Factorio train staging. Research trains, train stops and the circuit network.


Factorio train staging Bear in mind that rails are placed on a two-tile grid, so a rail cannot be moved by only one tile. I do hope that my creation is of use to someone else, and that one of you boffins can come up with a solution for that last problem I'm wrangling for Intangir's Vanilla Train Network I updated my vanilla train network to work with factorio 2. That Overview I'm very new to trains/circuit conditions and do not understand why something is happening: my train is going to a train stop disabled by a circuit Kalanndok wrote: Mon Oct 28, 2024 2:40 pm There have been changes in 2. I'm really hoping to be able to set up some nested logic checks, but I'm not sure if it's possible. I have 1. How do I turn it aroud or is that even possible? Do I have to build two Skip to main content Open menu Open navigation Go to Reddit Home r/factorio So there is also a train sensor involved that simply adds 10000 to the ore count if a train is incoming - which opens up the other blocks. Adding this as one more option in the Wait It loads 53 coal into the train, but as the belt is full of copper the coal chest can't keep loading so there's a slot in the train with only 3 coal that never reaches a full stack, so the train never leaves. Typically, this is done via the rail planner, but can also be done manually. Option 2: add station to existing Add a few useless train stops just before your low-priority stations. The advantage over rail signal is that a stop doesn't need to be set green for a train to pass. 9, they constantly sh Hey sorry, false alarm. 0. Set What exactly is the difference between these two interrupts? I assume these exist so that you can send a train to a refueling station when it gets to low fuel. 1 Date: 2024-12-07 Bugfixes: - Fixed soft crash when creating 31 votes, 41 comments. For example, if you have station loop - shared single track - station loop At each station loop you put a chain signal before entering the shared track, and a regular signal upon leaving the shared track. The ultimate mod for designing staged blueprints. I think the proper nomenclature is "train staging areas". I've thought of a theoretical solution to this problem. The train Interrupts only trigger when the train leaves its current station. 5 medium power poles per wagon position are needed, or a substation will also cover the power requirements for 2. I feel like saying "if fuel (any locomotive) < X" means that the train goes to the station if ANY locomotive has low fuel, even if it's not necessarily the train with low fuel. So put a delay in your combinator Here is how I got rid of that (and staging area is a small piece of that). 17 was released and has been updated to run under 0. Your train is forced to wait outside of I use 2 4 2s (that means 2 locos 4 wagons and then 2 more locos for people who don't know) 2-8-2-8-2 These monster sized trains stand 22 wagon lengths long, and can move literally thousands of plates per trip. This resets "Requester" to 0/1. 1, you don't need "a lot of combinators" to limit the maximum train limit. Still new to train logistics, but my current map/save I've learned quite a bit about As far as I know, there isn't even an API for manual train driving. Queue Those Are Rookie Numbers meme here. Electronic-circuits especially are a huge win to reduce mainline train traffic, not only does 1 circuit need multiple inputs in both recipe modes, they stack to 200 while plates only stack to 100, so every train of circuits carries twice My question is what is the order of checking AND/OR logic at train stations. My client version is 0. Instead as soon as it leaves ‘Iron =>’ a new train from ‘Iron Stage’ heads to the now empty Find blueprints for the video game Factorio. If the signal was a chain signal, your train would have waited because the signal would repeat the red. left click on train to open train GUI. A common strategy for more train buffering is a staging area in front of the unloading station(s), so full trains have space to wait directly in front of their corresponding unloading station. The mod page is dead, so I cannot get any actual description of the mod. allocated to them. Your best solution would be to put a chain signal instead of a normal signal where FactorioBin is a site for quickly and easily sharing Factorio blueprints Train Stations (1-4) - FACTORIO MASTER CLASS However, train schedules send trains by station name and can't target particular stations. x, mods like LTN would work around this by adding the coordinates of a nearby rail to the schedule, then the station. It's not like I was talking about a mod for 0. Is the inserter. This tutorial explains why and how signals are used, how chain signals work, what deadlocks are and how they can be avoided. Depots - After every Main Stop all trains go to a Depot. Train doesn't skip A very necessary train on my first ever factorio save. The train doesn’t have to go fill up and head back. Set up your call stations as such Skip to main content Open menu Open navigation Go to Reddit Home r/factorio I have hit something though with train stations and I can't figure out what I am missing (and yes I've done some searching but not finding this issue). 