Add logistics support to trains
Posted: Sun Apr 16, 2017 1:14 pm
Add ability to set a stop as "default", "logisitcs requester", "passive provider", or "active provider". Then when a train stops at this stop, the train and all it's cargo wagons will be treated as the associated chest type and robots can interact with them.
The current system of putting requesters and inserters, or passive providers and inserters etc beside each cargo wagon is not very good.
The issues with it are as follows:
+limits you to only be able to carry x unique items per cargo wagon, where x is the number of inserters you can fit on a cargo wagon on both sides (i think 12).
+requires too much space for loading and unloading
+is not expandable because your base and each outpost requires the cargo wagons to be in the exact same order or the inserters won't match up to the right cargo wagon (the inserters need filters to prevent incorrect loading/unloading, but this prevents them from working if the wrong cargo wagon lines up with them). Thing supply trains that carry multiple goods, drills, lasers, walls, robots etc. to outposts
+is not expandable because as soon as you need more goods to be transported and you run out of room in your current cargo wagons, you have to add another cargo wagon. This then limits you to only add it at the end and you can't reogranize them without completely rebuilding all your outposts. If you just add it to the end and you didn't leave enough room at the train stops, you have to redo your loading areas and all your outposts.
+trains can only go in one direction if they have more then one cargo wagon because otherwise cargo wagons will end up lining up with the wrong inserters if the train turns around somewhere and nothing works
+if you use single cargo wagon trains then you can have double headed trains, but the outposts become too large when you need 5 supply trains (1 for garbage), player access stops, and the loading stops to bring back the ores etc. It gets so large, you can't even zoom out far enough to place the blueprint, so you have to break it up into multiple blueprints
+takes up lots of space in general for all the extra chests and inserters, making outposts with only 3 trains (ore train, supply train, and player access train), surrounded by walls, lasers and with roboport coverage.
+there are other issues as well
With my above solution, this would all be solved. It also would fit perfectly with the game because it could be locked behind another research after automated construction. You could still use the early mechanism for loading and unloading, but after more research you could get logistics support for trains. We already have a natural logistics upgrade to belts for our base factory. I think the trains should have the same logical progression. Right now trains literally fulfill the same role as belts, just with larger throughput and over larger distances. The natural upgrade to belts is logistics robots, and I think the natural upgrade to trains should be logistics trains.
Another great thing that would go well with my suggestion (though not required for it) is this suggestion: viewtopic.php?f=6&t=44238
The current system of putting requesters and inserters, or passive providers and inserters etc beside each cargo wagon is not very good.
The issues with it are as follows:
+limits you to only be able to carry x unique items per cargo wagon, where x is the number of inserters you can fit on a cargo wagon on both sides (i think 12).
+requires too much space for loading and unloading
+is not expandable because your base and each outpost requires the cargo wagons to be in the exact same order or the inserters won't match up to the right cargo wagon (the inserters need filters to prevent incorrect loading/unloading, but this prevents them from working if the wrong cargo wagon lines up with them). Thing supply trains that carry multiple goods, drills, lasers, walls, robots etc. to outposts
+is not expandable because as soon as you need more goods to be transported and you run out of room in your current cargo wagons, you have to add another cargo wagon. This then limits you to only add it at the end and you can't reogranize them without completely rebuilding all your outposts. If you just add it to the end and you didn't leave enough room at the train stops, you have to redo your loading areas and all your outposts.
+trains can only go in one direction if they have more then one cargo wagon because otherwise cargo wagons will end up lining up with the wrong inserters if the train turns around somewhere and nothing works
+if you use single cargo wagon trains then you can have double headed trains, but the outposts become too large when you need 5 supply trains (1 for garbage), player access stops, and the loading stops to bring back the ores etc. It gets so large, you can't even zoom out far enough to place the blueprint, so you have to break it up into multiple blueprints
+takes up lots of space in general for all the extra chests and inserters, making outposts with only 3 trains (ore train, supply train, and player access train), surrounded by walls, lasers and with roboport coverage.
+there are other issues as well
With my above solution, this would all be solved. It also would fit perfectly with the game because it could be locked behind another research after automated construction. You could still use the early mechanism for loading and unloading, but after more research you could get logistics support for trains. We already have a natural logistics upgrade to belts for our base factory. I think the trains should have the same logical progression. Right now trains literally fulfill the same role as belts, just with larger throughput and over larger distances. The natural upgrade to belts is logistics robots, and I think the natural upgrade to trains should be logistics trains.
Another great thing that would go well with my suggestion (though not required for it) is this suggestion: viewtopic.php?f=6&t=44238