment, it's hard to imagine _where_ I'd need to use these.
The last thing with all the rails looked like bacteria under a microscope Also your tutorials are great I’d expect you to have more views. Keep up the great content
Thank you for all those videos! You are awesome, also, you are the only youtuber I'm seeing not spoiling the update on youtube, but actually giving USEFUL information (tutorials and such) about the update, keep going! Can't wait for the next one :)
Exceptionnal quality on this video, you're very good at this. Good voice for explaining things, good tempo, clear showcase of what you're talking about. I will make sure to recommend this in the future.
Awesome that you made a spoiler free video and noted it as such! I'm only just at the first planet after Nauvis due to playing co-op and the associated time/scheduling difficulties. We also use the mods "hide space age spoilers" and "discovery tree". Have been avoiding all recent Factorio videos (uploaded since mid October). :/
I love having trains running all over the place. I know its not the most efficient way to do it but if I can add a train to any process I will LOL. So anything that can increase the efficient of my trains is welcome. Just the fuel interrupts or the elevated rails alone will make a big difference. Less time that trains stop to fuel up or for other trains to pass means the whole system will run better. My train fueling yard can now be a lot smaller and if I use mostly elevated rails in my base I'll be much less likely to get run over, my trains kill me more then the biters. Having more rail positions are amazing but more placements of signals around curves is going to allow so much kool railways. There has been more the a few times where I wanted my rails to go one way only to discover that I couldn't put signals where they needed to be to make it work. This should allow lots more freedom in railway design. The item parameter and trains changing color are something I could probably do without but you can bet your butt I'm going to use them. Just the idea of having a boat load of trains running all over the map hahahaha! You could just sit in a train and not know where you'll end up, just sit back and enjoy the ride all over your factory. will it make my base more efficient, will it make it less? I don't know and I don't care. I'm sure I'll find even more ways to use the new systems
4:00 - that keybindings idea is huge! Will totally be doing that; thanks! 6:05 - ooh, also nice! (It's the little things...) All told, great vid! (No offense to the other person, but this was so much better than the last one I just watched.) Kudos!
That shift-mousewheel keybind is awesome!! Decided not to got with blueprint railpack but experiment with the new settings first after watching your vid. Thanks
First time watching your videos, really loving it! (Still have no ideia how to signal tho). Also, the little captions on the objects is SO FUNNY, i love it
CTRL clicking track to send an arbitrary point on track was indeed pre-2.0, you could/can also Shift click a station and it will be added to the train schedule.
That rail rotate kwybind change is incredible. 3200 hours in-game and stil finding new stuff. This game is probably the best $60 value you could ever spend in gaming.
Thank you very much! Such a nice and detailed video i really appropriate the work you put into it. And i must admit, you sound like a guy that is really pleasant to be around.
Ok, hands down, one of the most informative and fun videos I have seen in a long while! woohoo! subscribed and commenting for the algo :) plus, I shall go watch your blender videos soonish XD
Fiddling with rails is probably the first thing I'm going to do tomorrow. Thanks for the preview. That control rebind sounds especially nice, 90 degree bend might no longer be my most used blueprint. (:
Turns out you can't make a symmetrical roundabout with rails that are only once rail width apart. Wish I had known that before. Don't be like me: make a rail BP book with rails separated by two rail widths. My base will now have the "old" section and the "current" section with some very janky interconnects between them.
This was really helpful. Rebuilding my megabase is not making time, but finding out some good vanilla train perks is nice. Now I need to figure out how to use cybersyn and somehow get the logic tlnetwork to start the base up in a specific sequence.
I'm going to be playing with trains and circuits for like a week in sandbox mode before I get around to actually playing Space Age. There are so many great changes.
Looks like I can now create an generic Item Pickup Station which is handeled by Priority (Ore is Higher than Green Circuits), get any Train that comes filled up and the train system sorts with parameters where this train needs to go? So Train A runs to station A, Fills Up Iron Ore, runns to the smelter and then it runs to Station B (since A is full) and fills up Copper which goes to the Circuit production? And If it needs refueling it does. And if there is no stop to get Items it simply can go to an "Depot" and wait? Also if I need more trains I simply add "Generic" ones without the need of where they are needed? Sounds like vanilla LTN for me.