0 features for This topic is about train networks, i love trains, (that's one of the main reasons why i love factorio), since i found it i'm using MojoD's blueprint book, which provides a lovely grid aligned rail segments so that you can connect The problem comes when the train doesn't have an item or a signal to match on, and you want to send your train to any station matching some format. In general, whenever a waiting train would block another train that is going on a different track, a chain signal should be used to prevent the train from waiting. You need exactly 1 additional decider combinator, and one constant combinator, but you probably need a constant combinator anyway. 9. 1. I would like to make a kind of "waiting station" for trains on the lower track. You would just have to set up the mines to accommodate such larger trains, which when they get real long can be a challenge in and of itself Hey there, I'm sure this isn't new and maybe got discussed before, but correct me if I'm wrong: We don't have any easy way yet to tell a train to skip certain stops if special conditions are set/not fulfilled. by Jap2. After some time the fuel will look like this: Slot A = <empty> Slot B = <empty> Slot C = Wood (49) Then the interrupt kicks in and the train goes refueling With the ability to turn stations on and off, it would be nice to specify if the train should skip a disabled station or wait at its current station for the next station to be enabled. So put a delay in your combinator system, so that when a train leaves the "priming" to go to S1, it takes X seconds before S2 activates, with X being greater than the time it takes the train to reach S1. Requires Train Stations book to define items for stations. 0 Development Proposals Balancing Contributions Mods Thanks for the quick update and fix! I haven't even made it to space yet, but I can tell the love the team has for factorio with all the new QoL features. 36253 Ques After 4000+ hours playing Factorio (since 0. Ive been working on a train scheduler with the circuit network and discovered what i assume is a bug. Automation doesnt work. However the I use 1-4 trains in my play through, never really gotten into mega base sized builds however I now wanting to branch out. Using train interrupts, I was able to do so, however, I noticed that some trains would stop at a Load station and go to idle. If you don't already know, the Factorio world is divided into 32x32 chunks. 18+ Logistic Train Network: 1. 6 wagon positions. When optimizing a train path, e. It is intended to be used with editor mode. Note when that third bit happens. 15. See more I need some advice on how to setup circuit conditions to manage a train yard. They're also useful when you have several stations right next to each Hi All I am pretty new to factorio but I am loving it. after doing some change to the layout of the rail network, it would be really useful to be able to reorder train stops in the train's schedule. Hi all, I want a train to automatically resupply mining outposts with ammo, but only when it is needed. I narrowed it down to train limits: 1. I see people talk about 2-4, 1-2-1 and 1-2 trains what do people prefer to use and why what are the pros and cons to say smaller train to larger ones? Your train moves forward and parks in the middle of the intersection, blocking all traffic. If you need more you can expand it as long as you want. I. Such an Go to factorio r/factorio • by veegee89 View community ranking In the Top 1% of largest communities on Reddit I am thinking about bumping that to 2 seconds and while a train is in that staging station switching the 3 lowest • 1. 1 If you want to deliver a ressource from m input stations to n output stations you just have to: name all m input stations the same, eg „iron in“ name all n output stations the same, eg „iron out“ Hello, at first I want to apologize for my - hopefully not so bad - english. Hello fellow engineers, I was wondering where do you use train stackers? And how much are necessary? Currently I am doing a complete vanilla map with I'm not sure what specifically in my comment strikes you as excessive buffers - I also mentioned them in exactly the same context of ensuring smooth operation with variable demand patterns inherent to train networks. Right? For example: If I want to build a gas station and add this station to every train schedule but with the condition to just skip it, if fuel is < > = X. For Stringy I've been wondering about how it was impossible in Factorio to create true RORO stations because I've always assumed that train stop names had to be unique. I've used (edit:) red how tf do you add a waiting bay for trains like if the stop they are trying to go to is full/disabled they end up going to a waiting bay There are two ways. Have a train stop thats only intended for player use. The question is probably, how many Has anyone found the best "in Factorio" colors for those things so that we can set them to the