Train dispatcher: providers, requesters, depots, fuel stations, cleanup and manager in one mod – built for high UPS.
Mods introducing new content into the game.
Version: 0.0.19
Date: 2026-10-11
Features:
- Status display: a vanilla display panel wired (red or green) directly to a UTL station shows its state – blue = a train is on its way, green = a train is stopped, cyan = a train waits in the depot, yellow = nothing going on, red = train stop disabled – together with the train number and, for UTL deliveries, the goods. UTL only takes over panels that have no messages of their own; remove the wire and the panel is cleared again.
- The colors of the status display can be changed in the map settings ("Display: …").
- Optional colored lamps on top of UTL train stops in the same colors (startup setting "Colored train stop lamps", off by default).
- The station window and the UTL Manager show which train is coming: "In transit (trains: 2 – no. 80, 134)", and the tooltip of each good lists "Train 134: 16k".
Bugfixes:
- A delivery whose train had lost its UTL stops (removed by hand or by another mod) stayed "on its way" forever and blocked the requester, so no more trains came. Such deliveries are now cancelled after one minute ("schedule lost"), the wagon filters are cleared and the train is free again.
- The alert "free trains do not fit (check train length or cargo space)" came constantly although fitting trains existed – they were only busy or on their way home (e.g. fluid trains driving while ore trains waited in the depot). It now only comes when no train in the network fits at all; otherwise the request joins the summary alert "N requests waiting for a free train".
Version: 0.0.18
Date: 2026-10-11
Bugfixes:
- Blueprints with UTL train stops showed the invisible settings combinator and the job/depot output as missing items. They no longer need an item; UTL builds them by itself as soon as the train stop stands.
Version: 0.0.17
Date: 2026-10-11
Bugfixes:
- Blueprints with UTL train stops could not be rotated: the job output, the depot output and the invisible settings combinator were not rotatable. They are now, so the whole blueprint turns with the train stop.
Version: 0.0.16
Date: 2026-10-10
Bugfixes:
- Train stops built from a blueprint could go missing: if robots built UTL’s invisible settings combinator before the train stop, the game sometimes removed the train stop’s ghost. The settings combinator now sits next to the middle of the train stop; existing ones move there by themselves, and when an older blueprint is placed its combinator ghost is moved right away.
Version: 0.0.15
Date: 2026-10-09
Bugfixes:
- Crash "Given train stop is not connected to any rails" when a train stop stood without rail, e.g. when robots built a blueprint's train stop before its rail. Train stops without rail are no longer a target (requesters, providers, depots, fuel and cleanup stations) until a rail is connected. Reported in the discussion by Lt_Tinkle.
Changes:
- The map setting "Debug log" writes many more messages: train stops without rail, unreachable targets, no free depot, loading and unloading, chained deliveries, trains free in the depot.
Version: 0.0.14
Date: 2026-10-05
Bugfixes:
- Crash on start together with Voidcraft and Space Age ("item-subgroup 'utl-rails-qual' does not exist"): the "Trains" tab no longer moves recipes another mod placed in its own row – only recipes that stood in the same row as their item follow it. Reported in the discussion by CapnSudz.
Compatibility:
- Voidcraft is now an optional dependency, so UTL loads after it.
Version: 0.0.13
Date: 2026-10-05
Features:
- Blueprint parameters: every UTL station keeps its requests, role and changed values in an invisible combinator, so the base game's blueprint parameters work – goods, amounts and the role can be asked when placing.
- UTL parameter planner (shortcut bar): drag over stations, tick what should be asked, and a small window with tabs (General, Goods, Values) asks for role, network, requests, thresholds, priorities, storage limits and cleanup goods when the blueprint is placed. The blueprint also goes to the clipboard.
- Fuel stations can request their fuel ("Request fuel", off by default): their request slots then work like a requester's; only fuel locomotives can burn can be chosen.
- Research "UTL: Storage II–IV": 12, 16 and 20 goods per storage station.
