TL;DR
Pressing these keyboard shortcuts would order the train or space platform to immediately go to the previous/next station in their list.
What?
Importantly, you would NOT need to open the Locomotive view / Space platform hub to give that order.
Some gameplay implementation questions :
Would ...
Search found 614 matches: train route*
Searched query: +train +route*
- Tue Oct 07, 2025 12:34 pm
- Forum: Ideas and Suggestions
- Topic: wanted: keyboard shortcut to toggle train manual/automatic
- Replies: 42
- Views: 16202
- Tue Oct 07, 2025 1:21 am
- Forum: Ideas and Suggestions
- Topic: Add toggle on stations to prevent trains passing through
- Replies: 5
- Views: 501
Re: Add toggle on stations to prevent trains passing through
One in game solution is to offer a bypass lane to trains so they would not re-route through any station if they ever do re-route. If a deadlock occurs in your game when such event happen, i think unfortunatly it means there's something to fix with the station design. Maybe that's what you called "spur ...
- Mon Oct 06, 2025 7:54 pm
- Forum: Ideas and Suggestions
- Topic: Add toggle on stations to prevent trains passing through
- Replies: 5
- Views: 501
Re: Add toggle on stations to prevent trains passing through
Since 0.15.0 the Train path finding algorithm already incurs a 2000 Tile penalty for Train Stops. You can stack multiple Stops next to each other to increase this length, but if that is the ONLY path available then it will get used regardless. Increasing this value to “infinity” (preventing trains ...
- Mon Oct 06, 2025 7:10 pm
- Forum: Ideas and Suggestions
- Topic: Add toggle on stations to prevent trains passing through
- Replies: 5
- Views: 501
Add toggle on stations to prevent trains passing through
A train that is stuck in traffic can re-route through an unrelated station as the pathfinding penalty from waiting grows every tick. This can cause unexpected deadlocks.
This doesn't happen often, but currently, the only way to guarantee no such behavior is to only use spur stations.
My suggestion ...
This doesn't happen often, but currently, the only way to guarantee no such behavior is to only use spur stations.
My suggestion ...
- Fri Sep 12, 2025 8:40 am
- Forum: Ideas and Suggestions
- Topic: Change train station already added to schedule
- Replies: 23
- Views: 8718
Re: Switch train/platform stop while preserving wait conditions.
No, you simply need to insert the new stop at Fulgora, add the same waiting condition as Nauvis and maybe click manually once on the stop to force the platform to go to Fulgora it it has already left Vulcanus. You could also add a second stop at Vulcanus to fill up with belts for Nauvis and insert ...
- Sat Aug 16, 2025 10:43 pm
- Forum: Ideas and Suggestions
- Topic: Passager not present <- trains with Group
- Replies: 1
- Views: 199
Passager not present <- trains with Group
Due to personal taxi train, the criteria of "only if the train is part of a train group" is neccesary. Meaning it does ore to smelter as a routine? this will be the type of train i'm talking about.
Situation 1: passager enters. But then clicks for the train to go to a termporary location. Insted of ...
Situation 1: passager enters. But then clicks for the train to go to a termporary location. Insted of ...
- Thu Jul 17, 2025 10:08 pm
- Forum: Ideas and Suggestions
- Topic: Check train wait conditions in station priority order
- Replies: 0
- Views: 209
Check train wait conditions in station priority order
TL;DR
If two trains have their wait condition satisfied at the same time the one at a higher priority station should end the wait first.
What?
Train wait conditions are currently checked in Train ID order (citation needed).
Instead check the wait conditions in (Station Priority, ...) order ...
If two trains have their wait condition satisfied at the same time the one at a higher priority station should end the wait first.
What?
Train wait conditions are currently checked in Train ID order (citation needed).
Instead check the wait conditions in (Station Priority, ...) order ...
- Tue Jul 15, 2025 2:50 pm
- Forum: Ideas and Suggestions
- Topic: Allow copying of individual wait conditions in schedules
- Replies: 2
- Views: 297
Allow copying of individual wait conditions in schedules
TL;DR
Allow the copy/paste of individual wait conditions in train stops and ship stops.
What?
If you create a stop for a train or a ship, sometimes you want multiple conditions to be true in different and/or blocks before you allow that train/ship to leave.
For example, here I have a stop for my ...
Allow the copy/paste of individual wait conditions in train stops and ship stops.
What?
If you create a stop for a train or a ship, sometimes you want multiple conditions to be true in different and/or blocks before you allow that train/ship to leave.
For example, here I have a stop for my ...
- Wed Jun 04, 2025 10:54 am
- Forum: Ideas and Suggestions
- Topic: Add space platforms statistic info counters
- Replies: 3
- Views: 794
Re: Add space platforms statistic info counters
... but “planets visited” could track route variety, helpful for seeing if a platform serves multiple destinations or is dedicated.
Distance traveled would be great for spotting inefficiencies, like whether a hub should be relocated or a new one added. Similar train mods helped me balance traffic better.
Distance traveled would be great for spotting inefficiencies, like whether a hub should be relocated or a new one added. Similar train mods helped me balance traffic better.
- Tue Mar 25, 2025 3:57 am
- Forum: Ideas and Suggestions
- Topic: Increase Cargo Landing Pad Throughput
- Replies: 5
- Views: 2112
Re: Increase Cargo Landing Pad Throughput
... buffer is irrelevant.
The idea "shipped anywhere with no cost" is incorrect - it costs rocket launches, which are quite expensive (relative to a train or a belt).
Need more resource production? Drop a generic outpost blueprint down, and it's instantly connected to your whole network.
Firstly ...
The idea "shipped anywhere with no cost" is incorrect - it costs rocket launches, which are quite expensive (relative to a train or a belt).
