I don't really want or like to spend time figuring out how long my trains should have to wait at a station. I would like a filter or two to tell the train when to start/stop. For instance, if the train has > = < amount of x, then train goes to next station.
Or, if Cargo Wagon 1/2/3/4 is empty, then go to next station.
Smarter Trains ☸
Moderator: ickputzdirwech
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Re: Smarter Trains
something like "conditional orders" in OTTD.
I like the idea but maybe it would be too much.
I'd start with a simple "wait until full/empty" order, first
I like the idea but maybe it would be too much.
I'd start with a simple "wait until full/empty" order, first
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Re: Smarter Trains
or maybe that trains yould be a part of your logistic network. If athere isn't enough of something in a special chest, the train starts going!
Re: Smarter Trains
I've thought about this, too. I think it'd be a great feature.arl85 wrote:something like "conditional orders" in OTTD.
I like the idea but maybe it would be too much.
I'd start with a simple "wait until full/empty" order, first
Re: Smarter Trains
It could be done with a different approach too => make signals linkable to the circuit and logistics network
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Re: Smarter Trains
I was just thinking I wish cargo wagons worked like requester chests.jakobeng1303 wrote:or maybe that trains yould be a part of your logistic network. If athere isn't enough of something in a special chest, the train starts going!
Suggestionsummary
As player I don't want to balance the waiting time for each train for each station "by hand". There are for example other games like OTTD, which have "conditional orders".
Implementation detail: it makes much sense to implement those "orders" with or similar to the circuit system. That is planned with v0.12.
Acceptance criterias:
- trains can have exact time-orders (like now)
- conditional orders like
--- "wait until item-type x in the wagons is bigger/smaller than y")
--- stop at train stop only, if fuel lower than x
--- nice to have: go to train stop x only, if there is enough items to load.
Implementation detail: it makes much sense to implement those "orders" with or similar to the circuit system. That is planned with v0.12.
Acceptance criterias:
- trains can have exact time-orders (like now)
- conditional orders like
--- "wait until item-type x in the wagons is bigger/smaller than y")
--- stop at train stop only, if fuel lower than x
--- nice to have: go to train stop x only, if there is enough items to load.
Cool suggestion: Eatable MOUSE-pointers.
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Re: Smarter Trains ☸
So like the Smart Trains mod, where you have basic abilities to tell the train to go on full/empty, or when you get a signal input -
It has a sensor next to the signal that reads the entire train's inventory. From this you can then decide on conditions (i.e. if copper ore is greater than 200 and iron is greater than 500, then go to x stop)
I think anything that requires the combinator's level of complexity (conditions) should be exterior to the train, and the basic schedule should be built in as it is. (to keep within the combinators' element of the game)
It has a sensor next to the signal that reads the entire train's inventory. From this you can then decide on conditions (i.e. if copper ore is greater than 200 and iron is greater than 500, then go to x stop)
I think anything that requires the combinator's level of complexity (conditions) should be exterior to the train, and the basic schedule should be built in as it is. (to keep within the combinators' element of the game)