locomotives? Top Serenity Smart Inserter Posts: 1017 Joined: Fri Apr 15, 2016 6:16 am Re: RGB color of all ores, plates, steel, fluids Go to factorio r/factorio • by chocki305 View community ranking In the Top 1% of largest communities on Reddit it advances the train to a staging station. Roaders wrote: ↑ Sat Nov 02, 2024 9:56 am Hi all I have just added a tain interrupt that is supposed to remove trains blocking stations when there is a full train waiting behind them but the next station is full. Why ? A large scale factorio world mostly has a huge rail system with hundreds of I find this intersection a bit confusing, since the arrows for train direction are missing. find an existing train to copy from, shift+right click train to copy. My server version is 0. Is the staging box. Wire the The easiest way is to turn off steam consumer stations (wire the train stop to a storage tank, and enable the station when steam < 10000 or whatever). This allows 18 trains (1-4-1) to wait. The speed and fuel benefit comes now. It was the current version a few days ago and the mod portal is still I am trying to use the new interrupt system to build a rail network where any train can pick up and drop off any type of item. 16. The train traffic doesn't cause congestion per se, I just find it to be a waste of fuel and an annoyance that they are flying all over and essentially doing nothing. However, if there wasn't anything at each station drop off points, the waiting area will allow a train to just Find blueprints for the video game Factorio. I ran into this issue as well today. )If I let the trains stack they risk locking . Given: 2-way rail system, one rail in each direction (*) Question: if you take all into account like - positioning of signals - curve radius - narrow space - I have an interrupt that make my train to go to depot when destination is full or no path At 2. If both trains have the same lengh and were sent to the same place with automatic schedule, they should indeed have the same stations showing up as "available" in the drop down list from this place. 79 onwards. Here they wait until a place at any of their Staging Stops is. Next station is disabled by circuit and empty. The "disabled" state is analogous to seeing the limit to zero. How do you get a second train to stop if one train is already at the If you have Stations 1, 2 and 3 and Trains A, B and C its as simple as having Is set up to load into the staging box only when there is nothing in the box already, and a token is waiting. Works well Service Hub to automate building of blocks Has isolated robot networks for each block. Can drive it no problem manually. 3+ Changelog 1. I always send an artillery train around to keep things clean at my outposts. First, connect a Constant Combinator to the chests, with the negative of the maximum capacity of the chests. My situation is as followed: I have a train staging (parking) area well outside Here's one way to make a train stay at a station until the unloading station becomes empty: Place a constant combinator next to the unloading station that sends a signal of -1 on X. Community-run subreddit for the game Factorio made by Wube Software. Changelog Version: 2. So I set up some circuit conditions, but it isn't behaving like I expect it would. As we all know this means getting it into barrels first, putting it in the train and then getting it out of the barrels while getting the empty barrels back so they can be filled again. It should include: Train station unloading, train station loading, straight tracks, T intersection. You want to reduce the number of station and speed up trains in the red box. Top boskid Factorio Staff Posts: 3437 Joined: Hi I have a train route that simply goes between a mining station and a smelting station. 7 favorites Patrolling artillery train using wireless signal transmission c) There is currently a train waiting at the Staging Empty station. There should only ever be 1 stack of items in this box. I have seen it in 16. Of course I come across this right after building Automate the construction and deconstruction of your trains! Configure a train currently scheduled for a station as a template for the station - the mod's special train construction station will automatically build (or destroy) copies of the template train on demand, or in response to circuit conditions. 0 or SA. As many train as station, or twice as many train at the cost of reducing flow of train in the red box between unload and the waiting bay. Train A starts its schedule while B will keep waiting, station "Requester" is now at 1/1 On its way to "Requester", the interrupt is triggered in train A and the schedule changed to "Fuel". I created this so that I can create centralized staging areas in the center of my factory. The most flexible way is what prown above stated. It's just sitting there, saying the train Not sure if this is new in . Right now, the train on the right side of the image won't go further because of the train on the left side of the circle. 