Factorio mega train station Heads to depot to await open ore station. So I would have a station to import green circuits, another station to import red circuits, and then a third station to export the Speed Module 1. But this brings a whole lot of other problems. (Important): Click the parametrization button. Ensures that the train can run, even if not fully fueled. For mixing fluids / items. Due to how the train station is setup on the receiver, I have some belts between the station itself and local storage. Also, bot based stations can be super compact with as little as 2 tiles between each track. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax! Top. Usually all pumping stations are disabled and the train stays at the refinery. I only meant one depot station is Then to train station (disable station) with the condition of Iron Ore less than or equal to 100K. It should be blueprint-able. It occurs only on two train lines among >100 lines using the same train I haven't seen any train jams yet, although I suspect it's only a matter of time as I scale into the mega science base and need a lot more trains running around, since the unloading/loading doesn't work properly without a lot of trains. If Find blueprints for the video game Factorio. I got a chance to look at the save file this morning. Looking for a blueprint that has a standard in/out configuration for one of these blocks. The problem appeared after updating my base from Factorio 1. Struggling with a mega base train unloading depots . This time the LTN depot stations are distributed among all the cells, 10 depot stations, 1 station bringing in train fuel and 33 input/output stations maximum (many cells use considerably less). Last edited by doxsroxs on Wed Aug 28, 2019 9:02 pm, edited 1 time in Google factorio train station generator. Circuit logic Stations for each science pack and labs Mall station, to aid in construction efforts Nuclear processing, power and train fuel Outpost train types would hold Iron plates, Iron gear wheels, Steel plates, Engine units, Copper plates, Stone (needed for rails in mall), Stone brick, Uranium ore, Sulfuric acid (in), Coal and Crude oil You could disable the first station with a circuit, when there is a train at the station. Have 1-x train limit on stations 3. However, the current Lua API and interrupt system make it challenging to implement this directly in mods, as we can’t easily intercept or manage train reservations at a low level. Figure out how you want to load/unload a single car, then multiply that design by the # of cars you have, then design the overall station. i want to draw items from My question is what is the order of checking AND/OR logic at train stations. I also spent some time figuring Community-run subreddit for the game Factorio made by Wube Software. g I want to have my 10-20 copper smelters city blocks with the same name and then they are distributed across stations that are The other option is to 'increase' the distance to the first station, when a train is at the station. Automatically set names of newly built train stations. This is a vanilla build, and does not need any mods to work. the things mentioned here are a bit overkill/complex. Even though the chests were mostly full, there was a train at the station, thus the stop is turned off. Has auto sorting already set up so a train can With this train stacker and unload station you can easily supply iron ore, copper ore, coal, stone, and crude oil to your base and main BUS. FactorioBin is a site for quickly and easily sharing Factorio blueprints. This A train immediately departs from the distribution station, arrives to the science station, and unloads until station stores reach 12K. So if you want it to turn on when either iron or copper is low, then you wire up the If there is a train at the station and chests are being emptied, then sure some chests might become empty. A generalized train design system including track patterns, station designs (with circuit logic included), and train interrupts. - trains already on the way to the correct station should not reroute to somewhere else. -You have a mega-base with a complex and big train network-Tired of wandering around your mega-base, taking ages to go from one factory to another? To add the mod button to the shortcut bar please refer to the Factorio Wiki. I have a train limit of 3 at the smelting station and if the mine is full I have full trains of ore waiting behind an empty train that is waiting to go to the mine (which is blocked by another train being filled). FactorioBin. So if you have 2 stations and want an overall train limit of 6, the stacker needs 6-2=4 lanes and each station needs a limit of 3. I want to name my requester stations ( where I want to drop my items ) with one name, since I don't want to have 100 different station names in my mega base , for e. One other thing I want to avoid is using logistics robots. Signaling is important. Useful for loading 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. Slap things down and they start working together. One side of the AND turns off the power if the Accumulators for the Mega Factory dip below 20% Generate an independent signal from each resource and use the aggregate of that signal to control the train station. Then the stations function like provider chests for the train network. Full train Waits at the depot for an open smelter station. 