To add to that you can drive tanks remotely from anywhere. I had a problem on Navies. I loaded a tank with a robo port and supply’s and it was like I there. Only problem is you have to have radars or robo ports anywhere you want to go but not to travel.
So for the circle radius of the new 2.0 rails vs Legacy, the bigger one is actually better. It ties into City Block layouts now without any structures blocking it, making it much easier to add rails and roundabouts to existing city blocks, without forcing you to move power lines, roboports, etc.. Also, RIP LTN, you were good to us.
Is there anything clever around using multiple same ore stations as a single train group schedule? E.g., I don't have to set different copper stations 'copper out 1', 'copper out 2', etc. and attach different train schedules to them? It would make adding new ore patches and stations so much faster without each time having to manually add a bunch of schedules to it.
I genuinely saw this in in my recommended and went 'nah, don't want to get spoilers' and started to move on until I saw "(Spoiler free!)" and that literally was the only reason I actually watched it
26:31 thats so friking cool, i will do my entire train system with elevated rails, and avoid getting run by a train in the process can you walk on top of the elevated rails? i mean, any entity? like can i get bitters in my base crawling over a rail ramp?
Can you explain how I would put parameterizing to use in Factorio 2.0 such that : Trains for Liquids and Trains for Items do not get mixed up ie: Liquid wagon trains try to pickup items or vise-versa; So that multiple trains do not try to pickup at the same station at the same time; So that multiple trains do not try to deliver to the same station at the same time; that trains trying to deliver to a station do not get blocked by other trains that deliver there first (making the need for a delivery to disappear);
Generally, you'd use the fluid wildcard in the train schedules and use the train limit at the station to make sure they don't get overwhelmed with trains. :)
Is there any good Blue Print Book for Rails? I'm too bad for placing correct rails but love to plan my base in squares with trains. I would love any help
Circuit Parameterized Interrupts I set up the interrupt the same way as Galdoc, but the wildcard is not replaced with a resource icon, and the train says there is no such station. The signal is sent to the station, the "send to train" check is selected. Is this a bug or am I doing something wrong?
I had a train system in one of my modded runs a while back (I think i had LTN?) that could have trains that would wait for orders at a waiting station and they could go pickup and drop off anything that needed done. can you do that in space age now without mods?
Re: Item Zooping with shift drag. In the case of filling the train with fuel using CTRL and clicking the fuel would be faster it will fill fill all slots if you have enough in inventory.
Hi .. is there an option to automatically change the parametrized name of the station with an item name from combinator to use the generic automatic trains with one station to deliver several items ? like one station for 3 types of items or resources but the name of the station will change by the items missing in the storage on the station ? Thank you
I don't think there's a way to live-update the name of a trainstop. The only thing I know to do is to set a rich-text icon in the name of a trainstop in a blueprint and make sure 'train stop names' is ticked in the blueprint.
15:00 shouldn't it be "fuel (all locomotives)"? Otherwise, if at least one lomocotive is full, the train will leave immediately, potentially not giving time for other locomotives to fuel.
I can't wait to play with these features, for example auto-copying train limit and colour if the stop already exists -- does the inverse hold of auto-updating the other stops? Likely not by default since this would be super annoying, but is there a way to do it? (I tend to build worlds with hundreds and hundreds of trains, this matters. Do you know how tedious it is to change 300 stops or trains?)
That's a good question. I tested it -- alas, I can't get the settings to copy retroactively. Just the names. But! The trains are grouped, so you can change one to change all in a given group.
