Hiladdar's Trains


This mod adds 3 tiers of cargo wagons with 80, 120, and 160 capacity; and 3 tiers of fluid wagons of 50k, 75k, and 100k fluid capacity. Finally, breaking force is expanded by 25% per level beyond the base game.

Content
3 years ago
0.16 - 1.1
2.53K
Trains

Changelog

Change Log
1.1.0

   - Tested for verion 1.1 and folder names, and json file updated
   - When Electric Trains mods is present, Hiladdar's Trains infinite breaking kicks in at tier 12
   - Optional Dependency for Electric Trains mod set to version 1.0.5

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1.0.0

   - Tested for verion 1.0 and folder names, and json file updated

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0.18.3

  - Made accomodations to make mod compatable with Electric Locomotives mod.


0.18.2

   - Picking up a cargo or fluid wagon will not deconstruct it to the vanilla version.


0.18.1

  - Brought into complience with Factorio 0.18.0
  - Add high resolution graphics for fluid wagons
  - Improve code maintainability

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0.17.2

    - Added technology descrition

0.17.1

     - Changed recipies to work with 17.0.
     - Removed flag dependency since inventory is now handled differently.

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0.16.4

    - Using normal resolution graphic files in lieu of high resolution graphic files so that the mod can be uploaded.

.016.3

    - Cleaned up some of the graphics
    - Added fluid wagons
    - Renamed Cargo Wagon research to "Cargo and Fluid Wagon"
    - MK2 Cargo and Fluid Wagon now can not be reasearched until both railroad and fluid wagons are researched.

.0.16.2

     - Removed several obsolite files.
     - Corrected code, by removing "not-on-map" from entity definition.  This corrects a bug by allowing the client to display the entire train while in World Map view.  Thank you gmyx for identifying this issue and advising how to fix it.


.0.16.1

     - Initial Release