Selective Station Enabling
Moderator: ickputzdirwech
Selective Station Enabling
I've looked through the following threads, but I did not see this particular idea in them:
viewtopic.php?f=80&t=21899
viewtopic.php?f=80&t=30189
Many ideas center on controlling the train and have various implementation complications, but there's an idea I've seen outside these forums that I think would be very simple for the developers to add and open up a lot of possibilities for more advanced vanilla train control.
Simply put, allow the existing circuit condition used to enable a station to specify a train ID. Only that train will see the station as enabled.
That's it. I'm hoping it's so simple it could sneak its way into 0.17. Additionally, a special color for the station label on the map could be used when a station has been selectively enabled; perhaps yellow?
viewtopic.php?f=80&t=21899
viewtopic.php?f=80&t=30189
Many ideas center on controlling the train and have various implementation complications, but there's an idea I've seen outside these forums that I think would be very simple for the developers to add and open up a lot of possibilities for more advanced vanilla train control.
Simply put, allow the existing circuit condition used to enable a station to specify a train ID. Only that train will see the station as enabled.
That's it. I'm hoping it's so simple it could sneak its way into 0.17. Additionally, a special color for the station label on the map could be used when a station has been selectively enabled; perhaps yellow?
Re: Selective Station Enabling
Instead of allowing the station to specify a specific Train ID, I think a more flexible solution would be the ability to set conditional orders on the train itself. This has been suggested in the following threads:
viewtopic.php?f=6&t=49214 Train Entry-Condition
viewtopic.php?f=6&t=25944 Train station skipping conditions
viewtopic.php?f=6&t=58057 Trains ignore stop if wait condition already met
viewtopic.php?f=6&t=59378 Train-side stop disabling and a toggle for station skipping
viewtopic.php?f=6&t=58646 Jump on train automation
viewtopic.php?f=6&t=49214 Train Entry-Condition
viewtopic.php?f=6&t=25944 Train station skipping conditions
viewtopic.php?f=6&t=58057 Trains ignore stop if wait condition already met
viewtopic.php?f=6&t=59378 Train-side stop disabling and a toggle for station skipping
viewtopic.php?f=6&t=58646 Jump on train automation
Re: Selective Station Enabling
Perhaps, but I'm trying to keep two things in mind.
First, any new mechanic should be as simple and generic as possible if it's likely to be accepted and implemented at all. This capability is generic enough that it can be used to implement all of those other suggestions, and many more. A generic and simple tool that can be used to solve problems known and unknown is more useful than a single purpose tool designed to solve a single problem.
The second is I wanted to keep it simple enough that it has a prayer of being included in 0.17. I don't have access to the code, but this specific capability I think has a good chance of being a very simple and low risk addition. Maybe it's even simple and low risk enough to find its way into a point release just like the ability to read train ID's in the first place was?
First, any new mechanic should be as simple and generic as possible if it's likely to be accepted and implemented at all. This capability is generic enough that it can be used to implement all of those other suggestions, and many more. A generic and simple tool that can be used to solve problems known and unknown is more useful than a single purpose tool designed to solve a single problem.
The second is I wanted to keep it simple enough that it has a prayer of being included in 0.17. I don't have access to the code, but this specific capability I think has a good chance of being a very simple and low risk addition. Maybe it's even simple and low risk enough to find its way into a point release just like the ability to read train ID's in the first place was?
-
- Fast Inserter
- Posts: 209
- Joined: Mon Jan 08, 2018 4:54 pm
- Contact:
Re: Selective Station Enabling
Train ID is not the best thing to control.MrGrim wrote: βFri Dec 07, 2018 10:43 pm Simply put, allow the existing circuit condition used to enable a station to specify a train ID. Only that train will see the station as enabled.
That's it. I'm hoping it's so simple it could sneak its way into 0.17. Additionally, a special color for the station label on the map could be used when a station has been selectively enabled; perhaps yellow?
I think other suggestions are better.
Re: Selective Station Enabling
That can be changed. This has been discussed in the following threads:
viewtopic.php?f=6&t=46969 Constant Combinator for Locomotive
viewtopic.php?f=6&t=56302 Train ID as Constant Combinator
-
- Fast Inserter
- Posts: 209
- Joined: Mon Jan 08, 2018 4:54 pm
- Contact:
Re: Selective Station Enabling
I can agree with each and even hard to see difference, but still this suggestion is not good for me.Tekky wrote: βSun Dec 09, 2018 12:08 pm viewtopic.php?f=6&t=46969 Constant Combinator for Locomotive
viewtopic.php?f=6&t=56302 Train ID as Constant Combinator
Station should not change status based on train properties somewhere.
