Overloaded Trains deprecated

by OwnlyMe

Train acceleration now depends on the loaded items (freely adjustable realism factor)

Tweaks
a month ago
0.16 - 2.0
37

Changelog

Version: 2.0.8
  Changes:
    - Fixed trains with a real schedule getting stuck on the station
    - Disabled debug mode
Version: 2.0.7
  Changes:
    - Fixed an error when a fluid wagon was empty
    - Removed an unnecessary print
    - Added support for equipment grids
    - Added compatibility for accumulator wagon
Version: 2.0.6
  Changes:
    - Added compatibility for Armored Train
Version: 2.0.5
  Changes:
    - using factorio weights is now optional
    - removed all the on tick stuff, train weight is applied by respawning the wagons when the train starts accelerating
    - weight affects braking, but much less than acceleration
    - empty fluid wagon weighs 900 now
Version: 0.17.4
  Changes:
    - Trains in automatic mode have no weight modifier when braking to prevent abrupt stops.
Version: 0.17.3
  Changes:
    - Should be more stable now...
Version: 0.16.6
  Changes:
    - Reduced the base speed multiplier to 1.0 (from 1.3)
    - I felt like the acceleration when empty was a bit fast when the train was empty and had nuclear fuel (and really extreme when you had exoskeletons in the train equipment)
Version: 0.16.5
  Changes:
    - Fixed an error when a train was abruptly changing the direction
Version: 0.16.3
  Changes:
    - Forgot to remove the debug message when crafting...^^
Version: 0.16.2
  Changes:
    - No idea how that comma sneaked in there, now it should load^^