Hey everyone!
Is it possible to dynamically set train station names based on input signals? I have a concept for a generic unloading station that requests whatever the local circuit networks needs, but I can't figure out how to get the final signal to translate into a station name.
Dynamically setting train station names
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Re: Dynamically setting train station names
I was playing with universal unload for a while, and my solution is to
- make an "unload" station with purple chests
- make lots of "requester" stations for each resource I want, an set limit on them from 0 to 1 when a threshold for a resource is reached; they may be placed in a row on a single rail
- trains have "source", "requester" and "unload" in their routes (and two buffers).
Works for a small amount of trains, but requires circuitry magic if you have more than 1 train for a resource.
Setting a station name would be really useful, but currently there is no way of doing that afaik.
- make an "unload" station with purple chests
- make lots of "requester" stations for each resource I want, an set limit on them from 0 to 1 when a threshold for a resource is reached; they may be placed in a row on a single rail
- trains have "source", "requester" and "unload" in their routes (and two buffers).
Works for a small amount of trains, but requires circuitry magic if you have more than 1 train for a resource.
Setting a station name would be really useful, but currently there is no way of doing that afaik.
Re: Dynamically setting train station names
Changing train station names based on input signal is not possible. One will need too wait for a mod maybe or find another conceptSomeDutchGuy wrote: Tue Oct 22, 2024 10:22 pm Hey everyone!
Is it possible to dynamically set train station names based on input signals? I have a concept for a generic unloading station that requests whatever the local circuit networks needs, but I can't figure out how to get the final signal to translate into a station name.

It is possible to route a train to a specific station name based on circuit signal using the interrupts which i found useful for multipurpose unload. Say one outpost has 2 or 3 trains attached to it, and those train go fetch specific ressources when the outpost send them a circuit signal to trigger their interrupt for a certain ressources. All the material can then be unloaded in the same station.
It is also possible to send a train with multiple ressources in it, based on a logistic group list, or even the difference between a logistic group list and a network quantity ( acting as request when network quantity drop under the logistic group list). This doesn't make the unload exactly generic again, more like multipurpose because you can dynamically change what is loaded/unloaded in the train and same station. ( whose limit can be set to 0 when nothing is needed).
Re: Dynamically setting train station names
No lies please. PE Stringy Train Stops Redux.mmmPI wrote: Wed Oct 23, 2024 9:58 am Changing train station names based on input signal is not possible. One will need too wait for a mod maybe or find another concept![]()
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Re: Dynamically setting train station names
This is not compatible with the current version of the game as far as i can see https://mods.factorio.com/mod/PE-StringyTrainStopRedux
I am positively surprised to find i was wrong due to not being aware of the existence of such mod but its newly acquired knowledge doesn't change my previous answer as to what is doable ingame currently

Re: Dynamically setting train station names
Well, Factorio 1.1 ia still very playable, no-one specified 2.0 or SA. It's not like I was talking about a mod for 0.12 or something not playable for months. It was the current version a few days ago and the mod portal is still defaulting to showing 1.1 mods and not 2.0 mods. And it will probably be updated within a few days anyways for 2.0. So just because the very most recent Factorio release doesn't wotk with the mod isn't really a biggie, it is still a playable mod right now.mmmPI wrote: Wed Oct 23, 2024 10:37 amThis is not compatible with the current version of the game as far as i can see https://mods.factorio.com/mod/PE-StringyTrainStopRedux
I am positively surprised to find i was wrong due to not being aware of the existence of such mod but its newly acquired knowledge doesn't change my previous answer as to what is doable ingame currently![]()
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Re: Dynamically setting train station names
In case anyone is still looking for it:
There is a mod that renames Train Stops based on input signals in 2.0 now:
https://mods.factorio.com/mod/programma ... top-naming
There is a mod that renames Train Stops based on input signals in 2.0 now:
https://mods.factorio.com/mod/programma ... top-naming