@@galdocstutorials Well, grouped trains are a nice addition. Still don't help when I gotta change a bunch of stations (but train schedule changes are FAR more frequent so that's not the end of the world)
The fact you had "happy place" as an unreachable train stop really hit home
... oh no lol ... those were the original stops I was going to use for the tutorials that I just never deconstructed ... and now ... now they have new meaning. I will stare stoically at nothing for one minute in solidarity.
the train literally hit the home
Dude the mouse wheel rotate is so genius thank you
Making lag machines out of placing rail ghosts in all possible orientations just got a whole lot easier!
@@dripthanos5595 oh boy did it ever
Sometimes I have dreams about games, where there's this super cool super update that makes the game an order of magnitude more enjoyable to play.
Factorio 2.0 may be the first time reality actually matches the feeling I get from those dreams.
Space Age adds an ORDER OF MAGNITUDE of complexity... and I'm here for it.
18:29 One very useful detail with all of those signal slots on entities: You can change which signal they read from or write to by clicking on that box. You can also set these to items and fluids of course. This allows you for example to easily add up all construction robots that are stored in chests as well as in the network by simply setting the Total Construction Robots output to Construction Robots; useful for example for checking how many robots a wall segment has left in total. Far too many people seem to miss out on that feature that has been in the game since at least 0.15.
Recently found your channel.
Your humor and production level (editing) are right up there with Dosh.
Thank you for kicking ass in this age of slackers.
This is the first video that I watched where I grasped train interrupts. Thank you!
Train stop priority is going to be so nice for a lot of mods
It really, really is
you became my favorite youtuber overnight lol, your humour and overall quality on these factorio videos is amazing
I love these videos. I dont want to get bombarded with spoilers but a bunch of factorio youtubers that said they would put "spoilers" and "no spoilers" just aren't.
Hey dont be mean to trupen like that
Im mad everyone put the lava planet enemy on the thumbnails thats exactly the kind of thing i wanted as a surprise
@@benjitheengi4447 The whole early access has been a nonsensical disaster. Who is benefiting from it? I doubt they somehow see extra sales from this. it is possible for a game to be exclusive for so long that people stop caring: see FF16/FF7R.
@@benjitheengi4447 i was talking about Xterminator, he showed a lot of spoilers for no reason and didn't put warnings like he said he would. There was another youtuber on my home page that i never watched just spoiling the shattered planet on the thumbnail that made me very mad on that day
17:05 really appreciate you mentioning all the small mistakes here and there, when I make them I also get the feeling of oh my god I suck why do I think I know anything about this in the first place, and imposter syndromes takes hold. Openly talking about these things helps a lot, so just wanted to say thank you for doing that here ^^ Also, this tutorial is insanely useful, thank you for the super cool stuff you shared here and the effort you've put into it :)
I've been looking up your channel over the last couple of days waiting for this one
Sorry -- it literally took me 3 days of solid editing to get this one out.
Thank you. I am the Swedish factory "Fabriken", and I will give you credit in my next music video. The factory must grow! Infinite expansion
Could not link, but the music video is called Fabriken AGI - Endless Hunger Machine
The undo confirmation is crazy!
I'm going to need it so, so often
the software engineering of that is beautiful. such legends
I need that in vscode right now.
There is Redo, too.
Finally. Trains
Thanks Galdoc for getting this out before release! All of your tutorials will be my reference throughout my time in space age. Cheers
I think I may have to watch this video ten times to really absorb all the useful information. It's so dense.
Your hard work is appreciated.
Need more use cases for some of the weird stuff like parameters. At the moment, it's hard to imagine _where_ I'd need to use these.
The last thing with all the rails looked like bacteria under a microscope
Also your tutorials are great I’d expect you to have more views. Keep up the great content
@@cornbonzo7027 Cargoteria
Thank you for all those videos! You are awesome, also, you are the only youtuber I'm seeing not spoiling the update on youtube, but actually giving USEFUL information (tutorials and such) about the update, keep going! Can't wait for the next one :)
High quality and entertaining explanation. 0 bs, 30 minutes of good stuff my dude
13h to go and you're still dropping sick spoiler free content ! Thank you
That one-minute undo confirmation is some of the sickest UI design I've ever seen. That's incredible.