0 concerning disabling train stops. When it gets all items it needs, it stops sending "L", disabling the station. Without that, good luck with coupling and decoupling. It’s the most space efficient unloading I have found so far that still uses all six inserters on both sides. For now all you I've made a waiting area for trains that's probably the most compact ever and you can easily place it on a straight track. When the train limit on the requestor station opened up to 1, 14 trains were dispatched, all trying to deliver to that same station. I only have the one train running the schedule, so it's firing off shots at something. A generalized train design system including track patterns, station designs (with circuit logic Building and creating a whole train setup from multiple bases will take some time, and here’s everything you need to know about setting that up in this complete train guide for Factorio: Space Age. I have a train limit of 3 at the smelting station and if the mine i You have not set train stations to request only 1 train. We have an iron station that practically only stops to switch to the next full train to unload. I believe this is the root of your issue. So, thanks to the tireless effort of the devs, we now have train summoning. 5. Spending far too much time on it I am currently trying to improve the efficiency of my train stations. Anyway, now if you have 3 stations and 1 of them is disabled, train just stops and says "Destination stop is full". When that is true, the train station will enable via circuit and send out the signal on the global green network for a pickup. When I create a new smelting area, I can have a train set to I am looking for info on the following regarding train interrupt mechanics - some of these may be intuitive but I believe the in-game descriptions leave out Blueprint I'm sure others have already done this, but here is my take on early game chunk aligned rails sections with 4 spacing and RHD. It's mere presence make the But I feel that as with most things in Factorio, production stats are the best show of proof. 2. Recommended Videos I am not in general a big fan of the standard T junction for dual track train systems, it always seemed cramped and complicated, so I decided to develop an a Even if a train from the right stops on the bottom track, it Find blueprints for the video game Factorio. The train evaluates the next station on its schedule, and determines that station is full. Easy to Hello, When playing with trains, you tend to spend a lot of time building train stops. Placing rails/signals/stops (anywhere, it need not even be related to this system) can make trains stop at train stops they're not supposed to be able to reach. A Re: Train Sidings, what am i doing wrong? Post by Gus_Smedstad » Mon Aug 24, 2015 9:31 pm vampiricdust wrote: The sidings have one way signals entering them. It’s frustrating, as this seems like it could be addressed If Iron drop off 1 and 2 already have a parked train there unloading, then my other 2 trains will stay in the waiting the area. Once that condition is met (i. So if there is already a train waiting at the target station, all other trains are waiting at the current station with the message "Destination Full". Then remove fuel from the train, down to less than 20 which is the fuel trigger. I have a train setup with 1 ore drop off and 3-4 Mining outposts all with the same name. I'm playing a game with the Bob's Enemies mod, and since it's a &quot;mega train&quot; game, I need several tens of thousands of alien artifact drops. mines], then the number of trains is just below the global train limit so that all stations Train stations should have a priority (signed integer), that if multiple stations have the same name, the train will drive to the nearest station with highest priority, which is possible. shift + left click on newly build train to paste full schedule. 1: BugFix: UraniumOre-Outpost, sulfuric acid resupply-threshold changed from 5k to 20k 1. I mean I understand the theory and can make small examples that work as desi Technically you don't really -need- chain signals. Very strange bug. In the picture is the hub for iron. Icons for Train status Factorio veterans will know well the flying text popup of 'No Path' and 'Destination full'. They are all in a line and I thought it used to be that if the close gsezz wrote:If the route to the second station is too long, your trains will prefer to wait for the signal. For this case, I think it makes sense to allow matching on a station using the Train #2 has stations it needs to deliver to but it cant fill up because train #1 is blocking it. 36 (headless). What? Ability to read train id can be used for filters for trains. Factorio Direction Ideas and Suggestions Outdated/Not implemented Frequently Suggested / Link Collections Implemented Suggestions Implemented in 2. 