Military Trucks


EARLY ACCESS: an early version, expect bugs and balance changes. Military trucks carry cargo between truck stops along military roads. A truck with an empty schedule shuttles between the nearest loading and unloading stops; or give it a schedule like a train (stop + wait condition).

Content
18 hours ago
2.1
84

g Can demand stations handle a mix of different demands?

17 hours ago
(updated 16 hours ago)

After all, in reality, it’s possible to transport mixed cargo.

And this one of yours looks pretty cool.
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I’ve tested it in-game, and it works well. I have a few suggestions based on my testing.

17 hours ago

there is a dedicated toggle button specifically designed to prevent elevated train tracks from obstructing the view of the machinery below.

Perhaps you could leverage a similar view-toggle mechanic or render layer pass to handle occlusion? That way, machines or components tucked behind high-elevation tracks and dense infrastructure can remain clearly visible through an overlay or layer-toggle mode.

16 hours ago

I took a look, and this is essentially a small train system, where the trucks are trains, with LTN-like stuff built in, but it’s still not complete yet. First, trucks must wait until they’re fully loaded before leaving, and then some icons aren’t aligned—for example, the gas station’s pipe is in the middle of the tile. It still needs further optimization.

16 hours ago
(updated 16 hours ago)

I personally really like using electric vehicles, emmmmm. Since your trucks can’t be equipped with equipment, the mod that converts electricity from batteries into fuel can’t be used—https://mods.factorio.com/mod/ZElectricVehiclesQF. So here’s a new idea for electric vehicles:

A. Add electric parking/charging stations equipped with charging posts. The charging speed starts out very low, and as technology tiers advance you can use higher-tier charging posts, ultimately reaching megawatt-level flash charging. In reality, it’s already possible to charge for ten minutes and drive 360 km at high speed—trucks should be able to do the same.

B.If you don’t have support for future electrical equipment, then I suggest you open up the equipment grid so that I can add equipment myself to improve vehicle performance.

Finally, regarding the heat value balance of the fuel... I think you should reconsider that.

16 hours ago

Hi duruoqingyun, thank you very much for testing the mod and for such a detailed list — it really helps.

What we will do:
- Leaving with a partial load. Right now a truck waits until it is full. We will add departure conditions like trains have: "full", "wait N seconds", "no cargo change for N seconds" and "circuit signal", with a sensible default (full, or 30 s without change). This is coming in the next update.
- The fuel station pipe in the middle of a tile. That's a bug, thanks for spotting it. We will fix it and check every station's pipe connections in all four rotations.
- Mixed cargo at one demand stop. One unloading stop will be able to request several items with a limit for each, and trucks will bring what it is short of. This is next after the two above.
- Electric trucks. We like the idea. Instead of opening the equipment grid (that would make armour/shield mods unbalanced), we plan a separate electric truck with a battery and charging stations in three tiers by research, up to fast "megawatt" charging. This will take longer, since it needs a new model and charging posts.
- Fuel heat values. We will recheck the numbers (military diesel/gasoline against vanilla fuels and the range of a full tank) and rebalance if needed. If you have a specific case in mind (too strong, too weak, compared with what), please tell us.
- The view toggle. Unfortunately a mod can't add a toggle like the elevated-rails one, that's built into the game. If you have a screenshot where something is hidden behind our buildings, send it and we'll look at what we can do.

Thanks again, and feel free to post more ideas or bugs.

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