This mod adds a "logistic-train-stop" acting as anchor points for building a fully automated, train logistic network.
It can handle all possible train configuration. Just send all trains to depots and LTN will pick the best suitable train for a job.
LTN cuts the amount of rolling stock required to run a megabase down to 30% or less.
FAQs
I get error messages: "No station supplying ... found in networks 0x0"
LTN uses "Network Id" to allow creating multiple networks that can act separately. A lot of examples assume that there is only one network ("the LTN network"). When using only a single network, all stations have the same network id. The network id is provided either through a signal sent into the Station Lamp OR as a default setting in LTN. Many "getting started" examples assume that the stations get their station id from that default setting.
Up until 2.2.0, the default network id was "-1" (which actually translates to "all LTN networks"). This is fine, as long as there is only one network.
For more elaborate setups with multiple networks, this default value caused a problem: Any station that is built and that does not get an explicit network signal (e.g. through a LTN Combinator) will show up in "all LTN networks". This especially happens when the LTN combinator is fully configured but then turned off. So trains from all the networks will show up at the station because there was a signal missing. This was hard to reason about and hard to debug.
For that reason, the "default network id" was changed in release 2.2.0 from "-1" to "0". This means, that a newly built LTN train stop will not be part of any network unless there is an explicit network id signal sent into the station. OR the default network id is set by the player.
If you run a relatively simple setup (only a single LTN network) and do not have you stations provide an explicit network id, you will encounter the No station supplying ... found in networks 0x0
error message. In that case, go to Settings -> Mod Settings -> Map -> LTN - Logistic Train Network -> "Default network ID"
and change the default value from "0" to e.g. "1". You can also use the old default ("-1").
If all your stations have an explicit network id provided (e.g. through LTN Combinators), the default of "0" is correct and will avoid that new stations mess up your train schedule.
Factorio 2.0 Updates
LTN has been ported to Factorio 2.0. It will get minimal updates (only
really glaring bugs). The current plan is to provide a successor that
takes advantage of the improved 2.0 trains while maintaining the ease
of scheduling and dispatching with LTN.
Contact
Forum: https://mods.factorio.com/mod/LogisticTrainNetwork/discussion (changed from pre-2.0!)
Bug Reports: https://github.com/hgschmie/factorio-LogisticTrainNetwork/issues
Source Code: https://github.com/hgschmie/factorio-LogisticTrainNetwork
Download: https://mods.factorio.com/mod/LogisticTrainNetwork/downloads
How you can help
If you maintain an LTN mod and stopped working on it, consider porting it to 2.0!
Complete Manual and Demos can be found on the LTN subforum.
The manual would be longer than the allowed 1000 characters for descriptions.