LTN - Logistic Train Network

by Optera

Adds logistic-train-stops 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. With cargo ships installed also adds a logistic port for ships.

Content
3 months ago
0.14 - 2.0
278K
Trains Circuit network

g About Train Limit

4 months ago

With the new update train limits are removed from LTN. With this 2 trains trying to go to the same depot. How to solve it?

4 months ago

Just put a limit on the depot stations using the standard train limit mechanism.

I always just name all my depots "depot" and give them a train limit of "1" when I build them. One nice addition to 2.0 Factorio is that once I have done that the first time, any new station I name "depot" will automatically get the train limit of "1" by default.

4 months ago

I have same issue with my depot.
Train limit set to 1 in the LTN combinator, but another train pulls up behind the one waiting at the station instead of going to an available station.

@mikegarrison, It is not possible to set the limit in the station, because LTN takes over and resets the configuration.

4 months ago

I have "wide" depots: 5 next to each other, and all t he trains go to the closest. i can't set the normal train limit, as it gets disabled immediately. the "limit trains" signal does not work either (i would expect it to just set the trainstops max length, so not providing it just disabling max length seems like t he expected behavior)

I am using LTN Combinator Modernized

3 months ago
(updated 3 months ago)

OK, I just tested it. And ... you are correct. The new update does override the station train limit. This is a problem.

It did not used to do that.

I tested with and without the LTN combinator mod active. The problem seems to be LTN, not the combinator.

3 months ago

I rolled back to 2.4.3 and the station train limits worked again. That would be my suggestion to keep playing until this issue gets fixed.

3 months ago

I'm here to bump this post. DO NOT remove train limits! Roll this change back. I had problems with two trains pathing to the same depot stop a long time ago and this was fixed with the train limit set to "1" on the stop. Trains do not communicate to each another so this just causes major backups at depots. Looks like I won't update LTN till this is hopefully backed out.

3 months ago
(updated 3 months ago)

hgschmie can you please explain why you removed train limits, which are a very powerful and useful tool?

I'm still playing with 2.4 while you have now gone onto 2.6, but it's because I want the train limits.

2 months ago
(updated 2 months ago)

Ditto the above, why the removal of train limits? I don't see anything in the change log other than the removal with no workaround within LTN.

Edit: Confirmed rolling back to 2.4.3 does still work with train limits. However had to roll back LTN combinator modernized as well to the 2.2.5 version.

2 months ago

OK, so I finally found the changes in github where he removed the train limits. It's not clear why he removed the train limits, but he did seem to add some kind of code about how to handle when a circuit disables a stop.

But I think most veteran Factorio players never (or almost never) disable stops, but rather use train limits to control stop accessibility. By turning off train limits (which was clearly an intentional choice), LTN 2.5+ takes away a major tool used by Factorio players.

I wish he would comment on this and explain why he did it.

a month ago

Yeah, this is kind of unplayable with limits disabled. Gonna roll back to 2.4.3. Begging to have this undone.

12 days ago

My playstyle is heavily dependent on train limits. Does anyone know a workaround for this problem? Except to downgrade to 2.4.3.

12 days ago
(updated 12 days ago)

Just joining this thread to bump it up. I'm experiencing the same problem, baffling oversight by the dev imo. Also confused as to how this issue has persisted ever since the 2.5 update? It completely breaks train depots for me, I can imagine it does the same for a majority of users.

I haven't found any workarounds, I'm currently trying to roll back to 2.4.3, hoping that doesn't break anything else.

Edit: The rollback works great, just remember to also roll LTN combinator back to 2.2.5 if you use it

7 days ago
(updated 7 days ago)

It's been three months now without a word.

2.4.3 still works fine, so that's of course an option.

Personally, I've decided to switch to Project Cybersyn. It's got pros and cons relative to LTN, but the biggest issue is just retraining yourself from many of your learned LTN habits. I think I might ultimately like it better, actually, but I'm not sure yet.

6 days ago

I found that if you want to at least regain the ability to manually set train limits without them getting auto reset, you only have to make two small edits in two files: scripts/stop-events and scripts/stop-update.

In stop-events: remove the lines "entity.trains_limit = nil" and "trainstop_control.trains_limit_signal" = nil at lines 165 and 172 respectively.
In stop-update: remove the lines "stop.entity.trains_limit = nil" and "trainstop_control.trains_limit_signal" = nil at lines 123 and 129 respectively.

Hope this helps make it playable for you guys!

5 days ago

Yeah, based on what I saw in github, I figured something like that would work. Thanks for confirming it.

Personally, I'm still interested in trying out cybersyn. Something new to freshen up the game, you know?

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