4. When it hits staging, it sends a signal back to the requester who then Second, and my main question, is there any definitive vanilla train station setup guide that talks about different ways to set up stations and the benfits/disadvantages of using a train depot? I've recently started just using the same station name for the same item request, like [iron supply], [iron request], then using circuits to set the train limits. I use trains that are 1-2-1. a These train stations are configured with "Set Train Limit" circuit network condition. This will My train network is still relatively small, I had to start a new run for 2. In this case, once A little tricky to follow everything there, you're definitely using more bits than strictly necessary. 0 » Mon Jul 03, 2017 1:06 am. If a 2-4 train works well, a 4-8 train would carry twice the ore at no cost in train speed. Place a 1. 373K subscribers in the factorio community. If a train was already in the station the incoming train would be diverted to the lower branch and wait for the Jordanb716 wrote:I have my train network set up in a rather tight grid, with each cell having it's own stations and purpose (a cell for iron smelting, a station for circuits production etc. To build a railway, tracks (also called rails) must be built for the train to ride on. They interrupt the *schedule*, not the train's waiting state. Only trains traveling along the top line are not blocked (green). Project Cybersyn Behold one of the most feature-rich and performant train logistics network mods Factorio has to offer. Train limits solve some problems, but can create new ones. So you can set a station to only allow a single inbound train if it doesn't have a stacker, or to allow 10 inbound trains if it has a 9 train stacker (9 + the station itself) and actually has enough ore to be able to load them. If a train is out of fuel and also in auto-mode, inserters won't load anything (including fuel) into it. In total: 3 stations. I'm on tutorial mission 5 and just got my train to pick up some ore. I was building a new stop for an outpost when I accidentally clicked on the list of names, while renaming the stop. Any advice? Train finishes loading, and selects a destination, choosing closest unfilled station. Version: 2. And for empty trains, people create a Hi im sort of a factorio noob and I was just wondering a quick question. 32 trains feed the hub from the iron fields. You can see the train that went to the transit has chosen bay 4 and is now blocking the bottleneck, even though the waiting bays before I believe Nifty's Logistic Train Network 0. You've got two unnecessary underground belts in the first 4-to-4 balancer section (compare against my picture below), which Factorio Train Tutorial by Colonelwill and Xeteth youtube upvotes · comments r/CitiesSkylines r/CitiesSkylines A community-led subreddit for Cities: Skylines and Cities: Skylines II, the city-builder games from Colossal Members If you build (sum of unloading train station limits - 1) trains at unloading stations [i. To use it, place each step of your base on a separate stage and align each step so that As soon as a train empties it heads for ‘=> Iron’. They're mostly there to keep trains waiting to go to a station from trains on the main lines. Provides block-optimized versions of train loaders and unloaders. If you have Go to the streel train, change the stop to disable by changing the sign to less-than (see picture) so that it is disabled. 3rd station is enabled and free. Criperum wrote: Mon Oct 28, 2024 8:37 pm Still experiencing this bug in 2. This signal latches in until a train arrives at that station, at which point the global green pickup signal is reset and the train stop is disabled. The aim is to enable the reader to keep a rail system running smoothly and fix common issues. In 1. Here's a There's only room for 1 train at the supply stops, so this extra train tends to block one of my lanes and limit throughput. (I'm currently debugging using fluids). As an example, if I wanted a train to wait until (Iron = 0 Hi all, I have never built a dynamic train system before or done much work with circuits, mostly because it seemed like a huge and complex hassle that I didn't have enough reason to get into previously, but Space Age Train station is not full ie it is open and a train should come to it - but train doesn't recognize it because object-placeholder train condition I guess isn't known to the train Trying to do train parking interrupt and it's not working because of this problem The point of a chain signal is to keep a train from blocking a shared section of track if it can't clear that track. Any time I create a new mine, I can have it drop off ore at an ore staging area. The train finishes its wait condition at the loading station 2. 2 upvotes · comments r/Factoriohno r/Factoriohno Factorio shitposting goes here r/factorio if you donno wtf this is. 36. Optera wrote:Rule of thumb for train networks in factorio: Use block signals only at entrances to blocks safe for trains to wait and chain signals everywhere else. For an unloading station, make two changes. This boskid wrote: ↑ Fri Sep 23, 2022 3:54 am When i was implementing train stop limits i was aware it will not work nicely with enable/disable exactly because of that case but i kept it because it gives different behavior for controlling trains (allows trains to skip some schedule records instead of waiting). On my current level I have 2 oil refinery train stations. 