Exceptionnal quality on this video, you're very good at this.
Good voice for explaining things, good tempo, clear showcase of what you're talking about.
I will make sure to recommend this in the future.
Awesome that you made a spoiler free video and noted it as such! I'm only just at the first planet after Nauvis due to playing co-op and the associated time/scheduling difficulties. We also use the mods "hide space age spoilers" and "discovery tree". Have been avoiding all recent Factorio videos (uploaded since mid October). :/
I love having trains running all over the place. I know its not the most efficient way to do it but if I can add a train to any process I will LOL. So anything that can increase the efficient of my trains is welcome.
Just the fuel interrupts or the elevated rails alone will make a big difference. Less time that trains stop to fuel up or for other trains to pass means the whole system will run better. My train fueling yard can now be a lot smaller and if I use mostly elevated rails in my base I'll be much less likely to get run over, my trains kill me more then the biters.
Having more rail positions are amazing but more placements of signals around curves is going to allow so much kool railways. There has been more the a few times where I wanted my rails to go one way only to discover that I couldn't put signals where they needed to be to make it work. This should allow lots more freedom in railway design.
The item parameter and trains changing color are something I could probably do without but you can bet your butt I'm going to use them. Just the idea of having a boat load of trains running all over the map hahahaha! You could just sit in a train and not know where you'll end up, just sit back and enjoy the ride all over your factory. will it make my base more efficient, will it make it less? I don't know and I don't care.
I'm sure I'll find even more ways to use the new systems
Loved how to-the-point and cleanly-edited this video was. Excited to watch the rest!
4:00 - that keybindings idea is huge! Will totally be doing that; thanks!
6:05 - ooh, also nice! (It's the little things...)
All told, great vid! (No offense to the other person, but this was so much better than the last one I just watched.) Kudos!
This is the first video i got in my timeline from you. Man i like your humor and the editing style. This won't be my last visit here.
That shift-mousewheel keybind is awesome!! Decided not to got with blueprint railpack but experiment with the new settings first after watching your vid. Thanks
This video comes in clutch as I have just started to expand to a second base and mining outposts in my Space Age save, thank you!
I love the style and condensed knowledge you provide.
First time watching your videos, really loving it! (Still have no ideia how to signal tho). Also, the little captions on the objects is SO FUNNY, i love it
CTRL clicking track to send an arbitrary point on track was indeed pre-2.0, you could/can also Shift click a station and it will be added to the train schedule.
That rail rotate kwybind change is incredible.
3200 hours in-game and stil finding new stuff.
This game is probably the best $60 value you could ever spend in gaming.
Thank you very much! Such a nice and detailed video i really appropriate the work you put into it.
And i must admit, you sound like a guy that is really pleasant to be around.
1st video i’ve seen of your collection, and i will subscribe to it. I like the information and especially the humour . Good job!
Tomorrow, how quickly time flies. Thanks, I think my brain checked out, but I tried to stay motivated.
S'all good -- enjoy the game tomorrow
Loved this tutorial, I forgot a bunch of the changes on trains so this really helped refresh the memory and even learn new tricks
Ok, hands down, one of the most informative and fun videos I have seen in a long while! woohoo! subscribed and commenting for the algo :) plus, I shall go watch your blender videos soonish XD
The new trains look awesome can't wait to automate them
The Shift + Mousewheel tip was so good. Ialso recommend binding Ctrl + Mousewheel to tile size adjustment.
Fiddling with rails is probably the first thing I'm going to do tomorrow. Thanks for the preview. That control rebind sounds especially nice, 90 degree bend might no longer be my most used blueprint. (:
Turns out you can't make a symmetrical roundabout with rails that are only once rail width apart. Wish I had known that before. Don't be like me: make a rail BP book with rails separated by two rail widths. My base will now have the "old" section and the "current" section with some very janky interconnects between them.
Very good tutorial. Thanks for making it spoiler free too, huge!
