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mosquito Nov 7, 2017 @ 11:36pm
how to make a train return out of station in reverse?
I only started trains today, i watched about 3 hours of youtube and i see double headed trains go in and back out on a single line. i tried to figure it out but I cant get it to reverse out again, little help please?
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Showing 1-15 of 16 comments
mosquito Nov 7, 2017 @ 11:37pm 
basicly i can only get it to go one way around a loop and i dont like it
The_Mell Nov 8, 2017 @ 1:44am 
First, trains can only reverse if either player controls them (slow snailing) or if they are double headed (with locomotives facing different directions).

Second, you need proper train stations which are located to the right of track in driving direction.
Last edited by The_Mell; Nov 8, 2017 @ 1:45am
ShutEye_DK Nov 8, 2017 @ 2:09am 
Both engines fueled and facing opposite directions?

Maybe a screenshot could help us help you :)
mosquito Nov 8, 2017 @ 2:52am 
ok i had the station names backwards so when the train was full the condition was leave when empty. swapped the rules around and it just worked. ffs 4 hours to figure that ♥♥♥♥ out lol :P
ShutEye_DK Nov 8, 2017 @ 4:06am 
Originally posted by mosquito:
ok i had the station names backwards so when the train was full the condition was leave when empty. swapped the rules around and it just worked. ffs 4 hours to figure that ♥♥♥♥ out lol :P
Haha lol :D Been there myself :)
Kawamatsu Nov 8, 2017 @ 11:46am 
Originally posted by mosquito:
ok i had the station names backwards so when the train was full the condition was leave when empty. swapped the rules around and it just worked. ffs 4 hours to figure that ♥♥♥♥ out lol :P

Hey better is to make like 2 trains in the same direction, then they are faster. Also build 2 lines with rails and not 1 otherwise youll get blocked trains soon. And 3rd hint set 2 conditions when loading your trains like : when full + after 90 sec (time passed)

I LIKE TRAINS :P
BitterSwede Nov 8, 2017 @ 12:49pm 
Originally posted by klammox:
Originally posted by mosquito:
ok i had the station names backwards so when the train was full the condition was leave when empty. swapped the rules around and it just worked. ffs 4 hours to figure that ♥♥♥♥ out lol :P

Hey better is to make like 2 trains in the same direction, then they are faster. Also build 2 lines with rails and not 1 otherwise youll get blocked trains soon. And 3rd hint set 2 conditions when loading your trains like : when full + after 90 sec (time passed)

I LIKE TRAINS :P
Oh, the reversible vs looped train debate is way too intricate and way too expansive to cover here... It's been going on since trains became a thing :P

Also, the faster bit is a bit redundant now, since 0.15 makes speed depend on the fuel. Now you just need to worry about the number of locomotives for purposes of actually being able to pull the number of carts. Good rule of thumb is that 1 locomotive can pull 3 carts (or 2 carts and 1 "dead" locomotive or 1 cart and 2 "dead" locomotives). For a reversible design with 6 carts you should therefore have 3 locomotives in each direction to be able to pull all at full speed. With the "loop" you would only need 2 locomotives, but it takes more space due to the loop itself.
AlexMBrennan Nov 8, 2017 @ 2:36pm 
With the "loop" you would only need 2 locomotives, but it takes more space due to the loop itself.
Aren't you still going to need loops to prevent rerouting trains from causing deadlocks?
BitterSwede Nov 8, 2017 @ 2:49pm 
Originally posted by AlexMBrennan:
With the "loop" you would only need 2 locomotives, but it takes more space due to the loop itself.
Aren't you still going to need loops to prevent rerouting trains from causing deadlocks?
Not if you use trainyards. Instead of a single track coming into the station in a straight line, you have the station one train length offset from the track and run 3-4-5 parallel tracks up to the station. That way, incoming trains can stack up on those parallel tracks while waiting for the station to clear. The clearing train will then go straight out and onto the return track.
mosquito Nov 8, 2017 @ 6:07pm 
oh god , i just have a single line to an iron feild and a base station with one train, cant even process the iron at the rate the train drags it over :P thanks heeps for the advice guys, love this community on factorio, so refreshing to not have a bunch of fellows slinging insults GG.

Oh is there a way to import blueprints without me visiting other games and copying them?
stlyau Nov 8, 2017 @ 6:17pm 
Originally posted by mosquito:
oh god , i just have a single line to an iron feild and a base station with one train, cant even process the iron at the rate the train drags it over :P thanks heeps for the advice guys, love this community on factorio, so refreshing to not have a bunch of fellows slinging insults GG.

Oh is there a way to import blueprints without me visiting other games and copying them?

Copy the blueprint string, then in the Blueprint window click Import Blueprint, paste string and... TADA!!!
AlexMBrennan Nov 8, 2017 @ 7:05pm 
Not if you use trainyards. Instead of a single track coming into the station in a straight line, you have the station one train length offset from the track and run 3-4-5 parallel tracks up to the station.
The problem is the one way sections of your tracks; if trains are forced to reroute while they are on a one way section, then a station with a loop will allow them to reach their new destination by moving forward (not a problem) whilst double-header trains would have to advance (because they are on a one way track) and then reverse which the AI can't do.
http://steamcommunity.com/sharedfiles/filedetails/?id=1195718043

If you plan on using the circuit network to manage stations then I really would not recommend double headed trains.
Last edited by AlexMBrennan; Nov 8, 2017 @ 7:07pm
mosquito Nov 8, 2017 @ 8:22pm 
man I am not even game to try the curcuit network yet, might stick with basic trains and cargo planes for now
BitterSwede Nov 9, 2017 @ 2:47am 
Originally posted by AlexMBrennan:
Not if you use trainyards. Instead of a single track coming into the station in a straight line, you have the station one train length offset from the track and run 3-4-5 parallel tracks up to the station.
The problem is the one way sections of your tracks; if trains are forced to reroute while they are on a one way section, then a station with a loop will allow them to reach their new destination by moving forward (not a problem) whilst double-header trains would have to advance (because they are on a one way track) and then reverse which the AI can't do.
http://steamcommunity.com/sharedfiles/filedetails/?id=1195718043

If you plan on using the circuit network to manage stations then I really would not recommend double headed trains.
That's where good track design comes into play. You should never end up in a situation where the train cannot reach their destination. If a train is in the way, it should stop until the other train has passed, not keep going to a completely different section of your rail and go all the way back again.
The_Mell Nov 9, 2017 @ 6:30am 
Originally posted by mosquito:
man I am not even game to try the curcuit network yet, might stick with basic trains and cargo planes for now
Don't worry.
On my first playthrough i had one train running just to have one.
Then games without any trains, then a single train layout again just because some resource was too far away and so on.
If you like them and want to try out more intense railroad networks, you might start a train world one day - and just learn things then.

Same with circuit networks.
Start with the easiest things like inserter only putting stuff into provider chest, when there is not enough of that stuff in the network - that's a simple operation on that inserter which effect could be done just by limiting space in chest, too.
Then some pump activating chem plants to transform heavy into light oil or light into petroleum which needs some wires to tanks to check and compare fluid levels. Again only some quick&easy things to setup a the pump (once you know where to look for it)
In combination with trains (de)activating stations when they are full/empty and no need for a train to stop by.
And honestly, combinators are like icing on cake, i use them almost never because there's no need for them, if you just want to get that rocket launched.

I mean, you can overcomplicate things but then it becomes work and this a hobby, right? :dante:
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Date Posted: Nov 7, 2017 @ 11:36pm
Posts: 16