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Do you have steveman's freights cart fixing mod installed?
All freightcartl fixes that didn't make it into the game should be in this mod.
other than that screenshots would help, like:
- settings in the stations (both output and input one)
- the system itself, how the rails look like/etc (since they get stuck on each other... do you have separate rails for going in and separate rails for returning? with the one way tracks at stations to tell the carts where to go?)
- screenshots of the "stuck" points (for example the top 3 places where minecarts keep getting stuck)
whole world would be "best" because one can test all your stuff themself and find out what's going on
there might also be some mod that messes stuff (unlikely, because mods touching freights are scarce)
PS
Generally answering your question,
Freights are considered a much better version of minecarts
Minecarts are considered "obsolute" and in the next game they will be totally removed and only freights will stay
My main drop-off is a circle around a cargolift with hoppers and 8 freight ports. Each dropoff point has a turnout for if it's in use and the whole rail is one directional with a defined inlet and outlet.
https://i.imgur.com/RksYyxe.jpg
The trencher is a similar setup though it's only 3 sides instead of 4 with a second level for loading. My main issues so far is carts ignoring signs on occasion, and carts not loading as much as they claim to be able to hold.
As for mods, it's just the GPS tool, autoexcavator v2, and distribution splitter.
I have forgot to actually link the mod
And forgot to mention that you can use normal minecarts in the freights system, they will be converted into freight cart version of them.
from picture I get that
orange squares = hoppers
blue squares connected to orange squares = stations (so 2 stations per 3 hoppers)
singular blue lines = rails
I can't figure out what are those blue rectangles that are partially placed on stations (rails for freights to go around?)
But at this moment I can't really help, I have only connected my freights to mass storage system
steveman seems to visit forum once a day, and since he is creator he might be able to help
I have seen this bug o-o But I didn't use the fix mod either ;d
I had seen a few other posts about recommending that mod but figured it was just minor improvements or QoL features. Turns out freight barely even works without it. Thanks for taking the time to respond.
On another note, what setups do you run for loading a lift from a trencher? Do you run some sort of ore mass storage into freight?
generally there is at least single lift per ore vein
also I'm more of the mod person than optimize-system person
https://steamcommunity.com/sharedfiles/filedetails/?id=2163696441
trencher doesn't get stuck if it holds up to 500m ore inside ;D
My general suggestion would be to have stations on branches instead of bypass routes - that way carts only go down the station branch when they are needed there and the main line can stay moving. I'm not sure how to extend this to such a dense set of stations though, would one station per side provide enough throughput?
The only problems I've run into was a queue at one station overflowing onto the main grid, and occasionally a cart putting too much into a mass storage (which meant there wasn't enough room for other item types). I quickly discovered this was because offer and receiver stations assign carts separately, best to only allow one or the other to pull carts (I've gone with receivers). As for overstocking, the only fix I've found so far is having an oversized storage. Neither should be a problem on this one type network though...
While old carts passing through each other enabled higher theoretical throughputs on a given track line, the limiting factor was always the stations. Station throughput for non-freighters is the same as vanilla, 180 items per minute. For freighters, the limit is 900 items per minute, so ore-freighters will have much higher throughput per station relative to vanilla. This was one of the main purposes of introducing freighters. Even a single line of track can support many carts so throughput will virtually never be limited by the density of carts on a track line. At least for track lines in remote areas like singular ore delivery sites. I've seen some congested 'city centers' where a lot of carts funneled through a main junction that could slow things down, but this was in grids that had 100+ carts moving goods.
Fundamentally, freight works the same with or without the bug fixes mod. There are a few edge case scenarios that aren't possible if you don't have the mod, but basic principles will work regardless. There are a few bugs fixed that smooth over otherwise rare situations with carts getting stuck, but the basic implementation doesn't change. This means that the logic for setting cart stocking points and general routing remains the same. It sounds like your grid is simply missing some important one-way tracks to enforce directionality on all segments. Once you get the hang of placing these in all required segments and establish consistent approaches to grid expansion you'll find adding new stations and cart capacity will be straightforward.
Using ore freighters for max throughput trenchers is one of the most challenging use cases for freight carts. They're made available from early in T1 progression with the expectation that you'll get the feel for them in much simpler use cases first before growing to these sorts of challenges. Overall, I'm impressed with the scope of your implementation based on your layout for this being your first use of the system. There's no doubt that freight has a learning curve, but you'll find the power it offers in flexible logistics across numerous purposes in your fortress is well worth it. I hope you keep learning as it will all pay off in the end.
Just built it, and added minecarts, they did some runs good, and then started to ignore the one way track and bump into each other
and if there is only junction (the one to insert minecarts) and it has one way tracks on both sides then it's enough?
the system I described before (where minecarts started to ignore the one way tracks randomly) had one way tracks only at both sides of both stations (one input, one output) and at the both sides single junction
that was very small freight system, like 4-6 segments max
Carts also literally cannot travel through a one-way in reverse. The moment they hit it they turn around so they'll never cross it which means they're righted immediately which prevents any long term blockage. Please don't spread misinformation based on very contrived efforts to explicitly break the system. This scenario is not something that will happen in realistic practices. If you actually can reliably reproduce it then show it. Claims without evidence are only going to cause more confusion for new players. 99.9% certain that you made a mistake.
Every navigable location and location must have one-ways on every path between them. Stations, junctions, and depots are all navigable points in the routing grid. One ways are required to enforce directionality outside/around these locations. It sounds like you overlooked something or otherwise injected them after you were already running carts on the system.
Secondly, even for the carts that are already on the very segment changed, the cart will not disobey the one-way track. On encountering it, the cart will automatically turn around and return to the prior junction. At this point, it'll see it's route has been invalidated or otherwise recognize it is not at the expected junction of its old route, and proceed to reroute along a valid path. So no, it won't blindly pass through the one-way even in this scenario.
Wait for any is the most sensible option in nearly all cases. If the cart is leaving with only tiny loads, it's because you have only tiny, sporadic demand. The cart leaving early isn't substantially impacting throughput if you have such low demand. If it did, then that demand would accumulate such that the next time it'd fill with more before leaving. The worst case latency for any delivery is the round-trim time for a cart. For even the longest trips, this is only a few minutes. I've honestly rarely found cases for where wait for full can't just be avoided by stock limit/inventory size adjustments.
"wait for any" = "wait for full OR until request is satisfied"
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