- The UTL panel at the train stop can sit on the left, on the right or free as its own window (arrows in its title bar).
- New signal "UTL" with the mod logo.
Changes:
- The UTL Manager button and the parameter planner use the UTL logo.
- License: Apache 2.0 (LICENSE and NOTICE come with the mod).
Bugfixes:
- Blueprint parameter placeholders (parameter-0 … parameter-9) no longer count as goods.
Version: 0.0.12
Date: 2026-10-04
Features:
- New role "Active provider" (like the active provider chest; requested in the discussion "Active Provider Station" – sorry, I had completely forgotten about it): the station is emptied even without a request. Its goods go to requesters first (ahead of all other providers), then to storage stations up to their maximum, the rest to cleanup stations that accept them.
- New scenario "UTL active provider (to watch)" showing the new role round by round.
- Startup setting "UTL signal style": Classic (previous icons, default) or Flat (new flat icons in the style of the vanilla signals).
- Other mods can supply their own icons for UTL signals (mod-data "utl-signal-icons", see wiki "For mod authors").
Changes:
- Station window: the roles have a frame; "Provider" and "Active provider" exclude each other, one checkbox is enough.
Bugfixes:
- "Load only the current job": only the first wagon got filters, so goods at the rear wagons never got into the train and it waited for the timeout. Every wagon now gets filters for the goods of the job.
Version: 0.0.11
Date: 2026-10-04
Features:
- Minimum load per trip (map setting, default 0 = off): a train only leaves if at least this percentage of its cargo space gets filled – all goods the same provider hands over for this requester count. No more trips for small leftovers.
Changes:
- "Trains" tab, automatic mode: train items another mod's train tab does not take (e.g. elevated rail ramp and support) now go into that tab too.
Bugfixes:
- The job output and depot output were left out of blueprints, so wires to them were lost. They are now included with their wires; UTL builds them itself once the train stop stands.
Version: 0.0.10
Date: 2026-10-01
Features:
- Space Exploration (optional): deliveries through a finished, powered space elevator between a planet and its orbit, in both directions. Switch per network "Deliver via space elevator" (station window, network section, or manager tab "Networks"; off by default); applies to the network with the same name on both sides. Trains come back through the elevator to their depot; fuel and cleanup on the side where they are.
- Second provider (map setting, off by default): if one provider does not have enough, the train picks up the rest at a second provider in the same network – one trip with two loading stops. Only on the same surface and only if the detour (straight line) is at most the new map setting "Second provider: maximum detour" (default 50 %).
- Alert "train stuck" (map setting in minutes, default 5, 0 = off): a delivery train standing too long without progress (signal, no path, destination full) raises an alert; the manager shows it at the train. Nothing is cancelled.
- Interface for mod authors: events for created, changed, completed and cancelled deliveries (get_event_ids), new functions get_delivery, get_train, get_idle_trains, get_stations, get_networks, cancel_delivery, set_elevator_network, get_elevators, train_transfer_started/finished.
Changes:
- Startup setting "Trains" tab (automatic / always UTL tab / off) replaces "Own trains tab": automatic keeps the UTL tab, unless another mod already has its own train tab – then the UTL items go there. The old switch no longer counts.
- The UTL port (Cargo Ships) is unlocked with "Automated water transport" (its ingredient comes from there).
- Statistics: utilization shows "–" until a train has completed its first delivery (before it jumped to 100 %).
- Faster: the job output is only rewritten when it changes, heartbeat tasks are spread over different ticks, manager rows are only rebuilt when they change.
Bugfixes:
- Multiplayer: two values were kept outside the save (a cursor and the network list for drop-downs) and could desync after a player joined.
- A delivery hung at "unloading" forever when the train went straight from the station to "no path".
- Deliveries whose train vanished without a rebuild event (surface deleted, script) kept their reservations forever; now cancelled.