Oh my, there were a lot more changes than I remember. Again, thank you for making these
thank you :) this solved one of my problems i had when setting up my trains
Very nice video! Must have been a lot of work and effort! Good job
Thank you!! I definitely have to remake my train station blueprints. I think dynamic priority, interrupts, and parameters are going to be huge for me!
The thumbnail alone deserves my like.
you may be the first person to get the reference
incredible video! can't imagine how much time this took to make :D
Fantastic tutorial, and entertaining to boot!
This was really helpful. Rebuilding my megabase is not making time, but finding out some good vanilla train perks is nice.
Now I need to figure out how to use cybersyn and somehow get the logic tlnetwork to start the base up in a specific sequence.
You’re legit funny. Could come off as cringe so easy but you stop just shy of it. Subbed. Good job.
Oh and the video was very informative 😆
"i clicked too far"
Side note: the game loads *so* fast
That is music to my ears (i have a shitty laptop)
I'm going to be playing with trains and circuits for like a week in sandbox mode before I get around to actually playing Space Age. There are so many great changes.
That tip for changing the bindings is really good!
15:00 there's also a condition for "Full Fuel"
True!
Thanks for these videos! They rock!
Incredibly useful and detailed tutorial, thank you. Time to go break my already janky rail system completely.
Keep it up! Everything's presented very well!
this video is very well made bro..
...you really look like Matt Damon on your live :))
it's my natural bourne identity (I tried so hard for a pun there; that was the best I could come up with)
Great work! Thank you!
28:57 its actually super fun to drive on those, havent tried with 2.0 rails yet but it should be great
Yah. And I love that you can get in / out of trains on the 2nd level with ease
Looks like I can now create an generic Item Pickup Station which is handeled by Priority (Ore is Higher than Green Circuits), get any Train that comes filled up and the train system sorts with parameters where this train needs to go? So Train A runs to station A, Fills Up Iron Ore, runns to the smelter and then it runs to Station B (since A is full) and fills up Copper which goes to the Circuit production? And If it needs refueling it does. And if there is no stop to get Items it simply can go to an "Depot" and wait? Also if I need more trains I simply add "Generic" ones without the need of where they are needed? Sounds like vanilla LTN for me.
@@fabianholzle9692 just so
this video is insanely good
This is so epic I can't wait to play tomorrow!!!
WHAT! Remote control trains!!!!! This is awesome!
To add to that you can drive tanks remotely from anywhere. I had a problem on Navies. I loaded a tank with a robo port and supply’s and it was like I there. Only problem is you have to have radars or robo ports anywhere you want to go but not to travel.
So for the circle radius of the new 2.0 rails vs Legacy, the bigger one is actually better. It ties into City Block layouts now without any structures blocking it, making it much easier to add rails and roundabouts to existing city blocks, without forcing you to move power lines, roboports, etc.. Also, RIP LTN, you were good to us.
Excellent video man.
MY DUDE, shift+scroll for rotating the rails??? That's my biggest pet peeve when building rails and you solved it just like that
Is there anything clever around using multiple same ore stations as a single train group schedule? E.g., I don't have to set different copper stations 'copper out 1', 'copper out 2', etc. and attach different train schedules to them? It would make adding new ore patches and stations so much faster without each time having to manually add a bunch of schedules to it.
Thanks for the video! you forgot to put the circuit network updates one in the description though
@@zitronenwasser o shoot, thanks; will fix!
I genuinely saw this in in my recommended and went 'nah, don't want to get spoilers' and started to move on until I saw "(Spoiler free!)" and that literally was the only reason I actually watched it
...and now I'm clearly going to have to spend another few dozen hours creating a whole new railway blueprint book. :sigh:
Hooray, just when I was looking for something to tide me over until tomorrow.
Nice thorough video
26:31 thats so friking cool, i will do my entire train system with elevated rails, and avoid getting run by a train in the process
can you walk on top of the elevated rails? i mean, any entity? like can i get bitters in my base crawling over a rail ramp?