Need more resource production? Drop a generic outpost blueprint down, and it's instantly connected to your whole network.
Firstly ...
- Mon Mar 24, 2025 11:30 pm
- Forum: Ideas and Suggestions
- Topic: Increase Cargo Landing Pad Throughput
- Replies: 5
- Views: 2112
Re: Increase Cargo Landing Pad Throughput
... valid, I disagree with the first. You still need to make items and get them into orbit, which is pretty expensive compared to putting stuff onto a train. The one area this doesn't apply is platforms that gather resources from space, but even this I don't see as a problem. Why not let players do it ...
- Mon Mar 24, 2025 1:51 pm
- Forum: Ideas and Suggestions
- Topic: Increase Cargo Landing Pad Throughput
- Replies: 5
- Views: 2112
Re: Increase Cargo Landing Pad Throughput
... valid, I disagree with the first. You still need to make items and get them into orbit, which is pretty expensive compared to putting stuff onto a train. The one area this doesn't apply is platforms that gather resources from space, but even this I don't see as a problem. Why not let players do it ...
- Wed Mar 12, 2025 4:57 am
- Forum: Ideas and Suggestions
- Topic: Allow space platforms "turn around" and/or totally stop in the halfway of a space route automatically
- Replies: 8
- Views: 1968
Re: Allow space platforms "turn around" and/or totally stop in the halfway of a space route automatically
... The platform always need reach the destination to trigger the interrupt, regardless the priority of interrupts you use.
Same thing would happen to train, but you can use a way (e.g. turret) to "disable the route" to control the train when they're going to a train station, already on the way.
...We ...
Same thing would happen to train, but you can use a way (e.g. turret) to "disable the route" to control the train when they're going to a train station, already on the way.
...We ...
- Thu Feb 20, 2025 10:50 am
- Forum: Ideas and Suggestions
- Topic: [Idea] No-flight/No-build zone marking for bots
- Replies: 7
- Views: 1421
Re: [Idea] No-flight/No-build zone marking for bots
... with no warning or reason. 2) I literally cannot fight some of these enemy camps. 3) The bases don't know what they need, can't request it from the train network, and it makes zero sense to set up an entire route to drop off random stuff when I can instead connect them to the drone network. Which ...
- Wed Jan 08, 2025 7:14 pm
- Forum: Ideas and Suggestions
- Topic: The Train System Lacks Proper System Feedback – Leading to Ongoing Frustration
- Replies: 61
- Views: 10297
Re: The Train System Lacks Proper System Feedback – Leading to Ongoing Frustration
If you do have a solution like the one you describe as "perfectly fine train systems," I would be glad to see its blueprint so that I can evaluate it. Thank you.
Item pickup stations, item drop-off stations, trains that run that as a dedicated route. If your only goal is a train system that ...
- Wed Jan 08, 2025 3:21 pm
- Forum: Ideas and Suggestions
- Topic: The Train System Lacks Proper System Feedback – Leading to Ongoing Frustration
- Replies: 61
- Views: 10297
Re: The Train System Lacks Proper System Feedback – Leading to Ongoing Frustration
If you do have a solution like the one you describe as "perfectly fine train systems," I would be glad to see its blueprint so that I can evaluate it. Thank you.
Item pickup stations, item drop-off stations, trains that run that as a dedicated route. If your only goal is a train system that never ...
- Wed Jan 08, 2025 12:47 pm
- Forum: Ideas and Suggestions
- Topic: The Train System Lacks Proper System Feedback – Leading to Ongoing Frustration
- Replies: 61
- Views: 10297
Re: The Train System Lacks Proper System Feedback – Leading to Ongoing Frustration
... is completely missing in that blueprint.
Of course you can't find any depot calculation in my BPs because there's none. The system works on the train stops on both ends being open -- that's why it has such complicated rulings in the main delivery interrupt.
Train sits on the depot with empty ...
Of course you can't find any depot calculation in my BPs because there's none. The system works on the train stops on both ends being open -- that's why it has such complicated rulings in the main delivery interrupt.
Train sits on the depot with empty ...
- Tue Jan 07, 2025 1:08 pm
- Forum: Ideas and Suggestions
- Topic: The Train System Lacks Proper System Feedback – Leading to Ongoing Frustration
- Replies: 61
- Views: 10297
Re: The Train System Lacks Proper System Feedback – Leading to Ongoing Frustration
... up to the end, but it's immediately clear what 20s inactivity means in an interrupt driven setup with a universal loading station. It can make trains leave their unloading station with cargo. If such a train goes to the loading station, it can happen it's being loaded with a different kind of ...
- Tue Jan 07, 2025 12:22 pm
- Forum: Ideas and Suggestions
- Topic: The Train System Lacks Proper System Feedback – Leading to Ongoing Frustration
- Replies: 61
- Views: 10297
Re: The Train System Lacks Proper System Feedback – Leading to Ongoing Frustration
All of these I can safely call the "bad design" and not "lack of proper system feedback".
This is, for example, my generic train system:
01-07-2025, 15-13-58.png
01-07-2025, 15-14-11.png
01-07-2025, 15-16-17.png
It's extremely robust train system that can clock up in exactly one scenario I'm ...
This is, for example, my generic train system:
01-07-2025, 15-13-58.png
01-07-2025, 15-14-11.png
01-07-2025, 15-16-17.png
It's extremely robust train system that can clock up in exactly one scenario I'm ...
- Thu Dec 19, 2024 9:27 am
- Forum: Ideas and Suggestions
- Topic: Render trains above routes on overview
- Replies: 0
- Views: 308
Render trains above routes on overview
As you can see on the screenshot, it can be hard to spot the train on the left side under the route of another train. I think it should be quite easy to change the render order and always render trains above routes.