SSPP Logistics Train Mod

by jagoly

A logistics train mod that aims to be as pleasant to use as possible, even when knee-deep in byproducts. SSPP stands for Source-Sink-Push-Pull.

Content
8 days ago
2.0
582
Logistics Trains

i GUI dispatcher like LTN / Cybersyn would be very helpful

3 months ago

GUI dispatcher like LTN / Cybersyn would be very helpful.

It would be very useful to have a summary of all stations with a list of requested and delivered resources, as well as a list of trains, what they carry and where.

It would also be nice to have automatic recognition of trains, again like in Cybersyn or does this again contradict the concept? :))) Maybe I didn't fully understand it :)

Maybe you could make some demo blueprints to illustrate the capabilities and the correct configuration?

3 months ago

This is already work in progress :)

If you open the items tab of the network window, you can see that there are magnifying glass buttons under the train stop column. Clicking that button will open a view on the right that will give you a list, with minimaps, of every station providing or requesting that item, with other information. Same for the buttons in the train column. They just aren't implemented yet because they aren't really important until your base gets very large, so I've been working on higher priority stuff first.

I'm not sure what you mean by automatic train recognition, if you mean the allow list, then no, that is not planned as I personally don't use that feature (and it simply does not work at all with the short wagons from pyanodon's). I may add a button to the train widget that tries to automatically pick a configured class with the matching capacities, but all that would do is save a tiny bit of typing.

Demo blueprints are planned, though I think that a video will be more useful since the actual stations are quite simple to setup, and it's more important that people understand how to configure their own stations.

3 months ago

This is already work in progress :)

If you open the items tab of the network window, you can see that there are magnifying glass buttons under the train stop column. Clicking that button will open a view on the right that will give you a list, with minimaps, of every station providing or requesting that item, with other information. Same for the buttons in the train column. They just aren't implemented yet because they aren't really important until your base gets very large, so I've been working on higher priority stuff first.

Oh, I'm not making any claims against you in any way, I just don't know your plans and I'm throwing out ideas that come to my mind :)))

I'm not sure what you mean by automatic train recognition, if you mean the allow list, then no, that is not planned as I personally don't use that feature (and it simply does not work at all with the short wagons from pyanodon's). I may add a button to the train widget that tries to automatically pick a configured class with the matching capacities, but all that would do is save a tiny bit of typing.

Cybersyn, for example, recognizes the number of wagons and their capacity (!). Because of this, I had problems when I turned on and off the "Slow and Steady" mod. The trains that I forgot to re-register at the depot tried to carry the wrong amount of cargo :) But after re-registration, everything was fine.

Demo blueprints are planned, though I think that a video will be more useful since the actual stations are quite simple to setup, and it's more important that people understand how to configure their own stations.

It's just that I personally don't like watching videos, I prefer text with pictures :))))))))))))) But of course you are free to do as you prefer.

3 months ago

The way that SSPP is designed, once you type in a class into the text box in the train gui, SSPP shouldn't ever "forget" about that train. Even if a train gets switched to manual or otherwise interfered with by some other mod, you don't have to tell it to go back to the depot, just flick the switch back to automatic and SSPP will send the train on it's way. It'll even check if the train has cargo (for example because it was interrupted mid-delivery), and if so, will put the train in a special "holding cargo" state. In this state, the train will wait at the depot until a station opens up where it can deliver that cargo, and will then deliver it.

Regarding the allow list, the thing is that detecting the capacity of trains really isn't that useful. You need to be aware of the capacity of your trains anyway to be able to design good stations. And, you need to be aware that stations need to match. In my opinion the allow list system in cybersyn causes far more issues than it solves. When I was active on the cybersyn discord, people would have issues with allow lists constantly, and more often than not the best advice was just "don't use it", and people would then use networks instead.

You might also be interested in the sspp-reboot command. It refreshes all stations and turns all assigned trains back to automatic. It'll also re-send any alerts about things that are broken. It might help after changing your mod list.

3 months ago

Thank you. I realized that I have absolutely no experience with large bases, so I have not encountered any problems :)

By the way, could you add a choice of class for a train from a list of already defined classes, instead of "copy-paste"? :)

And also, can trains carrying liquids be in the same class as trains carrying solid resources? (like in my test save)

3 months ago

This is already work in progress :)

If you open the items tab of the network window, you can see that there are magnifying glass buttons under the train stop column. Clicking that button will open a view on the right that will give you a list, with minimaps, of every station providing or requesting that item, with other information. Same for the buttons in the train column. They just aren't implemented yet because they aren't really important until your base gets very large, so I've been working on higher priority stuff first.

I tried it in my save that I sent you, but nothing happens... Most likely I'm doing something wrong :)) Can you send me your example save?

3 months ago
  1. Yep, that's planned. Making custom popup boxes is actually very painful though (there's no support in the modding interface for it), so that's a lot harder than you would expect. Ideally it'd work the same way as the vanilla train group picker, but I have to make it from scratch.

  2. If you have a train that can carry both items and fluids, then yes that should be a class. But if you mean can you put different kinds of trains in the same class, then no. The whole point of classes, is that every train of class should be interchangeable. They should have the capacities, the same wagon layouts, and the same kind of fuel. Currently SSPP doesn't yell at you if you try to put different kinds of trains in a class, but I should probably make it do so.

3 months ago
(updated 3 months ago)

This is already work in progress :)

If you open the items tab of the network window, you can see that there are magnifying glass buttons under the train stop column. Clicking that button will open a view on the right that will give you a list, with minimaps, of every station providing or requesting that item, with other information. Same for the buttons in the train column. They just aren't implemented yet because they aren't really important until your base gets very large, so I've been working on higher priority stuff first.

I tried it in my save that I sent you, but nothing happens... Most likely I'm doing something wrong :)) Can you send me your example save?

that's because it's not done yet, the buttons don't do anything. That's what I've been working on today, I'll release a new version either in a few hours or tomorrow :)

Also I would send my save if you wanted to have a look at it, but it wouldn't be compatible with your version of the mod. I'll post it for you when I update the mod :)

3 months ago
(updated 3 months ago)
  1. Yep, that's planned. Making custom popup boxes is actually very painful though (there's no support in the modding interface for it), so that's a lot harder than you would expect. Ideally it'd work the same way as the vanilla train group picker, but I have to make it from scratch.

Well, that's definitely not a top priority :)

  1. If you have a train that can carry both items and fluids, then yes that should be a class. But if you mean can you put different kinds of trains in the same class, then no. The whole point of classes, is that every train of class should be interchangeable. They should have the capacities, the same wagon layouts, and the same kind of fuel. Currently SSPP doesn't yell at you if you try to put different kinds of trains in a class, but I should probably make it do so.

Thanks, maybe doing a check would be a good idea

3 months ago

https://i.imgur.com/cIrxZUD.png nearly done with this

3 months ago

https://i.imgur.com/cIrxZUD.png nearly done with this

No matter how hard I tried, I couldn't get any results when I pressed the magnifying glass button...

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