91 KB 2. Waits until at least one locomotive on the train has a specified amount of fuel. Learning and figuring out stuff feels awesome. Post by rcp27 » Sun Apr 28, 2019 3:27 pm. removing the wait condition will make it drive to the station, but it won't The amazing circuit parameter in train interrupts could be used outside of them, for example in train stop names. This could be a composite of several mono item factories that send their output via train to the next leg in production. The mod will show you a list of all your train stations, pick your destination and click the Energy! button to be immediately teleported there. i fiddled around a little bit and came up with this: Mega Base Blueprints Overview. -> it rounds down so it ensures L will only be 1 when you have at least a full train load but less than 2 ready. 0. Until the train is empty. You can do this by placing rail signals every train/wagon length back from your station. If you call your station "load" and "unload". jorgenRe Filter Inserter Posts: 535 Joined: Wed Apr 09, 2014 3:32 pm. Ore Depot (With train setting Inactive 5 seconds) Ore Drop Off (With setting to turn on when reaches below a thresh-hold number, usually about half of capacity) Mega Currently, interrupts can only work if you make a match with a specific station. Search the tags for mining, smelting, and advanced production blueprints. A vanilla refinery of epic proportions that is heavily rail based with no logistics bots or circuit Doing this stuff is easy in vanilla due to Train Limits - name train stations the same way (i. 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 For a successful train system setup, ensure you have the following components: Automating your track production is crucial, as you’ll require hundreds to build an extensive After over 150 hours of designing, testing, and tweaking, this is what I came up with. Re: Change names for labs, train 'The Mega Factory' The main attraction. Like 8-32 wagons. - Use robots to unload stuff. Smelting on site, just dropping off iron and copper for green circuits at a 16 stop station with alternating drop off stops (copper - iron - copper -iron - etc. Lempface wrote: ↑ Fri Nov 08, 2024 7:25 pm If you use an interrupt to force a train to travel to a station and that station is disabled via circuit before the train leaves that station, if the same interrupt is fired the train will not leave the station. mediafire. I think there are 6 stations but they only have two names. 2 artillery shells per second for bombing rampant creatures auto-cut heavy smelters from power if output belts are jammed (500MW if idle. The station itself gets disabled pretty quickly after train's arrival when the stores exceed 3K As an example, putting loading stations on one tab, unload points on another tab, defense supply stations on yet another tab. On your station schedule, add only one station, that will have the name of your provider station, if you use the bp below, it is called Provider station. I believe it sees the station as a valid destination, so it never leaves until the interrupt condition is no longer valid. I don't think there is a good solution to handle outposts with same names at the moment. It would be substituted on the fly by the strongest signal sent to the train stop. Members Online • [deleted] If you build (sum of unloading train station limits - 1) trains at unloading stations [i. However, with Factorio v1. The train evaluates the next station on its schedule, and determines that station is full. However, it chooses that path before it leaves the previous station and doesn't re-check very often to see if faster routes open up (something like once every 30 sec and only if it's stopped at a red signal, I think). The trade off between the Have a look at the LTN thread in the factorio forum, the author posted station blueprints and a test world save there. Iron Ore Input for any iron ore input) and any train using Iron Ore Input on its schedule will pick up any of the multiple stations. parameterized. 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. Anything else doesn't really make sense. Overproduce whatever it is you deliver with trains 2. The mod will show you a list of all your train stations, pick your destination and click the Energy! A quick solution to dealing with the logistics of these products is to use a train system. ILLULORELEI • One depot station can only hold one train. At each station you set the "L" (train limit) value based on the station buffer divided by a full train load. Station name all the same. Find blueprints for the video game Factorio. This station can have up to 30 trains without issue. 1 update adding train limits literally saved me from 100 hours of wasted time. Full Cargo: Waits until the train’s cargo inventory is completely full. quyxkh Smart Inserter Posts: 1031 Joined: Sun May 08, 2016 9:01 am. A station would default to the first tab when added and perhaps it could be moved by accessing the station listing via any train, clicking a station, then shift+click on a different tab to move it there. View Copy. I used it earlier, but more then 2 trains on 1 station are usually excessive, and I eventually changed my designs to a lot of stations with similar names with 12 or 24 chest buffers and 2 (later 1 on some) train limit. With my current ( sad ) throughput, I'm at about 266spm. We already know(?) that 0. Empties. the train is already there. You can increase the station with either more unloading/loading stations or you can choose to have more train limit/buffer