![]() The shortcoming of this approach is that it is at its best when dealing with a single resource. If desired, more combinators can be added for further functionality, such as raising the train limit at further thresholds, or adding a maximum train limit. Conversely, the same can be done at a station that supplies a resource (a provider station). As a quick summary: A single decider combinator can be used to set the train limit on a station to 1 when certain conditions are met, such as when a station accepting a resource (a requester station) drops below a threshold. Now, many-to-many networks are easily doable in vanilla Factorio (we’ve done a tutorial on building one in Alt-F4 #37). This makes the rail system behave more like the vanilla Logistic Network, which makes these mods extremely powerful tools for building many-to-many train networks. At their core, all three mods will dynamically alter train schedules based on signals from the circuit network. To understand what makes these mods so popular, we first need to understand how they alter vanilla train behavior. With two new competitors, Project Cybersyn and Rail Logistics Dispatcher being recently released, now seems like the perfect time to compare and contrast all three options. That all changed in November 2022, with the advent of not one, but two new competitors, which unlike TSM, directly compete with LTN’s style of logistics. Until recently, LTN was unique, with the only other notable mod that altered how trains functioned being the previously mentioned TSM. It then came to my attention that while ALT-F4 has touched on it briefly in several separate previous articles ( Alt-F4 #28 & Alt-F4 #37), there has yet to be one that takes an in-depth look at the Logistic Train Network mod, or ‘LTN’ for short. They’ve changed trains’ behaviour, with mods like Train Supply Manager (TSM), which we’ve talked about previously all the way back in Alt-F4 #15. They introduced the first iteration of the fluid wagon. We’ve talked before about how mods have improved the rail system. With all the options available to us, how could the train system possibly get better? Enter: the Factorio modding community. Making the rail system join the circuit network and the belt transport system ( Alt-F4 #23 & Alt-F4 #24) as yet another independently Turing complete part of Factorio. And then took on the challenge of building the largest and most useless rail network ever to prove it. They allow for such incredible complexity that u/minibetrayal on Reddit theorized that the train system was actually Turing complete. And yet these rules, taken all together, can make setting up a network of hundreds of trains to feed your megabases’s insatiable demand for raw resources a logistical nightmare. ![]() Its rules are exceedingly simple, allowing you to build your first automated bi-directional rail network to a nearby ore outpost with incredible ease. Trains are the transportation method of choice when it comes to long distances. Can the venerable LTN be dethroned? We’ll find out! Requesting A Train OceanPhantomįactorio’s train system is great. First-time contributor OceanPhantom is here to share the exciting recent developments in the space of automating the train network even further via the use of modifications, or mods for short. New year, same old Alt-F4! Issue #64 is not just satisfying for lovers of the binary format, but hopefully for everyone else as well. Rail Logistics Dispatcher - Built-in GUI.
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