[MOD 1.1.0] Project Cybersyn - Smart Train Dispatcher

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mami
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[MOD 1.1.0] Project Cybersyn - Smart Train Dispatcher

Post by mami »

https://mods.factorio.com/mod/cybersyn

Project Cybersyn

Behold one of the most feature-rich and performant train logistics network mods Factorio has to offer. Named for Project Cybersyn of Allende's Chile, with just this mod you can coordinate the economic inputs and outputs of your entire megabase. Similar in functionality to the famous Logistics Train Network mod, but with a much broader scope.

Quick Start Guide

Within Project Cybersyn, you can think of requester stations as requester chests, provider stations as passive provider chests, depots as roboports and trains as the logistics bots. There is a direct correspondence between the Cybersyn train network and Factorio's robot logistics network.

A bare minimum Cybersyn train network consists of 2 components: depots and stations. Both are created by placing a cybernetic combinator adjacent to a train stop. Select the "Control Mode" of the combinator to "Station" to create a station, and to "Depot" to create a depot. Create a basic train and order it to park at the depot you just created, it is now controlled by the Cybersyn network. Depots and stations can have any train stop name, names do not impact their function. The circuit network input of a station's cybernetic combinator determines what items that station will request or provide to the Cybersyn network. A positive item signal is interpreted as that station providing that item to the network; A negative item signal is interpreted as that station requesting that item from the network.

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To make a basic provider station, create an item buffer of chests or tanks adjacent to the station's tracks, and connect that buffer by wire to the input of the cybernetic combinator. To make a basic requester station, repeat the same, except reverse the direction of the inserters or pumps so they are *unloading* instead of loading; then connect a constant combinator to the same circuit network, set it to output the number of item you want this requester station to keep loaded in its item buffer, and flip the sign of each so the signal strength is negative. Once the provider station contains the item being requested, a train will automatically be sent to deliver that item from the provider station to the requester station. The requester station's buffer will automatically be topped up on the item being requested.

Follow the above directions and you have set up a bare minimum Cybersyn network! You may continue adding onto it with more stations and depots and Cybersyn will automatically manage all of them for you. At some point you may notice small hiccups within this network, like trains attempting to deliver a tiny amount of an item instead of a full cargo load, or you may want to extend your network with things like multi-item stations or centralized train refueling. In either case refer to Mod Details on the mod portal for a in depth explanation of every feature within this mod.


Features

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Intuitive and easy to learn, without sacrificing features. Eases the player into building a train logistics network using parallels between the robot logistics network. Configure your stations using just 3 virtual signals, a couple of combinator settings and the train stop's own train limit.

A whole suite of new and optional circuit network inputs and outputs to control your stations precisely
  • Natively read out all deliveries currently in progress for a station, not just the loading or unloading orders of the parked train.
  • Set request thresholds per item instead of just for the entire station.
  • Read out item loading or unloading orders per train wagon, instead of just for the entire train.
  • Set item filters per cargo wagon, making multi-item deliveries far less of a headache.
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These all combine to make it possible to create "universal" stations; stations that provide any arbitrary number of different items for a train of any arbitrary length! Build stations that supply you all items from your mall, stations that grab selected items from your disorganized storage chests, or stations that transfer any item between two otherwise completely distinct networks! The possibilities are far less limited.

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Stations can automatically build allow-lists for trains they can load or unload. Inserters or pumps adjacent to the station's tracks are auto-detected. No more deadlocks caused by trains mistakenly attempting to fulfill a delivery to a station that cannot unload it. This feature is compatible with miniloaders.

Easy and versatile ways to define separate train networks. Bitwise network masks are now optional! Networks are identified by signal id first, then by signal strength.

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Improved fault handling. Mistakes and misconfigured stations are unlikely to result in items being delivered to places they shouldn't, and the player will be alerted immediately about the fault.

Runs a custom, highly optimized central planning algorithm, resulting in exceptionally good performance. Outperforms LTN by a factor of ~3x (disclaimer: there is no perfectly apples-to-apples performance test since the features and algorithms of these mods are not the same, see project-cybersyn/previews/performance/ for more details). The station update rate is twice that of LTN by default, and depots don't count towards station updates.

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Native space exploration compatibility! Without any trouble this mod will automatically detect any space elevator on the planet and add it to the orders of trains which want to travel between surfaces. Unless there is a space elevator connecting the surfaces, each surface must be set to its own network.

Built from the ground up to be free and open source forever. ¡Viva la Revolución!

Custom art and models to come in future updates!

Full mod details on the Factorio mod portal https://mods.factorio.com/mod/cybersyn
Last edited by mami on Thu Dec 08, 2022 9:31 pm, edited 13 times in total.

Dessix
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Re: Project Cybersyn

Post by Dessix »

Trains- IN SPACE!

This'll be a game-changer for S.E. players!

And now I won't need to build this insanity for exact, multi-item provider stations:
photo_2022-09-03_17-53-04.jpg
photo_2022-09-03_17-53-04.jpg (215.9 KiB) Viewed 2636 times

mami
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Re: [MOD 1.1.0] Project Cybersyn - Smart Train Dispatcher

Post by mami »

Version 1.1.0 is out now!
A quickstart guide has been added to the mod portal: https://mods.factorio.com/mod/cybersyn

New Features:
  • Trains can bypass visiting the depot if they have enough fuel. Trains spend far more time productively making deliveries rather than travelling to and from their depot. Fewer reserve trains are needed as a result.
  • Trains can automatically visit centralized fuel loaders. It is not required that every single depot loads trains with fuel.
  • Massively improved the modding interface.
All new features are fully compatible with Space Exploration.

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