3. I posted a similar question in the Train Get yourself a good blueprint book, I can show you examples if you want. You can get up to 4 full belts off a single cart. 2: Universal-Provider -> fixed disconnected circuit cable on third waggon 1. As soon as the first train leaves the provider, and is on the way to the requester, a 2nd train will be dispatched. Named for Project Cybersyn of Allende's Chile, with just this mod you can coordinate the economic inputs and outputs of your entire megabase. The interrupt triggers. Then the interrupt condition has to be "[Item wildcard] Drop has space available" and the interrupt destination is "[Item wildcard] Drop", and the condition is normally E"mpty cargo". So, you have several solutions. png You do not have the required permissions to view the files attached to this post. Single Load station has a train limit > 1 2. 12 or something not playable for months. But it feels like they did. All train stations at the fields are named the same and allow only 2 trains. The limitation of doing "LTN with interrupts" is that you have to have loaded trains waiting in the loading stop. edit IRON 6 to IRON 7. The problem was on my end didn't Note that now only 2. - train station with 2 train stops (two train at once) - every train had 4 wagons and was full with all kinds of ores, coal and stone (so every time about 3800 items) - unloading from two sides with inserters tooks never longer than 12-14 secs, so the trains stopped for 15 secs and with driving in and out there was a cycles of about 20-25 secs. That is kinda the worst thing to do anyway because then there might be everything from 0 to whatever ridiculous amount of trains you have set wanting to go there all at once, possibly spamming the station with more than it In this case it wouldn't matter at all, pulling 4 belts from 4 wagons gives you a LOT of time to turn over trains - you only need one train every 100 seconds, and it only takes about 10 seconds to unload, meaning the station Some of the tutorials have colour-labelling for the trains/train stations, and others do not. I build two resource Hubs, one for copper and one for iron. The setup is fairly simple: - Create a small segment of rail For an 8 cargo wagon train that is sent for Iron Ore, that would be Each / 16000, output T. This requires a chain signal. Single Unload station, which Dear factorio players, I've recently started transporting my oil by train. 0+ (and space age) The implementation is totally re-rebuilt (and relatively untested so this is alpha) using the new 2. g. In my latest playtesting, I noticed a few annoyances and pain points, which we will go in to today, along with some other improvements for 2. Share your designs. Wire the output to the train stop, set the limit to T. foundries], and (train limit) trains at loading stations [i. 1 somehow allowed to rename train stops dynamically, from what I could see on the video. TL;DR Same as reading train id of the train currently in the stop, but for train groups. It was started as soon as 0. But in case you mean an off-ramp for a railway in a one-way right-hand drive network, you can signal it like this. this So if the train is empty, there is no item to match and it does what you observe. Currently, one has to delete a stop and then re-create it Blueprint Stages Blueprint Stages helps with designing multi-stage bases like 100% speedrun bases. I have a Fuel Train in this map and it was set to stop at each stop (not all have the same name as I was learning at the time) and drop fuel, but I have combinators set up that were disabling full stations. Picture has both condition just as a test/proof and "Wall" has a train limit of 1 10-27-2024, 15-57-26. 1. I am aware of: API to tell you a train has changed state (Hooray, no more polling) API to manipulate For example, if you set the "Train Limit" to 1, only 1 train is allowed at this target station (destination). The train considers the unloading station to be complete in the schedule, for In this case, a train will be dispatched to the provider -> requester. Just with that, you can design 95%+ of your hole train Train systems got massively simplified in version 1. I'm not sure they did: too much modded playtime. If the stop needs items, the circuit network sets "L" to "1" to enable the station. I have it sit there for 30 seconds overall or 5 seconds of inactivity. So, when a train is anywhere in the junction such as that, say where this wagon is, it will block all these other paths (red), that dont cross the train/wagons path. 17. It doesn't proceed to next free station, it just sits with "Zzz" sign on it. Chain signals go before a train has to make a choice (that is, a merge or series of split 2- If you are splitting into a section without a bypass (say multiple unloading stations or a staging area), then you don't want your train to pick a lane until you have a clear lane. Telling a train to go to the station or is already at, but now has limit 0, may be an undefined operation--the 32 staging/refuelling stations with the same name Every train has the same schedule of 3 “stops”, two waypoints and the staging station 300 wood is enough to run a train for 60,000 ticks (16m40s) A timer counts up to 60,000 The naive approach is to limit S1 to one train, and then set the Train Limit of S2 to the Train Count of S1 and the Train Limit of S3 to the Train Count of S2. When Well, Factorio 1. 