Space Trains

by -Luna

Adds futuristic trains designed for Space exploration. These trains are faster and have more capacity, but are more expensive to build

Content
14 days ago
1.1 - 2.0
19.2K
Transportation Trains

g 2.0 pls

11 months ago

This is the only wagon long enough to fit SE's big machines. Very useful for building a super long train with each wagon corresponding to a big machine in parallel instead of using stuipid balancers to balance all carogs among all wagons.

Pls update.

11 months ago

Unfortunately, this is not possible until space exploration updates to 2.0, since it is a required dependency

18 days ago

se 2.0 out :)

16 days ago

I'll do my best to update the mod on the weekend, i'm sorry for not doing it sooner

15 days ago

That is a really great new, thanks very much for your great work :)

Btw, marking SE not a required dependency would be great as currently there are lots of giant machines in vanilla SA or SA planet mods. Your long wagon would be a great match for them.

15 days ago

i'll try, but i can't promis anything

15 days ago

okay, it seems i have to manuyl fix a the recipys, should i try to rebalance them (keep in mind i've played space exploration but never gotten past a super small space statio) or should i leave them as is? feel free to suggest recipy changes too

15 days ago

sure! The recipes look good to me., they are reasonable.

I am thinking about if it is possible to unlock the trains a little bit earlier, e.g. unlock the first space locomotive tech right after space science instead of after the utility and production sciences. Then thing is, after the space train unlocked, all the rail based factories would be removed, redesigned, and reconstructed to fit the new length-8 wagons, which is a bit suffer and unnecessary. This is kind-of discouraging build early train based factories. Old-ass like me it totally fine with it, as I can easily build a main bus strong enough to support utility and production sciences. However, new players may not able to do this, they might need large rail based factories. So I am think if it is possible to add another early primitive length-8 train unlocked much earlier, or simply unlock the first space locomotive tech right after the space science.

15 days ago

Another interesting thing is, not sure if you enjoy 2.0's quality system, though SE is incompatible with the official quality mod, there is fork that can apply quality in SE. https://mods.factorio.com/mod/quality-se

So if you are interested in, you might want to boost trains acceleration / speed with higher quality tiers instead of just adding health : )

14 days ago

I'll have to see if i make the mod compatible with quality

14 days ago
(updated 14 days ago)

sure! The recipes look good to me., they are reasonable.

I am thinking about if it is possible to unlock the trains a little bit earlier, e.g. unlock the first space locomotive tech right after space science instead of after the utility and production sciences. Then thing is, after the space train unlocked, all the rail based factories would be removed, redesigned, and reconstructed to fit the new length-8 wagons, which is a bit suffer and unnecessary. This is kind-of discouraging build early train based factories. Old-ass like me it totally fine with it, as I can easily build a main bus strong enough to support utility and production sciences. However, new players may not able to do this, they might need large rail based factories. So I am think if it is possible to add another early primitive length-8 train unlocked much earlier, or simply unlock the first space locomotive tech right after the space science.

Reguarding this, i have two ideas: either i make it so that there is just a "Industrail train" as a tier between vanilla ans space trains, and make that be after chemical scinece, or i move space trains to be after yellow science and rename them to high speed trains
Edit: i just noticed LDS is behind blue scinece, i think i got yellow scinece requiring LDS confused with it being locked behind it, so i'd moce Space trains behind blue science

14 days ago

hah, that is great. simply moving it earlier is surely the most direct method. I also noticed that the ingredients of the train are much earlier than the technologies it needs.

14 days ago

I'll probabily make it be a bit earlier then, unless get really carreid away and decide to make anoter tier of train (then again i do like moddeling trains in blender) . I think one of the reasons that research level and matterial level don't line up is that i've never played SE past the early game (barrily reacehd space), feel free to give advide on where the reearch sould be and how expensice, you seem to have more expirience

14 days ago

sure! Then I will just wait for your new release, and will let you know if anything I find during the play.

14 days ago

i now have a version that should be playable, i had to remove the janky script that tried to get arround the Darkliner not couppeling correctily, but other than updating the chagelog i should have the essencials figured out, i should e able to update the mod within the next few hours, though over the enxt few weeks i may redo the graphics for the Space train and Maglev

14 days ago

I've upladed a updated verion now, let me know if everytings working for you?

14 days ago

The game cannot launch with SE + K2 + space trains. However, it has not problem with SE + space trains. I guess it is related to the locomotive / wagon equipment grid add by K2.

14 days ago

The vanilla fluid wagon's capacity now is 50K with factorio 2.0, increased from 25K with factorio 1.1. The space fluid wagon's capacity is still 50K, I assume you might want to adjust it accordingly.

14 days ago

I'll increase the capacity and ajust the recipies, i'll see if i can sort out the crash too

14 days ago

another round of quick checks.

  • recipes and techs: look good.
  • recycling of locomotives or B-units gives 25% of the counterparts as expected; good.
  • alignment of pumps to fluid wagons: good.
  • compatible with the "Project Cybersyn" mod and works as expected; good.

OK, I think that besides the aforementioned K2 compatibility issue, the trains work properly in all other aspects I need. I need to go to sleep now and will be traveling over the next few days. See you later : )

14 days ago

Okay, if everything goese well there should be a hotfix out by the time youre back, thanks for checking for bugs

14 days ago

Upadet version is public, i fixed the crash and updated the baalne of fluid wagons

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