ptx0 wrote: Thu Feb 20, 2020 5:55 pm
LTN is quite the puzzle.
LTN is nice but also drastically changes the way trains are used.
This problem is relatively simple (more accurately, looks simple to me with no knowledge about internals ), a caveman-level solution would be great.
Just piling on, I also think this would be a very nice addition.
Without something to mitigate swarming trains using RESOURCE_LOAD/RESOURCE_UNLOAD type schedules are a pain, and the tools to address the problem are clunky.
Wanted to do a run with trains in a city block+shared station names setup for a while. Found that it needs mods that change a lot (LTN) or pretty specific layouts/big global circuit networks, to avoid all dormant trains rushing to the first station becoming active.
If you use double-headed trains, and build a network without loops, then there will be places in most networks where a train cannot repath back to its home/refuel station if the destination station is disabled or reduces the number of train it is willing to accept. (The only solution is to add ...
A really minor issue:
- disable enemies with the checkbox on map generation
- import a map exchange string that has enemies enabled
- starting area selector stays disabled(fixed by cycling the enemy toggle)
I know a lot of people dislike dealing with the circuit system, and honestly I'm not a huge fan of some of it's aspects, so it'd definitely be nice to also have at least the number of trains able to be manually specified without circuits. While I may not personally consider it any big deal to add ...
This specific solution has come up a few times in recent months. Most of the time I think people have ended up agreeing with my solution that the better option is circuit controlled limits on the number of trains able to "path to or be at" a particular stop and circuit controlled train priority ...
TL;DR Stops could get a checkbox next to the circuit network setup that prevents other trains from choosing it as a destination once one is already on the way.
What? Not much to illustrate, just a checkbox :)
Why? I think the train tools are nice and intuitive, but one of the simplest use ...
Factorio was sitting in my library for ages, a few weeks back finally got into it and launched a satellite.
Main impressions were:
The UI is seriously awesome. Everything I wanted and then some was there, rarely even needed to google things Played the entire thing by ear and the pace at which ...