for an already existing station. And 2) This kind of behavior should not be encouraged lol. That will be the only scheduled station. This allows a new train into the station. The train finishes its wait condition at the loading station 2. The interrupt occurs, moving the train to the waiting station. A train station design that utilizes the train stop limit. ↳ Discover Factorio Wiki; ↳ Discover Others Creations; ↳ Discover Mods; ↳ Discover Tools Around Factorio; ↳ Technical Help; ↳ Bug Reports; ↳ Resolved for the next release; ↳ Assigned; ↳ Not a bug; ↳ Community-run subreddit for the game Factorio made by Wube Software. higher priority served first). I might set the There's two popular solutions to this: A) disable stations using circuit/logistic networks when there's no need for a trip based on chest contents, or B) set train limits on each station and simply have exactly one less train than you have To add the mod button to the shortcut bar please refer to the Factorio Wiki. 257. I make this with my Fuel train. Why ? A large scale factorio world mostly has a huge rail system with hundreds of stations and trains. If there's 8 inserters loading and 8 unloading, at 5 items per inserter, that's a required buffer of 40 full barrels that have to stay at the station when the train pulls out. That way if you have one interrupt you want to be able to trigger at multiple different stations with different names that makes the train do something and then returns to the same station (preferably even the exact same station and not just one The train knows it's empty, the train knows at the next station the condition is to empty, so it shouldn't go there. So when a steel unload station opens one slot, it is very likely that 14 trains will trigger the interrupt and add a schedule to load and unload steel before any train makes it to the load station, fills up with steel plate and finally makes a path to the unload station, finally filling it's You can give multiple train stops the same name. If you want to dispatch empty trains to a first station named after any possible item or any possible fluid, that passes the conditions listed - then what you want is to use the circuit wildcard signal and connect the stop to a constant Smart setups of railway stations, intelligent routing, solutions to complex train-routing problems. Transportation Mod tag: Transportation Transportation of the player, be it vehicles or teleporters. It has a blue warning icon for "Destination station full". OptimusBrem and I designed the ultimate train stations. It is important to use an icon in the name. 3. Unloading stations is a completely different problem, you can either have unbalanced belts, chest or trains, if you try to use a chest to belt circuit solution, it's only possible to create the perfect upstream if you use creative mode or something similar to simulate, because a live In my test disabling a station will indeed not let a train to skip that station in its schedule. I assume these blocks have the input train station on one side and the output train station on the other side. You can connect wires to three different components in a LTN train stop: The lamp, the station output combinator and the station itself. If a second train got into the branch before the first train got into the station, then it would wait for the first one to load and go, but with stack inserters it should be very fast. . This means if you skip a station with an interrupt, the train will still try to path to that station after interrupt commands are complete. If not, I'm pretty sure after submitting this post there will be several. Premu Fast Hello, My megabase is getting a bit too mega, and train latency is starting to become a real issue (congestion aside). The train can have the same station as destination, but change the train stop. Picture has both condition just as a test/proof and "Wall" has a train limit of 1 Railway in the official game trailer. This reduces complexity of stations. ie, train has an item, find a station that has that item in the name. Nauvis [virtual-signal=signal-item-parameter]Generic Train with Schedule. They do not work for empty trains. 1 post • Page 1 of 1. 1 Train unloading, 1 train on standby, to not wait for a - Current train pathfinder makes trains behave dumb (train wants to turn, drives thorugh a loop and stays behind a bay where a train is unloading even if 2 tiles away there is a free bay to drive through, stations further away are nearly ignored by the pf because of the low penalty for blocked stations or stations where the train has to wait). With 1. The Railway is one of the main transport methods in Factorio. That blueprint was 2x3 Cityblocks big. Downsides i see that some people wont like: All oil Ore Mine (With Circuit to turn on when reaches train capacity). You can have something as simple as a single circuit setting the limit based on the contents of the station's chests, or something more complex, if necessary. 