Unified Train Logistics


Train dispatcher: providers, requesters, depots, fuel stations, cleanup and manager in one mod – built for high UPS.

Content
a day ago
2.1
56
Logistics Trains Fluids Circuit network

Changelog

Version: 0.0.8
Date: 2026-09-28
  Features:
    - Storage (for advanced players, research "UTL: Storage"): a new station role that takes in and gives out. Per good a minimum and a maximum stock: below the minimum it requests up to the maximum, whatever is above the minimum it offers like a normal provider – with the same amount the nearer station delivers. Two storages never shove goods back and forth. "Accept leftover cargo" (on by default) lets trains drop leftovers there, too. Map setting "Allow storage stations" (on).
    - Job output: new signals "train loads here" and "train unloads here" while a delivery train stands at the stop – for example to switch loading and unloading inserters at a storage.
    - Cleanup gives back: a cleanup station can offer its contents to the network again ("Offer contents again", off by default per station), only as a fallback, like any provider, or empty first. Leftovers are not brought back to the requester they came from for 5 minutes. Map setting "Cleanup may offer its contents again" (on).
    - New scenario "UTL storage (to watch)": storage with loading and unloading inserters switched by the job output, and a cleanup that gives back on a ring with two trains, plus four small example lines (two storages, a storage taking leftovers, cleanup levels side by side, a storage with two goods); a window explains each part and a camera follows the train involved.
    - Tips & tricks: new entries "Cleanup gives back" and "Storage (advanced)", each with a scene.
    - Update notes: after an update, every player gets one short chat line with the most important news and a link that opens the new tips & tricks page "New in UTL". Can be switched off per player ("Update notes in chat").
    - Scenarios "UTL examples" and "UTL network links" got the explanation window: it follows a train and explains what it is doing.
  Changes:
    - "Max. trains" now also counts at fuel stations, cleanups and depots, so these work without a vanilla train limit. A train returning to the depot without a next job is sent to a depot stop of its name that still has room. A vanilla train limit still applies as before – use either one or both.
    - Fuel station: the train waits until all locomotives are full or nothing has changed for 30 s (before: at most 30 s in total).
    - Scenario "UTL load test": the track network is now part of the map, so the start only places stations and trains (a few seconds instead of up to a minute). New: 8 storage stations and 9 cleanups spread evenly like the fuel stations, item cleanups that offer their contents again, three networks (West and Ost linked with Mitte) and topping up, requesters that stay full for a while (SR latch drain) and requesters that only take trains of one fixed length (2 to 5 parts, with just as many wagon bays). Map tags mark the special stations. Signals: a chain signal into every junction and at every siding merge, normal ones out, and corridor blocks long enough for a locomotive with 4 wagons.
    - Scenarios: after a mod update, new research is researched right away in running scenario saves, and every player is in cheat mode.
  Bugfixes:
    - Next job right away now respects the provide priority and the provider rank (cleanup "Empty first" / "Only as a fallback", leftovers in a storage). Before, a chained job only compared amount and distance.
    - Scenario "UTL examples": the fuel station now refuels the rear locomotive, too (both locomotives face forward and use fuel).
    - Scenarios built from city blocks: trains in depots with a station combinator no longer raise a "no depot" warning right after the start.
    - Scenario "UTL planet test": no more enemies on Vulcanus and Gleba – no-enemies mode, existing enemies and demolisher territories removed, also in chunks generated later.
Version: 0.0.7
Date: 2026-09-26
  Features:
    - Topping up while loading (map setting "Top up while loading", off by default): if a requester's demand grows while a train is still heading for the provider or loading there, the amount is added to the running load list instead of starting a second trip. Needs the same provider to still have the goods and room in the train; items may be added, fluids only of the same kind.
    - New scenario "UTL top up (to watch)": a window explains each step, a camera follows the train, its load list floats above it, and alternating rounds with and without topping up show the difference (one trip versus two).
Version: 0.0.6
Date: 2026-09-22
  Features:
    - Teams are kept apart: trains, depots, fuel and cleanup stations only work with stations of their own team (force), network links are per team, and the UTL Manager shows only your own team.
    - Loading and unloading inactivity (seconds without any change to the cargo, default 30 s each, 0 = none), combined with the cargo condition by "or" (default: also leave when nothing changed for that long, with what the train has) or "and" (leave only when full/empty and nothing changed for that long). A shortened load is booked correctly, so the requester orders the rest again; if nothing was loaded, the delivery is cancelled. Leftovers after unloading go to a cleanup station.
    - UTL Manager: new tab "Settings" for the three loading values – per team when there are teams (team leaders change them), otherwise for everyone (admins change them). Admins also see all other map settings there.
    - Team leaders: whoever joins a team first; leaders can appoint or remove further leaders. A leader offline for longer than the map setting (default 3 days) loses the rights.
    - Command /utl-admin (admins only): window to set leaders and values of any team.
    - Remote interface: set_team_config / get_team_config / set_map_config.
    - New scenario "UTL teams": four teams (Standard, Rot, Blau, Grün), each with its own 2 x 2 grid of city blocks, standing apart with no track between them. All four use the same station names and the same network name, so team separation can be checked. /utl-team switches teams in single player too.
  Bugfixes:
    - Trains sent to a depot, fuel or cleanup station by rail waypoint are now counted against that stop's train limit while they are on their way, so several trains are no longer sent to the same free stop.