- After a train was rebuilt, the new train kept the UTL stops of the cancelled delivery and drove the tour without a job.
- A fuel stop on the way to the provider stayed reserved until the delivery ended and blocked the fuel station for other trains.
- Providers beyond the first 50 per good were never chosen; now in turn.
- Station window jumped back to the first tab and to the screen centre after pressing Enter; other players with the same station open did not see changes; clicking into a field in the admin window saved a team value; the "add network" list in the manager closed every second.
- "Job output" map setting now applies to existing outputs right away.
Version: 0.0.9
Date: 2026-09-29
Features:
- Network combinator (research "UTL: Network combinator"): outputs the state of a UTL network as signals – stock, storage stock, shortage or trains (total, free, on the way, deliveries, low on fuel, without path, trains from linked networks helping out, own trains working elsewhere). Pick the network in its window, optionally with its linked networks. What the signals do is up to your wiring, e.g. the shortage to a cargo landing pad in Space Age. Settings survive blueprints, copy/paste and cloning.
- Tips & tricks: new entry "Network combinator" with a scene.
- UTL Manager: new tab "Statistics" – throughput per good (last 10 minutes, last hour, per minute) and utilization per train (time with a job since its first delivery). Recorded only when a delivery ends; a button resets it.
- Number fields: "s" stands for the stack size of the good when calculating, e.g. 10*s in the request editor or in the minimum/maximum of a storage (these now allow calculations, too).
- UTL Manager: pin button – a pinned manager stays open when you open another window or press E. Lists with more than 200 rows can be paged instead of being cut off.
- Network combinator: new mode "Demand" – what requesters request, whether offered or not.
- Job output: new signal "Trains on their way here" (delivery trains heading to this station).
- Depot output: depots get their own green output instead of the job output – with the train standing here (number, length, locomotives, wagons, low on fuel), the free trains of the depots with this name and the trains on their way here.
- UTL Manager: sort columns by clicking the header, click again to reverse.
- UTL Manager, "Statistics" tab: throughput per station (given out and received, last 10 minutes and last hour).
- Cargo Ships (optional): ports become UTL stations, ships run deliveries like trains. New UTL port (only with Cargo Ships, research "Unified Train Logistics"); a normal port works with a station combinator.
- Cargo Ships: button "Blueprint: rail ↔ waterway" – swaps rails ↔ waterways, signals ↔ buoys, train stops ↔ ports in a blueprint (legacy rails excluded).
- Minimum fuel (map setting, default 10 %): below it a train takes no more jobs (except with a fuel stop) and stays in the depot – alert "fuel missing", signal "trains out of fuel" at the depot output and the network combinator.
- Update notice: after updating to 0.0.9 a window shows the changed recipes once per player, so no factory stalls.
Changes:
- A low train now runs even if no fuel station is free (before it waited in the depot) – only below the minimum fuel it stays.
- Recipes cost more: the UTL train stop also needs steel, iron and copper cable, the station combinator a decider combinator, iron and copper cable, the network combinator advanced circuits, steel and copper cable. The research "UTL: Network combinator" now needs chemical science.
- Tips & tricks: entries sorted into groups (basics, special stations, networks, manager), each with an icon; the "Roles" scene also shows the storage, the "Network combinator" scene opens its window and explains why it outputs only copper.
- Scenario "UTL examples": network combinator with a lamp at the start.
- Requests with the same priority are now served oldest first. Before, the order was random, so with few trains the same requester could lose again and again.
- German texts now write "Kombinator" like the game itself (e.g. "UTL-Stations-Kombinator").
Bugfixes:
- Low trains waited forever in the depot if the only fuel station in the network was one they cannot reach (e.g. a port fuel station).
- A train only gets a job if it can reach the provider and the requester (before: only the provider). With separate rail or water networks in one UTL network it would otherwise leave and get stuck without a path.
- Tips & tricks: unloading inserters took coal out of the rear locomotive in some scenes.
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.