5. One steel load station has 14 slots open. Trains waiting at one station, while other stations are free. Iron Dropoff and Copper Dropoff. This conceptually reserves the destination stations ahead of time for incoming trains, ensuring only the needed train is dispatched. a smelting station has run dry, train at station is empty but mines are all full . The name of the train stop i will refer as the train station. (9) Avoid "shared" train station names, except if used for interchange stations (converting 'n' to 'm' producer/consumer stations). Reply The idea here being I can have multiple oil trains picking up from multiple identically named "Oil Load" stops and dropping at multiple "Oil Unload" stations, and with enough trains, and circuits to enabled/disable stops or change the train limit on stops, this is a pretty flexible, self-balancing system, and its simple, every train just has two stops, load and unload. then i have depots around the base for spare trains though the goal really is to have the depots emptied and barely used. 1. ---- Doesn't work 2 - constant combinator with Iron ore -100K. You need to These train stations are configured with "Set Train Limit" circuit network condition. Copy to Clipboard A single train per requester station yes, but there are multiple requester stations in the input area of a single production cell - it just means that there is one train to one stop (probably the better word than station here), whereas for a provider station, there is a variable number of trains to one stop (can even be less than 1 if you have 4 stops for ore unloading, but only 2 mining outposts The way I designed it, a block makes one thing only. Two-way, chained lines in particular can cause nasty cross-congetion problems. Each cell can have *up to* 6 stations (as shown in example). If the closest station is closed due to a train in the block directly after the rail signal the chain signal just allows the next train to drop off at the next iron station up the line. Display Quanity. In this case, the train is about to leave a station. Basically, I had spent 100 hours during version 1. Place a train stop and name it. Fixing it feels beyond awesome. Book Contents. Telling a train to go to the station or is already at, but now has limit 0, may be an undefined operation--the described behavior implies that the old reservation is not released before the train "re-arrives", so it never checks the new limit value. When optimizing a train path, e. At around 500,000, 0 - I have the second one already mega a base on which you can produce everything, or almost everything), including another plant for the production of cannon shells that are transported further along the storage facilities along the railway to the final stop, relatively speaking, this is at around 1,200,000 cells To get from the last station to the Read the description. Smaller stations, smaller intersections. The refuel train sits at the main fuel depot until a refuel station requests the train. At the unloading station (wherever that may be) we connect the pumps to If the condition is unmet (be it based on data from the train or data sent from the circuit network) this would locally disable the station for this particular train. the functions of depots are to refuel A train can have a train stop as destination. The correct answer to "The train crashed into itself!" isn't "This is a bug and the devs need to fix it," the correct answer is "Don't send a train into a loopback that's shorter than the - Use the benefit of naming multiple stations with the same name on the Drop and Pickup stations. e. x. rcp27 Long Handed Inserter Posts: 61 Joined: Wed Apr 26, 2017 3:34 pm. One simple thing that might fix your problem without MadZuri's design only works fairly well for loading, with belt balancers feeding the stations. 1 coming around it will be better because you can limit the number of trains that will try to path to any given station. Would need to link the loaders to the station activation logic so you only load the correct items, or use filtered cargo wagons. 1 i had optimized city blocks that just got ores and coal by train that produced 50 SPM. Combing 4 cells 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. i was looking for a solution to increase the train throughput of (big) stations. Instead of having a fuel station where each train goes, I have a dedicated train (one locomotive and one wagon) that visits each and every location (except mining/oil locations) and drops off nuclear fuel. Dirty update to Factorio 2. The locomotive is facing up. no main bus, just a mess of rail tracks. The pictures below will explain better. Get the old base to a level were you spew out modules in massive quantity. I updated my vanilla train network to work with factorio 2. The behavior of the train is still like I would expect aka it would drive when said conditions is met. When approaching a mega base one thing that also helps a lot is longer trains. Actually the target is a free station with train limit 1 (also same thing if limit is inactive), but is disabled. 13 votes, 14 comments. It's a super simple circuit that and it should not be an alert. Community-run subreddit for the game Factorio made by Wube Software. 