Active Rails
Ever wanted to know more about your trains, even if they're not at a station? Active rails use a custom "rail-combinator" to output information about the train car directly above them. This mod provides an advanced tool to have circuit networks interact with the train network
This info includes:
- signal-S = Speed (+/-)
- signal-T = Train-ID
- signal-U = Unit_Number of the Train Car (unique identifier)
- signal-L = Train Length
- signal-H = Health of Train Car
- Items/Fluids = Inventory/Fuel of the train car
Additionally, you can send signals to these rail combinators:
- signal-B = Slow trains to a lower speed (Similar to Riven's Mod, but I wanted to make my own implementation)
- signal-C = Couple (1) or decouple (2) the two cars that are currently above the rail
Coupling and de-coupling still has some issues with automatic trains regarding schedules, but I am working to resolve them.
My goal is to be able to create functional shunting yard using the rails, but I'd like to hear what other people come up with! Feel free to start a discussion thread. I am excited to see how other people could put these to use! :)
Want to see it in action? Try some demo blueprints with some basic ideas:
- Color According to Contents
- Basic Shunting
- Shunting 2.0: Cargo Sorting
- Shunting 3.0: Smooth Movements
Upcoming Changes
- Enhanced custom sprites
- More seamless combinator integration
- Compatibility with major train mods, (already compatible with Mini Trains)
- Serious Optimization.
- This mod is not megabase-ready. Depending on your computer you may only be able to handle ~500 Active rails
- Generate more train Output Information:
- Train Car type
- Pathing Information
- Etc.
- Allow other inputs and functionality to the active rail
- The ability to re-evaluate interrupt conditions mid-journey. Currently implemented but it still needs fixes. It may be useful to make this toggle-able via signal
- Constant bug-fixes