Skek's Train Improvements


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

Utilities
3 days ago
2.0
150
Transportation Trains Circuit network
Owner:
skekal155
Source:
N/A
Homepage:
https://mods.factorio.com/mod/skeks-t...
License:
MIT
Created:
18 days ago
Latest Version:
0.0.12 (3 days ago)
Factorio version:
2.0
Downloaded by:
150 users

WARNING: This mod is still a bit unstable, but is ready to test, play with, and get feedback

Active Rails

Ever wanted to know more about your trains, even if they're not at a station? Active rails use a custom "rail-combinator" to output information about the train car directly above them. This mod provides an advanced tool to have circuit networks interact with the train network

This info includes:

  • signal-S = Speed (+/-)
  • signal-T = Train-ID
  • signal-U = Unit_Number of the Train Car (unique identifier)
  • signal-L = Train Length
  • signal-H = Health of Train Car
  • Items/Fluids = Inventory/Fuel of the train car

Additionally, you can send signals to these rail combinators:

  • signal-B = Slow trains to a lower speed (Similar to Riven's Mod, but I wanted to make my own implementation)
  • signal-C = Couple (1) or decouple (2) the two cars that are currently above the rail

Coupling and de-coupling still has major issues with automatic trains regarding schedules, but I am working to resolve them.

My goal is to be able to create functional shunting yard using the rails, but I'd like to hear what other people come up with! Feel free to start a discussion thread. I am excited to see how other people could put these to use! :)

Want to see it in action? Try some demo blueprints with some basic ideas:

Train Collisions

Trains now have reduced friction and will bounce off each other when they collide!
This was initially to give trains a more realistic feel, only at lower speed, but I like how goofy it looks at high speeds. I will also slow down trains to give them a more realistic feel in the future.
Should be stable and not cause crashes. For now, automatic trains are unaffected by collision physics, to avoid crashing the game

Upcoming Changes

  • Enhanced custom sprites
  • More seamless combinator integration
  • Compatibility with other large train mods, (already compatible with Mini Trains)
  • Generate more train Output Information:
    • Train Car type
    • Pathing Information
    • Etc.
  • Allow other inputs and functionality to the active rail
  • The ability to re-evaluate interrupt conditions mid-journey. Currently implemented but it still needs fixes. It may be useful to make this toggle able via signal
  • Constant bug-fixes
  • Eventually I think I'll create two separate mods, and this will become just a modpack