0 making my first megabase, a 1350 SPM modular train base, but I was still relatively new to the game and so the way I was building all of the train stations literally would not have worked without being able to set a train limit to 1 on each Community-run subreddit for the game Factorio made by Wube Software. The train considers the unloading station to be complete in the schedule, for some reason. You want to reduce the number of station and speed up trains in the red box. A chain signal is at the common entry to the parallel sidings, and then each siding has a regular signal where it becomes a unique I thought about a lot of concepts for my Mega-Facory with at least 4 Train-stations and an easy expand up to - let's say - 12. ↳ Discover Factorio Wiki; ↳ Discover Others Creations; ↳ Discover Mods; ↳ Discover Tools Around Factorio; ↳ Technical Help; ↳ Bug Reports; ↳ Resolved for the next release; ↳ Assigned; ↳ Not a bug; ↳ Pending; ↳ 1 / 0 R stations have train limit of 1. Next you add stations with an adder and set a negative value for the item it should request. Why ? This would enable easy creation of multi-purpose train stations when coupled with generic train interrupts. this is where i found out that the part between stacker and the trainstops itself and the station exits were the bottleneck most of the time. To to that, the train will advance every 8 cars so it can unload the remaining behind. g. However in this design you should control incoming trains via prestacker so that the storage is not filled by a single resource (in case you share this say for 2 types of ore). Just need some quick guidance on setting up a multiple train drop-off station. 373K subscribers in the factorio community. This is the task of combinator setup in the bottom. The "disabled" state is analogous to seeing the limit to zero. At waiting to unload station, pass the current red wire to the train. If it's not a bug that train station can only be placed on one side of the rail, then move it to suggestions pls, so that it gets adjusted to being placeable on both sides. I can't seem to figure out how to request the This also applies to other strategy-oriented games, but is specially true with Factorio. Today I finished my latest modular train station for 3-8 trains and I'm going to share it here, including some explanations and images. Members Online • strich I've run into is that the larger scale modules like the iron ore -> iron plates are really punishing to my current train station design. mines], then the number of trains is just below the global train limit so that all stations will be serviced. I Now, half of my train stops are empty while the other half are sending away trains half full. And 6) Presumably, if the station is disabled, the pathfinding should not send the train to the branch where the station is (I am assuming the station has a dedicated branch) and thus go to another mine. They are suitable for double-sided trains and can be used as replacements on each line if there is enough space and four wagons are used. Also the train stations per ore field would be huge. The train is configured with two station schedules, as follows. 0 by Kamsta99 Utilities Mod category: Utilities Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay. 1 mega base scheme. Also as the these add on stations are snapped to the grid on relative you can keep it going forever. The item wildcard and fluid wildcard signals correspond to the train's active cargo. Members Online • 500+ hours into the game and I just realized you can add icons/symbols as train station names Community-run subreddit for the game Factorio made by Wube Software. They seem to be swapped. This setup produces 320 bananas per second, and eats 32 belts worth of iron plate when running at full Set the schedule to 1 "pickup" station and 1 "dropoff" station and name all the dropoff stations the same. - Separate a big place for doing stations, specially if you plan to have a central one. foundries], and (train limit) trains at loading stations [i. So my question is if there is some “easy” way to use one train for many different things without one type of ore piling up and blocking the others. Typically though I would only expect that to happen if the 'loop' was otherwise empty, which means it shouldn't cause delays for a train that wants to use the station. We need to be able to send a train to a station using station ID number. Factorio requires that you get out of the "this should be sufficient" Becks0815 - this mod only has 1 train stop as the fuel station, so I'm not sure this mod would work for your needs anyway, since all trains go to the same fuel station - though you can have multiple stations with the same name, so that you don't have to only have 1 refuel station, but you'd still run into the problem where a 1-2 train would show up and get fuel inserted into its wagons if An alternative option would be to move your logic to combinators outside the station, and have the output of that into the station be something like "Green square": 1 to indicate your desired condition. This is to feed an early to mid game BUS with 8 - loaded trains will go to a station fitting to their cargo. Speaking of the station/lab names, I wonder if anyone submitted "Adolf Hitler" as their name. Figuring out why it sucks is awesome. (1-4) train stations to get 32 compressed belts. So I have tried to connect my constant combinator in turn to each of them sending the Locked slots per wagon signal set to three. Top. "[flamethrower][oil][repair pack]" When I change the name of a train station, I can either type it in or scroll down and find it. You need a dedicated train station for each ore. example for stacker + station. But i can't set the stop stations because of this weird mechanic that messes up train position and won't align the wagons with the inserters. But i may misunderstand what you mean by depart in regards to this. Train group: Make one train group with some name. Hi I have a train route that simply goes between a mining station and a smelting station. At waiting to load station, pass the current green wire to the train. Please provide - only if it makes sense of course - a blueprint of your creation. I can fit