Skek's Train Improvements [Modpack]


Adds a versatile new Active Rail, allowing greater integration with circuit networks, as well as dynamic train collisions

Mod packs
a month ago
2.0
257
Transportation Trains Circuit network

Changelog

Version: 0.0.15
Date: 2025.07.19
  Changes:
    - Active Rails mechanic separated into a new mod "Active Rails" to isolate mechanic. Added "Active Rails" as a mandatory dependency. Will not affect saves. This will now become simply a modpack
Version: 0.0.15
Date: 2025.07.19
  Changes:
    - Returned Train-Friction to 0.001, as it was in past versions. This will be a feature of Elastic Collisions, since it enhances the feature
    - Elastic Collision mechanic separated into a new mod "Elastic Collisions" to isolate mechanic. Added "Elastic Collisions" as a mandatory dependency. Will not affect saves.
  Optimizations:
    - Clear train collisions from the global table tracking them after two ticks. The record is only required for one tick, to prevent train cars from locking up. I am keeping it as a global table for the exceptionally rare edge case that a train car collides on the tick that the game is saved on
Version: 0.0.14
Date: 2025.07.19
  Changes:
    - Robots can now place rail combinators with correct wires attached
    - Blueprinting and Copy-Pasting Active Rails are improved significantly
Version: 0.0.13
Date: 2025.07.17
  Bugfixes:
    - Crash when decoupling certain trains
    - Fluids of train cars actually get output to the Rail Combinator
    - Robots building wouldn't cuase Active Rails to pair with a Rail Combinator (they will still not build combinators with any wires, that will need a more in-depth fix)
    - Crash when placing an Active Rail on a non-Nauvis planet
  Changes:
    - Active Rails should are able to be built on Space Age and modded planets
Version: 0.0.12
Date: 2025.07.12
  Bugfixes:
    - Game would crash when decoupling a locomotive that was automatic with no path
  Changes:
    - Circuit conditions now work as intended when re-evaluating interrupts
    - Interrupts will no longer need to be marked as "inside-interrupt" to be included in re-evaluation on decoupling
  Modding:
    - Mini Trains added as optional dependency
Version: 0.0.11
Date: 2025.07.07
  Bugfixes:
    - Schedules with multiple interrupts now work as intended
    - Additional error in the global table of Active Rails
  Changes:
    - When re-evaluating interrupts, the train will return to the same speed if its new path is in the same direction as its old one
Version: 0.0.10
Date: 2025.07.07
  Bugfixes:
    - Incorrect initiation of global tables
Version: 0.0.9
Date: 2025.07.06
  Bugfixes:
    - Previous version caused train collisions to break
Version: 0.0.8
Date: 2025.07.06
  Bugfixes:
    - Crash when placing active rails
Version: 0.0.7
Date: 2025.07.05
  Bugfixes:
    - Automatic trains coupling or decoupling would swap schedules due to use of guess and check to couple/decouple
  Optimizations:
    - Much better relative train orientation implementation for elastic collisions. Will no longer need to track train vectors on a global table
  Changes:
    - When Trains collide and bounce, they will only take damage if their relative speed differs by more than 20 km per hour
    - When Trains couple or decouple, they will immediately check if any interrupt conditions are true, then activate the interrupt
Version: 0.0.6
Date: 2025.06.30
  Bugfixes:
    - Removing a train that had recently collided would crash the game
    - A train car close enough to a couple signal on an adjacent track would attempt to couple
  Changes:
    - Rails now have a larger zone of detection (2.5x2.5 tiles around their centerpoint), but will only show the information of the train car closest to that rail
    - Rail combinators are now centered on the rail
    - Active Rails are now blueprintable; Rail Combinators maintaining circuit connections and rotation when rebuilt
Version: 0.0.5
Date: 2025.06.28
  Bugfixes:
    - Trains in automatic would resort to manual mode after being coupled
    - Script would occasionally try to change an automatic train's speed after a collision, crashing the game
Version: 0.0.4
Date: 2025.06.28
  Bugfixes:
    - Train coupling actually works for trains that are not mini
  Changes:
    - Rail Combinators are now updated every tick (previously every 15 ticks)
Version: 0.0.3
Date: 2025.06.28
  Bugfixes:
    - Protection against anamolous crashes
Version: 0.0.2
Date: 2025.06.27
  Bugfixes:
    - Critical error crashing the game when placing an Active Rail
Version: 0.0.1
Date: 2025.06.27
  Major Features:
    - Initial release, introduces active rails and train collisions