Electric Trains


[2.0 Compatible] The most advanced electric train mod out there! This mod adds balanced, UPS friendly and futuristic themed MAGLEV trains. These trains have a increased top speed, acceleration and capacity (mod configurable). There are more researches, items, sounds, recipes and logistical challenges and trade-offs to explore. Enjoy!

Content
14 days ago
1.1 - 2.0
9.93K
Transportation Logistics Trains

g Share your Charging setups!

24 days ago
(updated 24 days ago)

I want to see what you guys have created!

  • What does your charging/refurb solution look like?
  • How many trains do you run?
  • Powerpack of choice?

I run about 208 trains, I would estimate 60% are electric. I love me some speed powerpacks, and I have just started playing the mod through with quality. This is my cute coastal charging setup: https://ibb.co/1LdL4z1

I have a fuel train that drops of discharged packs here and picks up fresh charged ones. A separate train comes for destroyed packs and sends them to my powerpack hospital where all quality tiers of batteries are produced.

I also have Space Age save with some friends, although we haven't got to Fulgora just yet...

24 days ago

I'm pretty early on; but:

1): I'm using space age + quality.
2): I hand-feed power packs to a box (I am currently operating under the assumption that a healthy handful of stacks will last a reasonably long time so long as I recharge them)
3): I have 2 very-short trains (1 wagon) on very-short lines atm, and 4 chargers right now but I know this will grow quickly---I am finding I have at least twice what is probably needed based on observations.
4): I have quality modules on all the chargers and I'm filtering them---I intend to eventually dedicate one of the chargers to a higher quality, but atm their too rare to do that (But with the quality modules on the chargers, their effectively being upgraded the more I use them).

Its worth noting that even with just bottom-rung normal-quality quality modules, you still have double (2%) the chance of getting higher-quality power packs then you are of destroying them (1%). Considering they have 25% more per tier and you can just move the destroyed modules into a reserved crate, its not that big of a deal IMO

interestingly, once you are north of 4% chance, you actually are statistically IMPROVING the module per-use since your more likely to upgrade the module by 25% (by a factor of 4) then you are of destroying it. That said, obviously once the quality is maxed out its back to the normal way of things and obviously the 1% of destruction is "one way" (at least without an entirely different cycling) so in the long run this isn't true.....you STILL need to eventually setup pack-restoration---but oddly, you keep the quality steps.

that said, I think its actually a kinda interesting take on the "quality" mechanic---its some weird quirk of the power packs engineering that makes them generally more efficient after a few power cycles (legit a thing even! although usually its because the power manager knows the upper/lower limits of that particular pack better after a single cycle and after that no improvement....and its not a whopping 25%_per_tier.....).

23 days ago

that said, I think its actually a kinda interesting take on the "quality" mechanic---its some weird quirk of the power packs engineering that makes them generally more efficient after a few power cycles (legit a thing even! although usually its because the power manager knows the upper/lower limits of that particular pack better after a single cycle and after that no improvement....and its not a whopping 25%_per_tier.....).

Thanks so much for your insight, really appreciated!

I am currently enjoying the grind to better powerpacks. Personally I think it aligns with the whole ethos behind quality - build more with less. The speed and acceleration modifiers enable less trains to fulfill higher throughput. But it is a funky mechanic to not necessarily rely on the quality coming from the raw resource

22 days ago
(updated 22 days ago)

might be worth adding a setting when quality is enabled that allows the player adjust how quality works

1): current behavior (default? IDK)
2): current behavior, but a destroyed power-pack loses its quality (or one step? IDK).
3): charger's cannot have quality modules
4): power packs cannot have quality (startup only I imagine?)
5): combinations of the above? IDK.
edit: is it possable to have the chargers' incur a "quality" malus? as if they have a speed-module built in? it'd do nothing if at/below 0---but it'd force you to have more then bottom-rung quality modules to use the quality-improving charging "exploit". maybe add a variable-setting to decide what its set to....

to be clear, I kinda like it how it is; its a fun little exploit that lets you feel smart while not really being all that over-powered. keep in mind that its hard to use quality in your powerpacks en-mass without expanding the complexity of your charging apparatus---and it precludes you from putting efficiency modules in your chargers which is HUGE---its effectively a efficiency bonus for your trains.

BTW: I noticed that charged/uncharged powerpacks have different stack sizes (60 vs 20 irrc?) not sure thats intentional....

22 days ago
(updated 22 days ago)

Love what you're saying! The main issue (and I've tried working with similar stuff when experimenting with recycling recipes) is that working with quality and modifying or extending the behaviour seems to be pretty impossible rn, as I and other modders haven't come across any documentation for it yet.

And yes, it is intentional, it minimises the risk of trains not having an output slot especially when you're using different quality packs, and it makes it easier to transport them when they are not charged, which makes sense in my head from a realism/logical pov

21 days ago

what happens if output is full? does the train stop or does it get wasted?

21 days ago

It just gives a “train out of fuel” error and stops. That just happened to be the default behaviour. Which is more useful than wasting or failing silently I guess haha.

Hopefully it shouldn’t happen if you powrrpacks get unloaded at the same time as loading though

21 days ago

yeah; I was just curious.

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