those 1-2-1 stations within 6 tiles of each other, and with my bulk stations being 12 tiles apart, I can fit two shuttle stations per bulk station. rails are so OP at moving things that 1-1 trains frankly works fine at even mega-base scales. I have built to 600 science/minute, which is not quite mega, but it's Currently a train visits every station in the list, waits for some seconds, then continues. Here's what a unidirectional station design would look like. 0+ (and space age) The implementation is totally re-rebuilt (and relatively untested so this is alpha) using the new 2. So each final station will be at a leaf, the main node is at the root and all (non-leaf) nodes Whenever a train looks for a station named C to path to it considers all the stations named C in order of descending values of "consumer priority" (i. I'd like to offer a simple solution, that I think would solve the mega-base needs: A priority signal for provider train stops (Or for the train You set up logistic train stations and link them to the chests with wires. One train will sit there and wait till the station fills it's inventory and the follow up trains will wait in the station parking lot. Okay, I could build one waiting-track for each station, but this will need a lot of space and I may lose the overview. As an example, if I wanted a train to wait until (Iron = 0 OR Copper = 0) AND (Stone = 0 OR Coal = 0), is this even possible? If I set up the station as follows: 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. Nowadays, with train station limits, I do the following: 1. Station with 10 Ore drop off station with plenty of buffer for ores and bottleneck for trains. Something like this: Ammo production. This block was organized in small "villages" by 10 of that blueprint instances. If you use a stacker that serves multiple stations, the sum of the train limits of the individual stations is the sum of the number of stations plus the number of lanes in the stacker. If a train is set to leave next station when the train gets below 2k iron, but the train already has below 2k iron on it. When it gets all items it needs, it stops sending "L", disabling the station. it worked alright but due to trains needing 7 tiles each trying to line up stations was a nightmare. World Download:http://www. ) It's definitely more complicated than any circuits I've used so far, at least in factorio. Before unconditionally going to the next destination in the schedule the interrupts are evaluated, and if one interrupt triggered its associated schedule entries are added in front of the next regular schedule, so the train will first go there instead of the next regular schedule entry. Station name all the same Train schedule for material X: Waiting to load -> I see YouTube videos of mega bases arranged in either big squares or rectangles. I request that all tutorials with trains consistently have colour labels. A system of one-train-per-line, two-way tracks can perform beautifully even though it has more signals. For the research see Railway (research). And runs to the storage. Train leaves full on ore to depot. Each train station can call for a different ingredient if necessary, typically when i am converting from main bus all belt, to a trains feeding main bus, i have 1 train stop per 4 lanes of a product (round up), with all of these trains stops in one station block/stacker, or in the case of a smelter, all of the train stops have a single name like iron ore smelter in. This can cause a small delay between the train leaving and the station disabling itself if the factory it feeds is off and the inventory from the train just barely makes the station cross it's Always keep one stop open per station, that way the trains will balance themselves among all your stations. And at the end you will always have a huge partial load left over. You send the "L" signal of the prio station on a circuit network covering your entire train network. r/factorio A chip A I wonder, as i try to scale up my base and think about my 1. At each location, there is a small disconnected roboport that has 5-8 robots that bring the nuclear fuel What I'm trying to accomplish is making my small feeder oil trains (1-2 trains) alternate between 2 oil stations pick up stations. In the list of possible parameters (only one shown in the screenshot), enable the parameter replacing the icon in the station name, and give it a name. For Hello there! I'm trying to start making my mega base design but I ran into a problem. When I create a train schedule, I can search for a station. If the stop needs items, the circuit network sets "L" to "1" to enable the station. The station limit is set to 0 unless the chest is low. Each station takes up a whole side of the city block. x to 2. Now create a blueprint: Enable the "Train stop names" option. 