Train Mods Roundup

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sparr
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Train Mods Roundup

Post by sparr »

Trains in vanilla Factorio are quite useful, especially since the train limit feature was introduced. There are, however, some areas in which they fall short. Dealing with many trains can be tedious in the default UI. Sometimes you want or need smarter control over train behavior, especially when playing mods that introduce complex recipes and production chains. Train refueling is inconvenient to set up with vanilla behaviors. This has led to a variety of mods that interact with trains, stations, and schedules, some including overlapping feature sets. My intention with this post is to summarize the options and save you some time in choosing which mod(s) to use. I’m going to organize this by feature rather than by mod, so some mods will show up multiple times.
QOL
These mods change nothing about the game mechanics, simply providing shortcuts and visual feedback for things the player could already do. These mods are useful regardless of what other mods you’re using.
  • Train Driver shows which direction a train will drive at a junction based on your steering input.
  • Train Signal Visualizer shows which direction(s) rail traffic can travel based on signal placement. (Currently has CPU/UPS problems.)
  • Next Station adds a hotkey to send a train to the next station in its schedule.
  • Train Mode Switcher adds a hotkey and selector to switch one or many trains between automatic and manual modes.
  • Train Schedule Helper adds GUI buttons to duplicate and replace stations in schedules.
  • Default Train Conditions changes the default conditions when adding stations to schedules.
  • Auto Manual Mode switches a train from auto to manual when you try to drive it.
Refueling
These mods allow trains to refuel when needed, avoiding the tradeoffs involved in providing fuel at half/all your stations, or sending trains to refuel/depot stops that they otherwise don’t need, or other vanilla refueling solutions. Although technically compatible, I recommend using just one of these mods unless you’re using them for their other features.
  • Automatic Train Fuel Stop provides a new station type, which all trains will visit when they are low on fuel.
  • Train Control Signals provides an icon to label refueling stations, which will be skipped in train schedules if the train has sufficient fuel.
  • Smarter Trains sends trains to refuel stations named after the train locomotive configuration when they are low on fuel.
Vanilla Scheduling
These mods add functionality to train behavior based on schedules created using the normal scheduling system. These can be mixed and matched freely.
  • Train Skip Fulfilled Station and Better Train Behavior allow trains to skip stations if the wait conditions for that station are already fulfilled before going there.
  • Train Control Signals provides an icon to label depot stations, which will be skipped in train schedules if the next station in the schedule is open and has space.
  • Train Schedule Signals provides signals to use in station names which will automatically apply certain conditions to any train stops scheduled at that station.
Shared Schedules
These mods allow multiple trains to share a schedule that can be edited in one place. You only need one of these, unless you’re using them for their other features.
Advanced Route Management
These mods go beyond the vanilla scheduling system, providing new systems for train route management. They are technically compatible with each other, but it would be unusual and awkward to use more than one of them in the same game.
  • LTN - Logistic Train Network automatically schedules trains from an available pool waiting at depot stations to visit provider and requester stations when their needs match. The behavior is very configurable through circuits at each station. This is, by far, the most popular mod in this category. Multiple other mods exist to complement this one, providing new UI, new combinators, additional station types, etc.
  • Train Supply Manager (TSM) is a sourcing priority based train controller, using a system of indexed provider and requester stations to route trains for pickup and delivery without needing depots. It is heavily optimized for low UPS impact.
  • Smarter Trains provides a new type of station to read additional information about a train and its schedule, an interface for storing some configurable metadata about schedules, and new routing functionality that can send trains to stations out of order based on circuits and metadata.
  • ATS - Automated Train Scheduling uses AAI-style scanner/controller circuits to read train status, contents, schedules, etc, and to modify train schedules.
  • Dispatcher uses circuit signals sent to a new type of station to send trains to specific destinations once before they continue their schedule.
  • Cargo Train Manager includes provider and requester stations that will route trains based on circuit signals and the cargo they are carrying.
Construction
Trains
  • Train Scaling will construct copies of template trains, manually or based on circuit conditions, from a station, and deconstruct empty trains routed to that station.
  • Train construction site constructs trains based on recipes in a group of entities as long as the final train, based on train counts at special depot stations. No circuit capability.
  • Automatic Train Deployment will construct copies of template trains based on circuit conditions, from a station, but does not consume any items. This is cheaty and best used for creative mode or experimentation, not real play.
  • Automatic train repair adds a configured ghost when a locomotive is destroyed
Stations
Rails
Everything Else
  • Construction Train allows train roboports to place items from multiple cargo wagons, and fill multiple cargo wagons with deconstructed items.
  • TrainRoboportEquipmentFix allows train roboports to operate on trains following an automatic schedule.
Crossings
The 2D nature of the game limits the complexity and efficiency of rail intersections more than in most train-based logistics games. Attempts to overcome this have been mostly unsuccessful. Both of the mods listed here have significant problems in practical use and are not recommended.
  • Renai Transportation can launch trains through the air with ramps.
  • Train tunnels lets trains move to an “underground” surface layer, but requires specific scheduling configuration and isn’t understood by the pathfinder.
Personal Trains
These mods involve trains and train management features to make it easier for the player to use a train as a method of personal transportation. They all provide a shortcut to call a train to your position.
GUI / Tracking
  • The Fat Controller provides a UI with a list of trains and their status, controls to start or stop or follow a train, and optional alerts when trains enter certain states.
  • Schall Railway Controller provides a UI with a filterable list of trains and their status, with configurable columns and train composition summaries, and controls for renaming and coloring trains and applying schedule templates.
  • Train Log keeps a browsable record of all train trips and cargo
Coloring
Misc
Size / Speed / Fuel / Art
There are hundreds of mods that add larger cargo wagons, faster locomotives, better and alternative fuels, new sprites, etc. Far too many to catalog here, so you’re on your own for these categories.

