Train Foundry for Smart Train Combinator


A large train foundry that assembles complete trains from Smart Train Combinator models: pick a train shape, choose its resource, and the finished train fuels up and drives off onto your rail network on its own. Requires Smart Train Combinator.

Content
a month ago
2.0 - 2.1
84
Trains

Changelog

Version: 1.3.0
Date: 2026-08-26
  Features:
    - Custom train templates. The model list now has two tabs: "Default" keeps the shapes read from
      Smart Train Combinator (one head locomotive plus N wagons), and "Custom" holds compositions you
      draw yourself. A composer window lays the train out as a row of slots, the way a chest lays out
      its inventory: the first slot is a train stop marking the head of the train -- the direction it
      leaves in -- and each following slot takes a locomotive, a cargo wagon or a fluid wagon (click
      the slot, or click it with the item in hand). The button above a locomotive turns it around, so
      double-headed trains and a tail locomotive facing the other way are finally possible. Emptying
      a slot shortens the train; the free slot at the end lengthens it, up to the capacity of the
      foundry chain.
    - A custom composition produces exactly the SAME station names, train group and interrupts as the
      default shape with the same number of wagons: the locomotives never appear in a station name,
      so a double-header serves the very same Smart Train Combinator stops as a single-locomotive
      train. The composer shows the generated loading-station name as you build, to compare it with
      your existing stops at a glance.
    - Fuelling covers every locomotive of the train: the refuel interrupt lists the union of the
      fuels they can burn, and the threshold is set on the thirstiest one. A composition of solar
      locomotives still gets no refuel interrupt.
  Changes:
    - The foundry's technology now sits under Smart Train Combinator's own technology in the tech
      tree, instead of next to it on the same base prerequisites. The mod cannot work without STC, so
      the tree may as well say it. STC's own prerequisites (advanced combinators, automated rail
      transportation) are inherited through it. If you had already researched the foundry without
      researching Smart Train Combinator -- possible until now, both sat at the same level -- it
      stays researched; only the tree drawing changes.
    - The "In progress" panel now says WHICH of the two departure conditions is holding the train:
      "Internal track occupied" or "Exit signal closed" -- the latter with a note that the exit block
      runs to the next signal on your network, so a train passing far from the foundry can hold it
      back. Both used to read "Waiting for clear track", which sent you looking at the wrong end. A
      build waiting on the internal track showed no message at all.
Version: 1.2.0
Date: 2026-08-12
  Features:
    - Accepted fuels window. A new window (gear button in Configuration) lists every unlocked fuel a
      locomotive can burn, with one checkbox per quality; clicking a fuel icon ticks or unticks its
      whole row, and clicking a quality header does the same for its whole column. Only ticked fuels
      are burned and requested over the circuit, and the best one available in the buffer is picked
      -- highest fuel value first, then highest quality -- so "solid fuel legendary, otherwise rare,
      otherwise normal" just works. Left untouched, every fuel is accepted in normal quality,
      exactly as before.
  Changes:
    - Circuit rework. The circuit connector is now an electric pole, and the buffer contents and the
      missing components are two independent outputs: enable either or both, and pick the wire
      (red, green, or both) each one goes out on. The stock/requests radio is gone -- no more single
      mode to choose -- and the pole doubles as a power connection point for the building.
      Existing setups are migrated: whichever mode was selected stays enabled, on both wires, so a
      wire already plugged in keeps carrying exactly what it carried before.
Version: 1.1.0
Date: 2026-08-10
  Features:
    - Quality support. Rolling stock is now tracked per quality: a model built from legendary wagons
      asks for legendary components and builds a legendary train. Quality is shown on the component
      and reserve slots, and as a badge on the model tiles.
    - The model list now shows the locomotive alongside the wagons, so the counters match the
      components actually drawn from the reserve.
  Bugfixes:
    - The wagon quality reported by Smart Train Combinator was ignored: every train came out normal.
    - Generated station names now carry the wagon and resource quality, matching Smart Train
