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Even if you only want your trains to go to the "requester" when its resources are low (which is not exactly hard to do with circuit network if you set the conditions properly on the trains themselves, it does get a bit harder to do cleanly when you have a lot of "provider" stations), it is still much easier to have each train wait at it's "provider" station, and it makes sure your trains are not bunching up to the same "provider" station when multiple of them are requesting a train.
But because I'm far from experienced enough to know absolutely every single use of trains, it is possible that your system has some major benefits I am not understanding.
So here is a tip that might help a bit, with a bit of clever circuit network it is possible to disable the station once a train stopped at it and keep it disabled until the signal before the station turns green again (meaning that the train is no longer there).
If you combine this with your current logic and provide a bypass for your "surplus" trains it is possible to stop the extra useless trains from waiting for no reason behind.
That would fix one part of the problem. as far as I have tested things, trains go to the nearest station when there are many with the same name. You could add a timer to disable a station for a short while after filling many trains to make trains go to another station further away.
* ore mines (etc) output however many trains they can fill
* factories output however many trains full of materials they need to fill their buffer
Stations activate if they provide/require at least one train's worth of stuff.
The depot takes both numbers, works out the minimum, and dispatches that many trains. This does result in trains ganging up on the closest stations but as those stations are filled/emptied they go offline and the remaining trains reroute to supply the other stations.
I would only split the station network for the main bus (i.e. general purpose trains handle all outposts, and a separate fleet of trains directly supplies the main bus) to avoid high volume requests clogging up the above system.
+1
This:
Vanilla Train Network by Haphollas
aaand it just runs with specific items/ressources and not dynamic..
I now use a different system btu this is what I used to do, and it works fine until very late game when it can take a rather logn time for the train to get to the station and disable it, so I ended up gettign2-3 trains headed to the same station, then havign to turn aroudn and drive across the entire map to get to the next station.
What I do now is every mine has its own train, that specifically runs the plates. I combine minign and smelting operations for 4 times as much per load. There is a small penalty for runngin the plates after prod module expansion, btu the 4X cargo stack size more than makes up for it.
The only time I run raw ore is if a recipe requires the raw ore , e.g. concrete production.
Next time you might have better luck making a new thread for totally unrelated questions.
Through this thread it seems you are "fighting" on the OP's behelf, which is definitely not needed. If they have further clarifications, let them make it themselves.