Rail Upgrade

by Lsh0426

Adds various rail-related upgrades or items such as rail productivity or braking force, various locomotives.

Utilities
6 hours ago
2.0
246
Trains

i Cheat request: No fuel

3 days ago

Just like how the spidetron is, aka energy_source =
{
type = "void"
},

BTW, from spidetron again, if you add

chunk_exploration_radius = 3,

you will be able to see it all the time, no matter where (works nicely with tanks and any other vehicles)

While i said cheat, i honestly don't know how much of a cheat is since fuel is essentially endless , and the only real reason why i want this is so that i can make more simple Interupters schechules (aka i don't need to take in accound the trains needing to go for refull as well place and go, no need to add fuel). And since this mod adds speed, higer speed tiers, it's actually perfect for this mod since no fuel = no speed bonus, but the high speed is good as it is, even without the bonus from fuel

3 days ago

Thank you for your interest.
Requested features are added in the form of mod settings. Actually it was also good practice for me.

One problem is that the radar only works if you control the train directly/or via remote control. I don't have the knowledge to solve this yet, and I think I'll focus on adding other features currently.

3 days ago

Thank you for your interest.
Requested features are added in the form of mod settings. Actually it was also good practice for me.

One problem is that the radar only works if you control the train directly/or via remote control. I don't have the knowledge to solve this yet, and I think I'll focus on adding other features currently.

Occasionally the train are outsite of any radar area. A good exemple is Aquilo where, due to energy issues, an area is not visible in any way or form. And unless you already have a Spidetron that can go there, you don't know what to expect. And here is why trains with radar comes in: the spidertron might not be able to go there unless you manually manage it. However the train? one click and it goes there, hassle free. And here comes a little trick: if you have steam in liquid Tanks, and they are separete from the rest via a UNDEGROUND pipe. All you need to do is turn one of the pipes. Energy, bot free, remote.

Menaing that with a radar train, you can quickly go to where there is an issue you can't see. And if the issue does NOT need you to do anything further, you can just turn that pipe, to reconect the tank to the steam turbines, all remotely. So it's not a major issue, actually, i don't thing it's an issue in any way, because you trains are automated and not explorers.

BTW. There are tons of lines i saw around the game's original file. I mean, both lines i just copy pasted from the Spidertron. As an exempler there are lines like:

reset_freshness_on_craft = true, <- egg had 1% timer left? the new item, if it has a timer, will start from 100% (you need to add this in "item.lua").
heating_energy = "200kW", <- set this to 0 and it will NOT freeze on Aquilo (or similar mod planets)
resource_drain_rate_percent = 50, <- exactly what it says. the 50% from the miner. Value goes down with Quailty, minimum being 1% drain (i tested via speed mods, it's 1% drain regadless of how beyong legendary the quality is)
drops_full_belt_stacks = true, <- add this to any loader, like the steam, electric miner, anything like the recycle, so one, and the items it puts on the belt will be stack to the max it's possible.
immune_to_tree_impacts = true,
immune_to_rock_impacts = true, Both from the tank (vechicle). add this to the car and it can drive through rocks, trees and more, with no issues.
has_belt_immunity = true, <- self explained, no need for belt imunity equipment modul
healing_per_tick = 0.04, <- if you mutiply the value with 60, you will know how much HP is healed each second. It only works for "creatures" (aka a robot unit classified as "creature" will benefit from it, but if you add it to the a wall, it won't do anything)

Anyways. This are just some i found by going around the lua files in the factorio folders. Aka all are from the game itself, no mods, meaning no risk of errors or otherwise. And i tested some them, like the lab drain works even if the space age dlc is disabeled.

And of course, any of the overhaul mods, as well as the mods made by _CodeGreen (https://mods.factorio.com/user/_CodeGreen), have even more amazing stuff (but since you do need their mod and well, copyright i guess, i won't post any of thoes here, but again, just install the mods and have a look).

So, aside from the overhauls, or knows ones like _CodeGreen's, here are a few other mods that are very interesting:

https://mods.factorio.com/mod/space-trains-patch
https://mods.factorio.com/mod/HelicopterRevival
https://mods.factorio.com/mod/robotarmy
https://mods.factorio.com/mod/cybersyn
https://mods.factorio.com/mod/LogisticTrainNetwork
https://mods.factorio.com/mod/sentient_spiders
https://mods.factorio.com/mod/concreep-redux-fixed
https://mods.factorio.com/mod/Rocs-Hardcore-Lightning-Storms
https://mods.factorio.com/mod/RoboTank

Bonus for train lovers:

https://mods.factorio.com/mod/Trainmaster-modpack <- train modpack
https://mods.factorio.com/mod/additional_trains <- this one is for more train variety

Anyways. All of them are very interesting mods. Just by looking around them you learn just how much there is that can be done (and again, the overhaul mods have even more). As such i hope they will help you to learn better because for me at least, I'm having tons of fun to "play" with the mods and scrips.

But, the main issue is that any kind of update will reset what i modified. As such, thank you for this fuel free feature! I have looked around and i did not find one mod that had that. So this is a massive thing for me since i use hundrends of trains and any update will break my "scrip ajustments" but , via your mod, it will now be a permanent thing!

So once agian, thank you!

2 days ago

Thank you so much for the comments. I will check these mods.

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