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If your map already has 600+ trains, you probably do want to start a new game. The train bridges comes along with new curves for the rails and you won't be able to place rails in the old way or with old blueprints. The rails you already have on the map will keep working, but new ones will have to follow the new shapes. They are also eliminating the rocket control unit completely from the game, so the factories which make them, or use them, will have to be changed to something else. There's gonna be many, many changes that will make the base work just a little bit differently, and finding all them, for sure, in a base with 600 trains in it isn't going to be easy to be 100% sure you found every little change which needs a switch from you. A new game solves all those problems.
Of all the changes, those bridges are the one I want the most. My base where they would have been the most helpful is way too far along for me to want to switch versions. Even though the nearly 1000 trains would be so much better with the bridges.
A brand new game, for all the new stuff and new rules is the going to be the only way to really enjoy version 2.0.
I will have a few, limited, places where the 2.0 changes will actually break the base, and I don't expect those rare cases to be included in whatever migration script they create. The change on filters for inserters is what's going to cause problems for me. The existing filter stack inserter (white) only filters to 1 item at a time while the filter inserter (purple) filters to up to 5 at a time. I used the 'only 1' feature to simplify a few circuits. The new rules will have all inserters with 5 filter slots, none with 1, and where I used that feature will now recognize five of the available filters, and stuff will end up going to the wrong places, or out of order.
Of all the players out there, probably 95%, or more, considered that 1 filter feature to be a problem, not a tool, and they'll be quite happy for the extra filters. I will too, except in those few places. I'm probably in the 5% of players foolish enough to apply the feature as a circuit simplification. I don't expect the devs to write a script to try figuring out the logic of a circuit to see if it's depending on the only-1 rule, so I'll have to fix those myself.
Otherwise, those bridges will make a huge difference since I have multiple rail networks which shouldn't ever connect, but to cross sides they have to have a 'connection' even if it's not built so a train can switch. Every crossing replaced with a bridge will make a huge difference, even without making any other changes to the rails.
im sure i overlooked the answer, but do you know if that is specific to space age mod, or 2.0 in general?
RIP RCU!
It's easy to overlook, or even be unsure if you did catch the one FFF mention of it. The ultimate answer, as of last report from developer Klonan is that RCU is gone from Factorio 2.0 in all fashions, including the base game (that which we have now once the auto update triggers for 2.0). I believe the data in the game will still be there for mods to access so they can resurrect them if they choose, but don't follow the discussions involving mods quite as well as I follow the base game's information.
the space age stuff doesn't interest me too much, so i don't really dive too deep in those FFFs. its a bit disappointing that the base game is going to change substantially to accommodate the expansion, but i guess it is what it is.
appreciate the info as always.
Without counting to be sure, I'll just call it as 90% of the QoL changes in 2.0 so far are "to accommodate the expansion" in one form or another. Elevated rails - my favorite change - had been resisted by the devs for a long time. Then...
I think the same could easily apply to the majority of the QoL in 2.0. Playing the expansion gave them the hands-on experience to realize that some things just had to be fixed, and so we have buckets of nice features which have been requested and bypassed before.
Probably the only major change which is specific to supporting the expansion is quality, which allowed them to add more content, in a game-play sense, without inventing multiple more recipes for more tiers of things only to have them be the same thing, over and over. Now they are still the same thing, over and over, but it's not hiding behind the pretense of being something "new". Perhaps they also took a lesson from SE of what not to do to increase content, (I've not played SE and only know it by reputation and have no opinion of my own about it.) As a mod, quality can be loaded into the base game, without loading the Space Age mod (if you own the expansion, which is also required for the elevated rails mod) and use the quality system in the base game, where it's not based on visiting a planet, but on some other form of research. (It sounds both interesting and boring, so I'm not yet decided on whether or not that particular "experience" will be included in my plans or not.)
That and just the new tracks. I don't want to start a new game because I already need to recreate my train blueprints and I'm not doing that only to have to do it again in a month or two.
Instead, you could do one of the timed run things. Either getting the 8 hour or 15 hour achievements, unless you have them, or do an all achievement run - getting every achievement in one game. If nothing else, playing with a clock at your back will help you get faster at clicking on things in the right place. Of course, from what I've seen of some of the speedrunners, it might also teach you a few bad habits.