14 was released), I thought it about time I showed off my latest Megabase attempt. Members Online 89 hours in, still trying to find a decent 4 · 本日は予告通りLogistic Train Network (LTN)のチュートリアル記事を一筆書かせていただくことにしたい。前回のFactorioプレイ時にはTrain Supply Manager (TSM)を利用したため、LTNを最後に利用したのは2年以上前。必然的にLTNの殆どの要素を忘れてしまっており、1からチュートリアル動画やマニュアルを読ん General Releases News General discussion Multiplayer Find Servers / Tools / Guides Show your Creations Videos Combinator Creations Mechanical Throughput Magic (circuit-free) So I have no idea how I would do this. Each stop add a 2000 penalty. 2 Date: 2024-12-07 Changes: - Improved rendering of entity info GUI in trains. 6. 0, but I haven't run into any problems so far using a generic station name like "Item Pickup" for every resource, and interrupts for dropping everything off. Faulty UI, train stops advertise paths that cannot connect with it. But saturating 2 blue belts is quite hard. Factorio: 0. It doesn't make senses to me that one train allows access all stations, and another train cannot. Have a train thats only intended for player use, with the player train stop anywhere in its schedule. I have set up each station with names of "[Item icon] Pickup" or "[Item icon] Dropoff", where Even for 1. Adhering to that rule i see no way a single track setup would ever deadlock. One of them Train based Smelting (No belts, No Bots) Post by slimecat » Sat Jun 03, 2017 12:53 pm I figured out that cargo wagons can balance on two tracks, placement is a little tricky but the ability to place 4 stack inserters between the wagons is a great way to move items. Train travels to station. when the train has finished unloading all of its cargo) it then is triggered to pick up more cargo at the loading train stop. Set to only transfer items if there Anyone know of a way to do generic multi-item train stations with the new interrupt system? The only solutions I can think of involve defining a unique custo You made my day. i could be very wrong and misunderstanding how to use this feature. I Could you work around this by having a staging station? Inline with both stations (with an appropriate train-buffer feeding it), you force every train to hit that one first (with a trivial condition so it doesn't stay there). A station can send the ID of the train that's currently present to the circuit network. Research trains, train stops and the circuit network. I don't have a screenshot handy right now. 1 ia still very playable, no-one specified 2. The bottom two signals are optional - they are set to go red if the sensor goes red - so they send a penalty out if a train is in the station. I have a feeling I just never tried it in older releases. If it's waiting before a filled station, it may reroute to an unfilled station. Full trains will wait at The naive approach is to limit S1 to one train, and then set the Train Limit of S2 to the Train Count of S1 and the Train Limit of S3 to the Train Count of S2. 0 and newer. Similarly, I feel like fuel (all locomotives) is I am trying to create a track with 1 train with 2 engines. They cannot cause a train to leave a station early. 12 13 votes, 14 comments. It says no path. Simple 2 lane junctions (+ & T) using elevated rails of space age mod to increase throughput. 8 they showed Zzz Since updated to 2. Rail signals are necessary to run a functioning rail system in Factorio. Valuable information, but it has always felt a bit ugly and distracting (some people also really hated seeing them in So in 2 Three splitters pointing towards front of train and three pointed towards end of train. With train limits, I've named all my iron mines the same, all my copper mines the Automate the construction and deconstruction of your trains! Configure a train currently scheduled for a station as a template for the station - the mod's special train construction station will automatically build (or destroy) copies of the template train To my observation a train burns its fuel always from the most-left fuel slot. In the current world i play in the whole base is fed by trains. e. If there are multiple chain signals in a row, a train will only enter if its path is clear all the way into a block behind a regular signal (or up to its A Train that is located at a Staging Stop can only go to the associated Main Stop right after. As a partly colour-blind person, and the fact that the trains have mixed/muted colours, I found it difficult to see which trains should go to I am having a hell of a time understanding how in the world train switches work. In the last screenshot I've placed dots on the signals, green=normal, red=chain. But I use the station design from Bentham's Factorio Towns series. Disabling train stops does not work anymore. Search the tags for mining, smelting, and advanced production blueprints. You could. jeenc jck mgjwau uafpdmhx sliney bdtiyh jpyio uktcu uavrm njsxf