12/31/2022 0 Comments Factorio train station![]() ![]() Wire item and with the wire in hand, click on the first chest to start the wireĬonnection and then on another chest to choose a target for the wire Outpost with a single colour of circuit wire. So first, you connect all the storage chests at a mining Of telling the trains where to go, you have to tell the trainstations, whetherĪ train may go there. You have to approach this issue from the other direction, so to speak. Wagon as fast as possible? You just have to use the awesome power of circuit So how do you make sure, trains will go to all the different stationsĪnd automatically pick one with enough product to actually fill up the cargo Upgraded stack inserters can only move so much product per minute! Because even an express belt’s worth of iron and generously Probably just end up with all your trains queuing at the mining outpost closest Normally go to the nearest destination with the scheduled name, you will The basic idea of naming for example all copper mining the same and havingĪ central smelting array is pretty straightforward. #Factorio train station modsNope, no mods necessary for this at all! And it’s not a new featureĮither, so you can even use it if you don’t subscribe to the experimental branch of Of resources available? This is a new one to me… Is it a mod? Name stations the same and have them only call trains if they have a train load Right there in the notes, but my reply kept getting longer and longer, so I decided to just make a separate post said: You can each yard stop goes to a different set of 10 unloading stops), which is what I'm doing.There was a question on yesterday’s post. You can work around this by using tricks like having trains arriving in different directions (having a different idea of the 10 nearest), or a multi-stage choice (e.g. Any more than that, and it will only check the nearest 10. (Your Unload stations seem to be designed suitably already, so it might be simply that the Yard isn't efficient enough to feed them.)įinally, one weird possibly-bogus fact that you might bump into if you expand this further: from my own testing, it seems that a train will only choose between 10 same-named stations. The way to make the best of this is to be sure to use chain signals to prevent the train from heading down a branch before that branch's stop is available. In this case, it will always pick one and head as close to it as signals allow, then wait there until the time-based recalculation sends it elsewhere (or that one stop becomes available). Unfortunately, there is a case where a train is doomed to wait unnecessarily: when all stops of that name are occupied. #Factorio train station freeThis will ensure that the train has picked a free stop based on the latest available information. Place a regular signal shortly before the branching point, even though that means it's right before the previously mentioned chain signal. This ensures that a train will be seen to occupy the stop as soon as possible after it's actually committed to that stop. Branch the track as close to the stops as you can, and use a chain signal at the entrance to the branching. #Factorio train station how toHere's how to help them notice, at least within your Yard:ĭo not allow any stacking of trains before the Yard stops. Therefore, two trains may pick the same stop while some distance away and not notice the interference. ![]() When a train is choosing a stop, it doesn't matter if another train is already planning to go there, but only whether the block is currently occupied. (There's also some kind of timeout or scheduled recalculation so trains don't remain stuck forever, though I think that might be newer than the version you were using.) From my tentative understanding of Factorio train mechanics, and tidbits I found on the web (I've been working on a very similar type of system recently), there are two factors here:Ī train does not recalculate its path every time it is stuck, but only when it leaves a stop or it passes a regular signal. ![]()
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