15 10,552. But there is room in all chests because the "full" chests are also filling the train and thus have room, so the belts can't back up Re: Compact Tileable Train Station Post by HeilTec » Wed Aug 19, 2015 4:41 pm dee- wrote: They don't unload evenly when the belt is cogged, thus some chests remain full all the time, limiting throughput from cargo wagon to chests (for already full chests) and later on from chests to the factory (for chests already emptied). And while testing, I found out that "[Station] is full" contition is not green. I have 177 trains and 661 train stations. Some of the tutorials have colour-labelling for the trains/train stations, and others do not. I've replaced the intersections with roundabouts so trains can turn around in this example, but using faster intersections and making trains circle the entire block to change directions is also possible. Place a balancer after the station, that'll get stuff drawing from the train station chests evenly, for the most part. I send a signal to the raffenerie, if in one tank fits a whole train of fluids (with the encoded type, bitmask). Profit Most consumers of cheap items get a limit of 2 trains. Disabling train stops does not work anymore. and for what raw resource you need to expand. Although the installation of such a network can be complicated and requires a large amount of i use a circuit that sorts out how many stacks i have stored and if it can take a trains worth of material, 40 stacks, it gives the station a limit of 1 and otherwise keeps it 0. 13 is going to bring us the ability to disable a station (at the station), and to set different conditions for when to leave a station (idle time, circuit signal, etc). This is fine design, but requires a lot of space. I have all my iron trains drop off at the same station name. Biolab. Build Anything Assembler. I've started with a modest factory to In my mega base, I might have 30 copper stations, but 60 or 80 copper trains. • My main objective Monster wrote:If you have a "Waiting"-Station and the next shedule of your train is one or even multiple train Stations with the same name with enable and disable conditions, the train will stay at the "Waiting"-Station till the next Station is enabled. 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. On the interrupt, add the first as fueling, as print below: Usually this ends up with active providers on incoming stations, storage chests in between and requester chests on exit stations. Install the LTN combinator mod for a nice constant combinator GUI. Set the train limit of the station to 1, so that the station becomes disabled while a train is offloading its cargo at the station, and you shouldn't have a problem. You are talking about a depot containing multiple depot stations. i only ever have one train coming and going this way. You can get a 8 compressed blue belts off a 1-4 train, no circuits needed. The storage reads the content of the train and activates the correct pump. then to train station (disable station) with the condition of Iron ore less than 0 --- Doesn't work Community-run subreddit for the game Factorio made by Wube Software. I have about 20 Stations on the map calling "Train Supply" and one Station called "Train Basically be able to in an interrupt to just generically say that the station the train should go to should be the one it's currently at. My design is stackerless and fuel is bot delivered, so I can't help you with using stackers or fuel stations. You can also divide the names into cardinal directions if your base is super big, for example: Basically single ! stations are targeted by more than 1 train from diffrent consumers or have generally more than one stop using that name and The 1. In my case, stations needing a train sent out a constant guiding signal on the global network of either "1 [demanded item]" or "1 C" (if they If there is a train on the straight section, then the path-finder might consider the longer route through the station as better. Expecting to the inserters to stop inserting once the there are three slots left. Members Online • ESI85 What I do is send the chest content to the train station, and the train departure condition is: cargo full OR (sad green rocks in station > 10 AND 5 seconds of inactivity) This sends the train away when there are things in the chest but they can’t fit on the train. Station ID must be readable via combinator; Signal with destination ID to be sent to train via combinator signal (integer, just like train ID) This is the one part of factorio that cannot be properly automated today. 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 which train stops. This way you can setup a static train limit of 1 (or 2 if you I once did a mega train that interfaces only with a massive parallel unloading staton and my main base, while a bunch of smaller trains empty into that mega train. Edit: cutting the place for station of the remaining track, allowed once a train is AT a station it doesn't matter if that station is enabled or disabled. One very important thing is maintenance. I really want to build a "one providing train station per item type" base now. a month ago. The thing that gets me to 1 rocket per minute. Science Labs. train-stop: Extra Info. A train stop has a name. rail: Details. Skip to main content. Some of those resources go on the bus, but some go to the shuttle stations, which service 1-2-1 trains. Thats what the sub/village train system could keep up. Multiple trains on the same/multiple lines can benefit from this. Smart setups of railway stations, intelligent routing, solutions to complex train-routing problems. 