@@morpheus_uat alas, no :(
Can you explain how I would put parameterizing to use in Factorio 2.0 such that : Trains for Liquids and Trains for Items do not get mixed up ie: Liquid wagon trains try to pickup items or vise-versa; So that multiple trains do not try to pickup at the same station at the same time; So that multiple trains do not try to deliver to the same station at the same time; that trains trying to deliver to a station do not get blocked by other trains that deliver there first (making the need for a delivery to disappear);
Generally, you'd use the fluid wildcard in the train schedules and use the train limit at the station to make sure they don't get overwhelmed with trains. :)
the allow interruptings other interrupts got me
I accidentally found out about rail planning in map view to place it over a long distance. Changed my life instantly
Great video, thanks!
Great tutorial, but I still have questions. how do I use the station is full/empty train conditions?
Great video I learnt a lot
15:03 probably want to wait at the refuel station until all locomotives are full on fuel?
Yeah, that's true. :)
The 3 hour absolute basics video on factorio trains just got a whole lot longer🫠
great video, thanks
Is there any good Blue Print Book for Rails? I'm too bad for placing correct rails but love to plan my base in squares with trains. I would love any help
There likely is, but I don't have one alas. They're all getting updated with the new stuff, tho!
Remote train control doesn't work for me. I press a button, the camera is centered on the train, but the train doesn't move no matter what I press.
Circuit Parameterized Interrupts
I set up the interrupt the same way as Galdoc, but the wildcard is not replaced with a resource icon, and the train says there is no such station. The signal is sent to the station, the "send to train" check is selected. Is this a bug or am I doing something wrong?
I had a train system in one of my modded runs a while back (I think i had LTN?) that could have trains that would wait for orders at a waiting station and they could go pickup and drop off anything that needed done.
can you do that in space age now without mods?
Yes. :)
Re: Item Zooping with shift drag. In the case of filling the train with fuel using CTRL and clicking the fuel would be faster it will fill fill all slots if you have enough in inventory.
as someone who's noob enough to feel intimidaded of making a train base, my brain is ready for the challenge
15:37 which is EVEN funnier of you know a bit about cpus and how OS interrupts work. Your common 0x21 keyboard interrupt interrupt. Etc.
Just so you know. Now watching it for the second time. Click'n'drag music joke works perfect still ))
Yay. :) Also cool aphex twin logo
@@galdocstutorials 🤝
1:58 I'd say this is a W for realism, an upside for realism junkies like me.
Do you need the Space Age expansion to get those elevated rails? I'm not seeing them in 2.0 release.
yes
@@plaxor Thx. Bought the expansion. Sucks that it's not in 2.0 base game :(
@@GinSoakedBrain don't worry, the expansion is so worth every penny..
@@plaxor Yep. Been following since the first Friday Facts came out.
Hi .. is there an option to automatically change the parametrized name of the station with an item name from combinator to use the generic automatic trains with one station to deliver several items ? like one station for 3 types of items or resources but the name of the station will change by the items missing in the storage on the station ? Thank you
I don't think there's a way to live-update the name of a trainstop. The only thing I know to do is to set a rich-text icon in the name of a trainstop in a blueprint and make sure 'train stop names' is ticked in the blueprint.
that ctrl shift is so awesome
15:00 shouldn't it be "fuel (all locomotives)"? Otherwise, if at least one lomocotive is full, the train will leave immediately, potentially not giving time for other locomotives to fuel.
I can't wait to play with these features, for example auto-copying train limit and colour if the stop already exists -- does the inverse hold of auto-updating the other stops? Likely not by default since this would be super annoying, but is there a way to do it? (I tend to build worlds with hundreds and hundreds of trains, this matters. Do you know how tedious it is to change 300 stops or trains?)
That's a good question. I tested it -- alas, I can't get the settings to copy retroactively. Just the names. But! The trains are grouped, so you can change one to change all in a given group.
@@galdocstutorials Well, grouped trains are a nice addition. Still don't help when I gotta change a bunch of stations (but train schedule changes are FAR more frequent so that's not the end of the world)
My brain isn't big enough to understand parameterization and the implications of it. But it looks super useful.