Apologies for the stream of consciousness here, just got all these related thoughts floating round in my head...
As per the subject, trains stopping on a sixpence is immersion breaking and shouldn't normally happen. The only circumstances where it does should cause damage - end of track should be ...
Search found 619 matches: train route*
Searched query: +train +route*
- Mon Jan 26, 2026 9:04 am
- Forum: Outdated/Not implemented
- Topic: Trains should never stop on a sixpence, and other related suggestions
- Replies: 1
- Views: 274
- Wed Jan 21, 2026 3:28 pm
- Forum: Ideas and Suggestions
- Topic: More train conditions
- Replies: 0
- Views: 264
More train conditions
Disclaimer : I used the AI to rewrite my suggestion to use the suggested template.
TL;DR
Add a few extra train interrupt wildcards/conditions so one generic interrupt setup can handle both item trains and fluid trains, detect mixed cargo, and recover from refuel/depot interrupts without losing the ...
TL;DR
Add a few extra train interrupt wildcards/conditions so one generic interrupt setup can handle both item trains and fluid trains, detect mixed cargo, and recover from refuel/depot interrupts without losing the ...
- Wed Jan 21, 2026 2:28 am
- Forum: Ideas and Suggestions
- Topic: Please increase train stop name character limit, for rich text purposes
- Replies: 3
- Views: 853
Re: Please increase train stop name character limit, for rich text purposes
I use Train Schedule Signals mod to setup my train routes. I sometimes have complicated stops that are both requesters and providers. The change in train stop length in 2.0 is causing issues. Regardless, the train stop length needs to be increased to a much much larger value.
- Sun Jan 11, 2026 4:45 pm
- Forum: Ideas and Suggestions
- Topic: New train station to automise cargo trains
- Replies: 1
- Views: 339
New train station to automise cargo trains
Due to communication issues i used the AI to write my ideea
TL;DR
Add a separate “automated train station” entity for a fully self-managing 1-item train network, so trains only need one schedule entry (plus a fuel top-up interruption).
What?
I suggest adding a new type of train station that is ...
TL;DR
Add a separate “automated train station” entity for a fully self-managing 1-item train network, so trains only need one schedule entry (plus a fuel top-up interruption).
What?
I suggest adding a new type of train station that is ...
- Tue Dec 16, 2025 1:45 pm
- Forum: Ideas and Suggestions
- Topic: Train Count without leaving train
- Replies: 7
- Views: 996
Train Count without leaving train
TL;DR
Community needs possibility to exclude leaving train from Train Count in train stop, but default behaviour includes leaving train. It breaks a lot of ideas for smart train systems. So need to exclude leaving train from Train Count or support both variants via "Include leaving" or "Exclude ...
Community needs possibility to exclude leaving train from Train Count in train stop, but default behaviour includes leaving train. It breaks a lot of ideas for smart train systems. So need to exclude leaving train from Train Count or support both variants via "Include leaving" or "Exclude ...
- Tue Oct 07, 2025 12:34 pm
- Forum: Ideas and Suggestions
- Topic: wanted: keyboard shortcut to toggle train manual/automatic
- Replies: 42
- Views: 19369
Hotkeys to go to Next/Previous station
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 ...
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 ...
- Tue Oct 07, 2025 1:21 am
- Forum: Ideas and Suggestions
- Topic: Add toggle on stations to prevent trains passing through
- Replies: 5
- Views: 897
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: 897
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: 897
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: 10386
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: 295
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: 298
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: 436
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: 1013
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: 3155
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: 3155
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: 3155
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: 9
- Views: 3160
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: 1948
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: 13186
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 ...