Overloaded Trains

by OwnlyMe

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

Tweaks
10 months ago
0.16 - 2.0
1.08K

b Interrupts are getting deleted

a month ago

I was helping someone to make a train network mostly identical to the one in this video - https://www.youtube.com/watch?v=G9GWl4X2ln0&t=330s I did the exact same thing on a different world during my ongoing SE playthrough, and it worked just fine.

But in this world, using the same settings for a train caused them to initially work, but after a trip or two, the trains would unassign themselves from the train group and remove all of the interrupts, thus only leaving the loading station in the schedule, going there and staying there indefinitely. We first suspected the Exotic Industries mod, but eventually finding removing just this mod from the modpack fixed the issue.

12 days ago

I can confirm, this problem started happening for us after I upgraded from OverloadedTrains11 to this reworked version, no other changes in between.

Some train mods apparently don't work right after the interrupts feature was added.

10 days ago

This problem is fixed in my version of the mod.
https://mods.factorio.com/mod/OverloadedTrains-Dead2

@OwnlyMe feel free to copy the fix, I don't really have any interest in maintaining this.

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