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Major Train Improvements

Posted: Thu Jan 22, 2015 7:01 pm
by MMMGames
Hello, I don't know if this post will be greatly accepted, as this is my first post, but I have a few suggestions to make to the trains:
  • Allow Reversal to stop at a Train Stop(say you wanted it to pass it and back down a sideline with no obvious entrance other then to reverse, allowing more compact lines)
  • Allow Automatic Coupling and Decoupling between stocks(so the train can park it and go pick up something else while that other one loads/unloads)
  • Allow Passing through a signal backwards(signal facing the opposite direction of the train) in case a train stopped and ran out of fuel or something(but the AI would prefer normal signal passing over that)
  • Train/Rail/Signal modding API to allow more users to add train equipment(I would greatly appreciate this and use it for more types of trains and what not[if it already exists I'm sorry but I can't find any documentation on it])
I hope at least the middle 2 make it in

Re: Major Train Improvements

Posted: Thu Jan 22, 2015 8:56 pm
by DerivePi
MMMGames wrote:Allow Reversal to stop at a Train Stop(say you wanted it to pass it and back down a sideline with no obvious entrance other then to reverse, allowing more compact lines)
Provide a locomotive to both ends of the train and it can efficiently move forward and backward when shuttling between stations.
MMMGames wrote:Allow Automatic Coupling and Decoupling between stocks(so the train can park it and go pick up something else while that other one loads/unloads)
I like this idea!
MMMGames wrote:Allow Passing through a signal backwards(signal facing the opposite direction of the train) in case a train stopped and ran out of fuel or something(but the AI would prefer normal signal passing over that)
I'm not sure I understand this. I believe signals are only recognized by trains heading in one direction (ie only signals on the right side of the train are seen by the train). Any train within the next signal zone will signal a train to stop, which it definitely should.
MMMGames wrote:Train/Rail/Signal modding API to allow more users to add train equipment(I would greatly appreciate this and use it for more types of trains and what not[if it already exists I'm sorry but I can't find any documentation on it])
Sounds good. There have a been a few recent requests to allow trains to equip modular equipment.

Re: Major Train Improvements

Posted: Fri Jan 23, 2015 3:31 pm
by AndrewGeil
[quote="MMMGames"]Hello, I don't know if this post will be greatly accepted, as this is my first post, but I have a few suggestions to make to the trains:
  • Allow Reversal to stop at a Train Stop(say you wanted it to pass it and back down a sideline with no obvious entrance other then to reverse, allowing more compact lines)
Not trying to be mean, but doesn't seem like it adds much to the game.
  • Allow Automatic Coupling and Decoupling between stocks(so the train can park it and go pick up something else while that other one loads/unloads)
Maybe my freight trains are too small but this doesn't seem efficient unless your conveyor belts are clogged up all the way back to the train yard. Is that your problem?
  • Allow Passing through a signal backwards(signal facing the opposite direction of the train) in case a train stopped and ran out of fuel or something(but the AI would prefer normal signal passing over that)
If you ran out of fuel...how are you going to reverse, let alone go anywhere? A tight loop off your main line would accomplish this also.
  • Train/Rail/Signal modding API to allow more users to add train equipment(I would greatly appreciate this and use it for more types of trains and what not[if it already exists I'm sorry but I can't find any documentation on it])
Sounds good.

