TrainsCaller deprecated

by Hermios

Allows trainstations to call trains when conditions are fulfilled

Content
5 years ago
0.14 - 0.18
15
Trains

i [Request + bug post] info.

6 years ago

It would be awesome if you could make, or link cuz personatly i cant find any, video tutorial (dosent have to have voice in it just step by step) of how to use this mod. I have the tech, added the equipment in each locomotive and still no clew how to make the station call a train. Played around with signals, train schedule and so on even with the "Train Stop Reciever" that for some reason whenever you click on it says "No operatable". Either the title of the name click baited and the mod dosent do as suggested (a station calls out a train and allows you to get 1 train going to that destination and not all with the same schedule) OR i just cant figure it out. And the 'tutorial' on the front page of this mod aint helpful. Kinda confusing since it refers to "Train station" while actually its called "Train Stop" and the "connect your train station to signals" is confusing. Whats the signal input? you cant connect the station to the station itself. "Each train station has an extra selection box" That would refer to the extra little hitbox that once connected.... dosent do anything. "Trains will be called, i.e. the trainstop will be added to their schedule, if..." neither the strains emself nor the train station unlocks any new features to do this. The only thing that gets unlocked is when you open a train "Allow multiple calls" and by default its on. Even if you disable it and re-open the locomotive - it stays on... So its a request + Bug post.

6 years ago

Hi TRLith,
For the video, well, hem... to lazy for that, sorry :( More seriously, I may do it if I have more time, but not yet.
Train-stations vs Train-Stop: You are absolutely right, I will change it.
I can try as well to explain better how it works, although explanations are not my force. I'll do my best
Allow multiple calls: This is actually then a bug, I will look at it

More explanations about how it works: Input signal is... well, anything. You have to think in terms of network: You program a specific network to calculate what is missing in your outpost. Your network will then contains signals of those missing elements. Connect this network (red of green cable) to the "extra selection box" of the train-stop(The train stop receiver). Thus, the train-stop will "call" for those missing elements. An algorithm then check trains that may fullfill the requirement (i.e. trains that have the required elements, at least one of them). If a train is found, its schedule is changed, to make him go to the train-stop, so it can deliver the missing element.

As for knowing which elements are missing, I created another mod, Roboport converter, that check all ghosts (missing elements) around a roboport, and convert it as signals for the logistic network. You can use it if you want.

Hope it helps
Niko

6 years ago
(updated 6 years ago)

Niko,

thank you for the quick responds.
yes this was super helpful.

srr i couldn't respond sooner. had a lot of stuff to do.

As for the "Train stop reciever" Im not sure if this is intended but it seems the hitbox is off from the model (where the cable connects).
https://imgur.com/a/YkqqVWY

6 years ago

I just tried to do it more clear. Not sure it is enough.
For the hitbox, I know, but it is not easy. The problem is that the hitbox may be hidden by the main box, so you cannot connect wires. I will try to update it, not sure I can

6 years ago

with respect to you Roboport converter could you make a similar one to read from a blueprint? so i can put a blueprint in it and it will put the contents to the circuit network?

6 years ago

Hi Iccor
Love the idea. I assume it would be feasable. However, just to be sure, can you give me a use case?
Thanks for it, I enjoy new concepts to develop! :)

Niko

6 years ago

i use trains to connect factories. so i could output a blueprint contents to a requestor chest to get everything i need to make the next factory.

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