    - A train that someone loaded by hand while it was parked is noticed by itself now and goes to a cleanup station; it no longer gets a delivery while carrying cargo.
    - A train that ends up at a depot of another team is no longer treated as free there; it moves to a depot of its own team.
    - Fuel and cleanup stations on another surface are no longer counted as available, which could leave a train waiting forever.
    - Partial loads are booked correctly for the requester, including fluids (rounding) and overloading.
    - Item groups: a subgroup of another mod is only moved into the UTL tab when it holds train items exclusively. Before, any subgroup whose name contained "train" or "rail" was moved, which tore mixed subgroups out of their own tab.
Version: 0.0.5
Date: 2026-09-22
  Features:
    - UTL Manager: planet selection next to the magnifier (Space Age only) – "Automatic" follows the planet you are on or looking at, "All planets" shows everything, or pick one planet (planets from other mods included).
  Bugfixes:
    - UTL Manager: depots with the same name on different planets were merged into one entry, and inventory, history and alerts mixed all planets. Free trains and deliveries per network are now counted per planet, deliveries at the requester's network.
Version: 0.0.4
Date: 2026-09-21
  Features:
    - Research: "UTL: Network links I–III" allow a network 1, 2 and 3 partner networks; "UTL: Loading control" unlocks wagon filters and the job output. Map setting "UTL features need research" turns this off.
    - Network links: networks can now help each other. A link is a star – one center network with up to three partners (per research tier). Center and partner share trains, depots, fuel stations and cleanups in both directions; partners do not help each other, and a network belongs to at most one star. Links apply per surface. The number of networks stays unlimited.
    - Station window, new network section: the home network is picked from a drop-down of every network on the map and renamed with the pencil button; the box "Linked with" adds partners from a list or creates a new one, and shows them as buttons that a click unlinks.
    - UTL Manager: new tab "Networks" – every network per surface with its stations, free trains and running deliveries; partners can be added and removed there as well.
    - Tips & tricks: new entries "Linking networks" (station window: pick a network or create one with "New"), "Manager: Networks" and "Manager: Inventory", each with a scene; the manager entry now explains every tab.
    - New scenario "UTL network links (2 × 2 city blocks)": four networks – "Eisen" as the center of a star with the partners "Kupfer" (no trains of its own) and "Kohle" (own depot), plus "Stein" on its own. Everything researched, cheat mode on.
    - Display panels with short explanations in the tips & tricks scenes and in all three scenarios (in the player's language). The manager scene now shows an example alert.
  Changes:
    - Tips & tricks, entry "Requests": no longer says one chest per good – a mixed chest works since the wagon filters.
    - Manager hotkey: Ctrl + Alt + U works as a second default key (on Linux, IBus can grab Ctrl + Shift + U).
    - Saves that already researched Unified Train Logistics get the new research automatically.
    - The manager shows links behind the station name, for example [Iron ↔ Copper, Coal] for a center and [Copper → Iron] for a partner.
Version: 0.0.3
Date: 2026-09-20
  Features:
    - New scenario "UTL examples (mixed provider)": a ring with ten stations – a provider with three chests and three inserters where the job output enables only the right one, a workshop that gets two goods in one trip, oil and water requesters with switched pumps, plus two depots, a fuel station and a cleanup. Everything researched, cheat mode on.
    - Mixed providers: while a delivery runs, UTL filters the cargo wagon slots to the goods of that job and locks the rest, so one chest with several goods and plain inserters are enough. Can be switched off per station or for the whole map, and wagons you filtered yourself are left alone.
    - Job output: a small output next to every train stop carries the running jobs as circuit signals – positive for goods to load here, negative for goods arriving here, plus train number, train length, locomotive and wagon count while a delivery train stands there. Use it for filter inserters, displays and, for fluids, to open the right pump.
  Changes:
    - Note: this version is tested by the automated self test, a headless load test and the example scenario, but has only been played on small networks so far. Please report problems in the mod portal discussion.
Version: 0.0.2
Date: 2026-09-20
  Features:
    - Tips & tricks: new entry "Networks" with a running example – one ring with sidings (built from a blueprint), six stations, two networks ("Erze" and "Platten") on the same rails, two of the stations as a normal train stop with a UTL station combinator. The camera tours the ring and opens a station window.
  Changes:
    - Networks are now explained properly: own section in the README (English and German), clearer tooltip on the network field, longer text in the tips entry "Values and network".
    - The scenario description now says that building the map on first start takes a moment and stutters once.
    - Mod description in info.json is English now.
Version: 0.0.1
Date: 2026-09-19
  Major Features:
    - Initial release: standalone train dispatcher with providers, requesters, depots, fuel, cleanup and manager in one mod.
  Features:
    - UTL train stop with built-in logic, or UTL station combinator wired to a normal train stop.
    - Roles: provider, requester, depot, fuel station, cleanup; named networks.
    - Requests in the station window as target stock; values for train length, max. trains, thresholds, priorities and locked slots.
    - Items and fluids, several goods per train, next job right away after unloading.
    - Your schedule, train groups and interrupts are kept (UTL only adds temporary stops).
    - Automatic refueling and cleanup; cleanup stations accept all items, all fluids or chosen goods.
    - Depots with train length, trains move to a fitting depot by themselves.
    - UTL Manager: depots, stations, inventory, history and alerts.
    - Alerts that can be turned off per player.
    - Copy settings with Shift-click; blueprints keep the settings.
    - Tips & tricks with example scenes and a large example scenario.
    - German and English.