2. The only way to effectively bypass a station, that I know of, is to manually skip the station by removing it from the schedule, or hitting the "play" icon on a following step. Afik you can have multiple train stations assigned to each loading or unloading area. With the update in 1. For example the Speed Module1 block, I have three train stations. Then the train signal itself can - 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. The first issue looks really tricky, but After finishing several games with different patches I finally wanted to go build a mega base with a science production of 1000 per minute. Open menu Open navigation Go to Reddit Home. Your The ultmative train station book. It is possible that one train set a specific train stop for "load", say one with iron. com/file/x50xygdr35arol7/Automatormc_Factorio_World_9- nilaus has a video on train stations, ive been using those. Implementing such a system in Factorio has already been discussed a bit in this suggestion thread. edit: Here I made an example cell for 2-4 including a couple of offloading stations. The arrangement of parallel sidings leading to a station is commonly known in the Factorio world as a "stacker". Chests on train stations counter latency, at the cost of twice as many insertions and potentially a LOT of checks which can hurt UPS at a megabase scale quite badly. All train stations use the same name, and schedule. Every now and then one gets enabled and then the train goes at fetches the oil. There's way more room for station expansion or buffers and it is more compact. In any case, sticking to vanilla factorio I would like to propose a different solution: Every fluid wagon can have 12 pumps (6 per side) placed to potentially connect to it. And so far I've never had the need to rename any of my train stations in Factorio either. It shouldn't go there. Additionally, add a depot as buffer for empty trains, so empty trains can leave the unloading station. Re: Train Station Scheduling. Pro tip: learn to embrace stack requests. But a single ore patch will take forever to buffer enough ore for a 32 wagon train. This is different from train limits because if a limit for a station Factorio is an early access game though, I fully expect the ability to change a station without loosing the settings to be a planned feature. For context, the oil from my factory is fed trough 3-12 oil mega trains from far away oil fields, and the main So, i have a 80+9 ore train that i plan on unloading on 8 stations. each) 6 the other. Maybe the idea is helpful for others, too: Create a blueprint like this (works That way if you have a surplus of copper, and the copper train is stuck in the copper station waiting to unload, it won't matter because it's not affecting the iron train, coal train, etc. Sum up the train limit of all stations, employ as many trains. Have a train fleet for that cargo large enough to cover all your limits 4. Next to that each station gets a unique ID, which is also the tick at which they may send their information over the network but at the red wire. 1 adding train limits, instead of disabling/enabling stations, you can adjust the limit of the station so that it only requests however many trains it can handle at that time. When the train is in the station, they will each be red. Share your designs. I have stackers in front of each station so that two or three copper trains can be waiting to unload. 0 How to do Factorio mega base train tracks and train stations right. And one train with fluid wagon goes from "Oil Pump" to "Refinery". Then the train will fill up with the correct fluid. Also, the involved trains behave weirdly when clicking their station "play" buttons, for instance it is possible to obtain the following result as in the attached picture. the train will not prematurely depart a station because it's been disabled. 700 rockets before going mega (with a 120spm base) fail-safe science sushi no matter what 62-belt copper smelter + feeding stations 54-belt iron smelter: missing stations, yet 5. Then your train should shuttle between the pickup and a dropoff that is active and if no dropoff is active it will go back to the depot and wait there until a dropoff becomes active. For example I have 5 oil pump stations that enable only when they have 10000l oil. I. Currently, one has to delete a stop and then re-create it and hopefully not screw up the conditions. 'The Train Yard' A place to refuel and keep trains from messing up other trains. all ore trains use the following: C-until full There are a lot of different ore’s and stuff that is needed in Bob’s mods so the model with one train per ore as I am using in vanilla needing way to many train station. Space Age Blueprints. Building a beginner mess is awesome. It always has one of two outcomes: 1. 0 174. Disabling the station should not be problematic unless you have the station train limit > 1, where the station would become disabled while a train is in transit to the station. I'm really hoping to be able to set up some nested logic checks, but I'm not sure if it's possible. the train will remain there waiting for the next order in its schedule. Then start with the rest of the mega base, sadly at this point when building the mega science I use a 1-1 train full of fuel, and every receiving station (or group of them in close proximity) has a station for the fuel train with a chest for the fuel. Copy link. OldVamp Inserter Posts: 21 Now I make my train station names, train group names etc. that step in the train's schedule has already been satisfied. 4. Members Online • [deleted] The reloading station is also called "ArtilleryStation", but it has a bunch of other Train stations in front of it, which each add 2000 tiles of path, so the artillery train will not want to path to it until it's the only option available. The train will pick whichever one has the fewest number of occupied blocks along the route. waqytlqma uwxvfko irggnsw njrp vabkp jbjw hiwoieip gmkyx bkcp plkuv