      Combinator 1.8.0. A normal-quality shape still produces the exact same name as before, so
      existing stations and hand-written interrupts keep matching.
    - Quality components in the reserve were counted as normal ones, so they could be consumed to
      build a normal train.
    - Recycling a train refunded normal components regardless of the train quality.
    - Perishable items (pentapod and biter eggs, Gleba produce) are no longer offered as fuel.
    - Rolling stock whose placement item differs from its entity name is now resolved correctly.
  Changes:
    - In stock mode the circuit connector now emits one signal per item AND quality, instead of one
      signal per item with all qualities added together.
Version: 1.0.0
Date: 2026-08-07
  Info:
    - The mod now targets Factorio 2.1 only. Factorio 2.0 is no longer maintained.
    - Smart Train Combinator is now a required dependency (it was optional): the foundry reads train
      models from it, so it makes no sense without it.
    - Upgrading an existing save: the platform is rebuilt automatically. An extension placed before
      1.0.0 keeps the old adjacency spacing and may show a small gap at the junction with the main
      building — just re-place that extension flush against it to fix it.
  Features:
    - The building is now made of real entities: stone walls with gates around the perimeter, two
      internal tracks (assembly and recycling), and decorative bands (industrial top, scrap bottom).
    - Recycling track (optional, per-foundry): a dead-end second track with a "Train Recycle" stop.
      A train left on it is destroyed and fully refunded (vehicles, fuel and cargo) into the buffer.
    - Rich placement preview (2.1): while holding the foundry item (real or ghost), a full picture of
      the building follows the cursor in both the game view and the map, so you can see exactly where
      the tracks and walls will land before placing. It also shows on a placed ghost.
    - New look: overhead crane gantry over the tracks, a 1x2 reserve chest (tall-steel-chest sprite
      from the Wide Containers Assets mod by Lebothegizebo, MIT), and the platform elements spaced so
      inserters fit between the chests and the circuit connector.
  Changes:
    - Extensions only snap to a foundry placed at the exact adjacency distance; placing one too far is
      refused and refunded.
  Bugfixes:
    - Top and bottom walls of the enclosure no longer go missing on reload.
Version: 0.1.0
Date: 2026-07-25
  Info:
    - First release. A large train foundry that builds complete trains from Smart Train Combinator
      models — a companion to Train Foundry (the blueprint version). Requires Smart Train Combinator.
  Features:
    - The foundry lists the distinct train shapes exposed by the Smart Train Combinator combinators
      on the surface (kind, wagon type, wagon count, storage variant). Pick a shape, choose its
      resource, and the train is assembled and sent off onto your network on its own, with a matching
      schedule — a loading stop plus refuel, stop and unload interrupts — and a train group encoding
      the shape. No blueprint needed. Handles solid and fluid trains, any wagon count, and the
      storage variant; the station names match the combinator's own naming convention so the
      interrupts line up. Group and interrupt names carry the foundry icon and are colour-coded
      (white refuel, orange stop, red unload).
    - Generic fuelling: the foundry fills every locomotive with the best unlocked compatible fuel
      available in the buffer, and production only starts once one such fuel is present in a full
      load. The refuel interrupt lists every fuel the locomotive can burn (trigger at 10% of full)
      and refills to fuel_full. A solar (burner-less) locomotive needs no fuel and gets no refuel
      interrupt. The "In progress" panel shows a fuel row (one slot per accepted fuel), and the
      circuit "read requests" mode requests a full load of every candidate fuel so at least one is
      delivered.
    - The resource picker is restricted to the model's type (item or fluid). Component and fuel
      slots show the item name on hover and open Factoriopedia on click.
    - Internal stock feeds the builds; feed it by hand or with inserters. Circuit connector broadcasts
      the stock or the missing components. Optional right-side (east) exit, chainable extensions for
      longer trains, and a "clear stuck train" button (destroys + refunds a train that cannot leave).
    - Shortcut-bar button (and CTRL+ALT+F) opens the foundry's window from anywhere. One foundry per
      planet. Coexists with Train Foundry (the blueprint version) — one of each per surface.
    - Vanilla, Space Age and Nullius compatible.