Large Train Yard Components in Addition to Modular Stations

New content Trains
David [ideas] 12 · 1 year ago

Train balance is unfavorable for effort>throughput; should be HIGH upfront cost, low maintenance, but HIGH throughput. Beyond just balancing the numeric values, the current module stations require a lot of effort for marginal gains (if any!) compared to alternatives.
Let's ADD LARGER "X Yard" style blocks, similar size to the "Train Depot'. These Yards can be modular and service 4~6 trains in parallel, and in return would be large set pieces that require much higher worker counts.
EX1: Loading Yard + Extension
Loading Yard design is similar to Ore Sorting Plant, where there are customizable ports for all load types. Trains drive in and "hide" where if train fits, all wagons load at same time regardless of #. No pull-through like regular station module. Instead, extensions are required to fit the entire train.
EX2: Maintenance Yard + Ext
Parallel fueling and reduced maintenance when parked.
EX3: Switch Yard + Ext
Another "parking" yard with speed boost even when switching tracks.

JoCKeRiL · 1 year ago

or maybe better balancing of the train station modules and if that won't be enough, then ask someone to mod those set pieces you want - I'm sure there will be demand for that kind of thing

David [ideas] 12 · 1 year ago

Yes, the modules could use balancing and I am sure the devs will do some passes.
Mods are cool, but since we HAVE big docks, big ore sorters/crushers, and big nuclear plants with multiple inputs, I think big Train yards providing parallelized loading/servicing is one of the few things the current system can't really solve.
Right now, the individual modules need to match up with the train hoppers but COI currently does not have "good" train loading settings/mechanics, we have "working" mechanics, but the main advantage of a train should be the ability to transport mixed resources and load/unload them at a rate better than a sushi belt. An efficient train means to dedicate trains running few or even a single good but share tracks, which wastes some of its potential.
I think given enough distance trains ARE more efficient, but the level of complexity and SPACE required due to one loading module = 1 good almost washes the benefit out.
The trade off of a set module is

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