robot256
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Re: Train Mods Roundup

Post by robot256 »

Here are some more!

QoL:
Better Uncoupling Control makes manual shunting easier by always disconnecting wagons from locos first.

Route Management:
Stringy Train Stops lets you rename stations and alter train schedules with circuit networks.

Personal Train:
Vehicle Wagon 2 lets you move loaded cars, tanks, and Spidertrons by train with you (or without you). Useful for deploying construction or defense Spiders.

Railway Motorcar adds personal train equipment to quickly switch between walking and riding the rails.

Misc:
Honk let's you know when trains are arriving and departing nearby.

Multiple Unit Train Control lets bidirectional trains use power from every loco. Useful with Automatic Coupling System. (Might fall into your last category.)

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ssilk
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Re: Train Mods Roundup

Post by ssilk »

I like this post and it’s still actual, so I made it sticky. Hope it keeps updated.
Cool suggestion: Eatable MOUSE-pointers.
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Yinan
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Re: Train Mods Roundup

Post by Yinan »

Don't know if this is still being updated, but as it is stickied, it might be a good idea to add some more current mods to the list.
Name for the "Advanced Route Management" part we have the two mods "Project Cybersyn" ( https://mods.factorio.com/mod/cybersyn ) and "Rail Logistics Dispatcher" ( https://mods.factorio.com/mod/RailLogisticsDispatcher ).

BraveCaperCat
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Re: Train Mods Roundup

Post by BraveCaperCat »

I'm making a Fast Trains mod. will you are it here when I am done with it and it has been uploaded to the mod portal?

sparr
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Re: Train Mods Roundup

Post by sparr »

BraveCaperCat wrote:
Sun Feb 04, 2024 10:30 am
I'm making a Fast Trains mod. will you are it here when I am done with it and it has been uploaded to the mod portal?
Probably not. This list covers mostly mods that provide new UI and gameplay mechanics. There are far too many mods that just modify/add train entities to ever cover with a writeup like this.

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