Re: Major Train Improvements

Posted: Fri Jan 23, 2015 4:49 pm
by MMMGames
DerivePi wrote:
MMMGames wrote:Allow Reversal to stop at a Train Stop(say you wanted it to pass it and back down a sideline with no obvious entrance other then to reverse, allowing more compact lines)
Provide a locomotive to both ends of the train and it can efficiently move forward and backward when shuttling between stations.
MMMGames wrote:Allow Automatic Coupling and Decoupling between stocks(so the train can park it and go pick up something else while that other one loads/unloads)
I like this idea!
MMMGames wrote:Allow Passing through a signal backwards(signal facing the opposite direction of the train) in case a train stopped and ran out of fuel or something(but the AI would prefer normal signal passing over that)
I'm not sure I understand this. I believe signals are only recognized by trains heading in one direction (ie only signals on the right side of the train are seen by the train). Any train within the next signal zone will signal a train to stop, which it definitely should.
MMMGames wrote:Train/Rail/Signal modding API to allow more users to add train equipment(I would greatly appreciate this and use it for more types of trains and what not[if it already exists I'm sorry but I can't find any documentation on it])
Sounds good. There have a been a few recent requests to allow trains to equip modular equipment.
DerivePi wrote:
MMMGames wrote:Allow Reversal to stop at a Train Stop(say you wanted it to pass it and back down a sideline with no obvious entrance other then to reverse, allowing more compact lines)
Provide a locomotive to both ends of the train and it can efficiently move forward and backward when shuttling between stations.
MMMGames wrote:Allow Automatic Coupling and Decoupling between stocks(so the train can park it and go pick up something else while that other one loads/unloads)
I like this idea!
MMMGames wrote:Allow Passing through a signal backwards(signal facing the opposite direction of the train) in case a train stopped and ran out of fuel or something(but the AI would prefer normal signal passing over that)
I'm not sure I understand this. I believe signals are only recognized by trains heading in one direction (ie only signals on the right side of the train are seen by the train). Any train within the next signal zone will signal a train to stop, which it definitely should.
MMMGames wrote:Train/Rail/Signal modding API to allow more users to add train equipment(I would greatly appreciate this and use it for more types of trains and what not[if it already exists I'm sorry but I can't find any documentation on it])
Sounds good. There have a been a few recent requests to allow trains to equip modular equipment.
First off I know all of this, the train reversal allows it to back up onto a sideline that a typical train couldn't(along with passing through signals backwards, there isn't a train system IRL that you don't pass backwards through a signal) and train reversal allows so if you could backup, decouple and leave the cargo wagons off the line and while that unloads you can have it do another task(and backup to couple, otherwise this would be impossible), and I seem to be in good hands with the API feeling, I would definitely mod the trains to hell and back if I could!

Re: Major Train Improvements

Posted: Sun Jan 25, 2015 9:02 am
by ssilk
I think the basic idea here is "Shunting on Level Tracks".
I think in Factorio this could work only, if some kind of automatic takes over the train controls. Something like

- switch off scheduler
- drive back and turn left
- stop if you are at this point
- decouple 4 times
- drive forward to that point
- continue schedule

Re: Major Train Improvements

Posted: Mon Jan 26, 2015 3:55 pm
by katyal
What if could program trains by creating macros. placing commands as well as stations on to the schedule, just like those in SSilk's post:
ssilk wrote:- switch off scheduler
- drive back and turn left
- stop if you are at this point
- decouple 4 times
- drive forward to that point
- continue schedule
Except you wouldn't need to shut off and restart the schedule because the commands would actually be part of the schedule. Some commands could have decision logic and it would be possible to specify directions using the block and segment numbers already in the game.

Re: Major Train Improvements

Posted: Wed Jan 28, 2015 7:03 pm
by MMMGames
katyal wrote:What if could program trains by creating macros. placing commands as well as stations on to the schedule, just like those in SSilk's post:
ssilk wrote:- switch off scheduler
- drive back and turn left
- stop if you are at this point
- decouple 4 times
- drive forward to that point
- continue schedule
Except you wouldn't need to shut off and restart the schedule because the commands would actually be part of the schedule. Some commands could have decision logic and it would be possible to specify directions using the block and segment numbers already in the game.
I support this! And wouldn't it be nice if we could just create a task list that trains will automatically switch too? So you could have 10 trains and 15 jobs all manifested with those 10 trains.

Re: Major Train Improvements

Posted: Wed Jan 28, 2015 8:23 pm
by Cordylus
I think that it's a good idea, but not very useful in the game. The two-headed trains are much more easier to build.

Re: Major Train Improvements

Posted: Thu Jan 29, 2015 6:08 am
by ssilk
A good point. For current gameplay this isn't needed.

I just thought to watching it. And such things really fascinate me, I think I can watch such things for hours, if it is working.
And it would enable a gameplay like in OpenTTD, where you can completely change a train setup in a station.