That way is better.
Re: Selective Station Enabling
The problem with this is that you are limited to whatever conditional orders the devs think to add to the scheduling system. With my suggestion you are only limited by what you can do with the circuit network, which is practically without limit.
-
- Filter Inserter
- Posts: 587
- Joined: Sun Jun 09, 2019 10:40 pm
- Contact:
Re: Selective Station Enabling
Yes. The fact that LTN, TSM, Helmod's thing, and at least two other completely different ways to solve this in mods exist means, I believe, that we have concrete proof that there is no "one way" to do things.MrGrim wrote: βWed Jul 10, 2019 4:46 pmThe problem with this is that you are limited to whatever conditional orders the devs think to add to the scheduling system. With my suggestion you are only limited by what you can do with the circuit network, which is practically without limit.
Adding this to the base game would create the one way, and then anything else would either wither away, or would have to struggle to integrate with or replace the core version.
Better, I think, to leave this is the hands of mods, or to add the smallest possible "parts you can put together to build a train controller" into core, and let mods innovate with it. (eg: what the API for pathfinding did for AAI programmable vehicles.)
-
- Fast Inserter
- Posts: 209
- Joined: Mon Jan 08, 2018 4:54 pm
- Contact:
Re: Selective Station Enabling
The problem with your suggestion is single train limit per station controlled. I do not think numerical train ID management is good idea.MrGrim wrote: βWed Jul 10, 2019 4:46 pmThe problem with this is that you are limited to whatever conditional orders the devs think to add to the scheduling system. With my suggestion you are only limited by what you can do with the circuit network, which is practically without limit.
Best wishes.
Re: Selective Station Enabling
That is essentially my argument. The problem with other suggestions, and even with mine, tbh, is the approach is backwards. It's "I have a problem here is a solution" rather than "here is a generic capability, what new opportunities does it open up and what problems can be solved with it?"slippycheeze wrote: βFri Jul 12, 2019 12:04 am ... or to add the smallest possible "parts you can put together to build a train controller" into core ...
I feel that to get the devs to consider anything added into vanilla it can't just be a ham fisted "this is for train controllers" thing.
And this is the fundamental flaw with my idea.Sad_Brother wrote: βFri Jul 12, 2019 4:08 pm The problem with your suggestion is single train limit per station controlled. I do not think numerical train ID management is good idea.
Best wishes.
Tho numerical train ID management itself is fine. Ideally we'd get to select the signal and value the train would send, like a mobile constant combinator.
Re: Selective Station Enabling
Wireless certain networks (which trains could also use) have been suggested in the following threads:
viewtopic.php?f=6&t=49317 Radio Links for signals transmission
viewtopic.php?f=6&t=47429 global circuit network
viewtopic.php?f=6&t=12652 Connection of circuit network over distances
viewtopic.php?f=6&t=51811 "Pipboy" for wireless network/circuit manipulation
-
- Filter Inserter
- Posts: 587
- Joined: Sun Jun 09, 2019 10:40 pm
- Contact:
Re: Selective Station Enabling
Eh, the existing ID value would probably be fine. Until it changed because someone changed the wagon layout, anyway.MrGrim wrote: βSun Jul 14, 2019 2:05 amAnd this is the fundamental flaw with my idea.Sad_Brother wrote: βFri Jul 12, 2019 4:08 pm The problem with your suggestion is single train limit per station controlled. I do not think numerical train ID management is good idea.
Tho numerical train ID management itself is fine. Ideally we'd get to select the signal and value the train would send, like a mobile constant combinator.
I ... think Sad_Brother is right that numeric train ID management is terrible, but then, I think that *all* the places in Factorio, and Factorio mods that use numeric identifiers for things are a terrible idea. Nothing beats out the usability of 17 to tell you exactly what that means, right? /sarcasm. It'd fit in with the rest of the game, though, since you don't get translation tables pretty much anywhere.
The "mobile constant combinator" version has a problem, though: what happens when I command train "1", having given ten trains the number "1" in their constant combinator? (or signal-red with value 1, or whatever duplication in the context of things you can do with human-assigned values in a constant combinator.)