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. Was there any "official"...
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 loop...
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 a...
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 pr...
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 cases tha...
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 resour...