Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
also filler inserter might help you
https://i.imgur.com/tVyjZk3.jpg
Train orders
https://i.imgur.com/iVPB2NZ.jpg
Current logic is: If the storage chests are above a certain level, disable the station.
Edit: problem arises that a train bound for station B will stop at station A because it's on, even though it has not send a signal for a pickup itself.
The ingredients list is coded for each train, so green is Steel in this case
Sometimes one can get ahead of oneself by weiving other amazing designs.
I'm not saying you shouldn't aim high, just don't aim THAT high at first :)
And: Have fun while trying!
Your trains looks still as an statue with not enough train orders.
Even though not so simple to solve, you will find ideas to solve your problems if you played OpenTTD.
There's multiple ways of fixing this. One is to have seperate stations for inputs and just disable them when they meet conditions. This is fine, but I'd have lots of input stations.
The other is to have many supply trains in a depot, so essentially I'd build a module, list the ingredients needed and source the same number of trains. This will result in lots of trains instead.
I'm just looking to see if I can merge this behaviour into one station and one train, so I could have (in theory) one iron train supplying all the stations requesting iron.
Trains were better in OpenTTD, you could operate them in a perpetual state of 'lost' if you so desired and you had far more signals to work with. Also, you didn't have times when you couldn't unload because the station was full!
I have a system that very rarely gets deadlocked and its caused by one single rail that can be removed, so I'd say I'm doing okay (at least for trains working, lol). I could also fix the problem easily, but I figured I'd see if there was something else I hadn't considered, or some combinator magic I could learn.
The other very good option is the LTN mod. With it trains are used for many purposes, wait empty at a depot (stacker with stops) and get sent to collect when needed.
I use one or the other depending on the need. Mostly LTN, but there are some cases when the vanilla "station disabled" approach is cleaner (for example, for one-time-use receiving stations used to deliver construction materials after placing a blueprint).
Isn't that what I'm doing already? The problem I'm running into is that when I have two stations with the same logic, trains overwhelm the first station getting to the second and I can't turn the first off because it uses some products quicker than others and thus turns itself back on D:
I did see a solution that involved setting filter inserter requests, that seems like it might work since the train would arrive at the station, but no filters would take the stuff, leading to 5 seconds of inactivity and said train will go to the right station this time. Still messier than I'd like though.
I do get what you mean, filter the wagon itself and send one train on a shopping adventure. This was also something I wanted to avoid, but I can't remember why so lets give it a try
Edit: Oh yeah, I wanted the trains to be quick to destination to avoid my friends demanding I go back to a bus because it's 'more efficient' and 'doesn't have these problems' lol. I don't care, who's ever enjoyed being on a bus? Nobody. S'why trains exist.
https://www.reddit.com/r/factorio/comments/7vl8n3/question_how_do_you_dispatchrequest_a_single/
that might shed to insight to your situation, i dont believe train logic has been changed since that post, so the stated problem of potentially multiple trains getting sent to a station would still be an issue.
Still looks like the same problem of multiple trains, as you said, but the situation is looking more hopeful now.
https://mods.factorio.com/mod/train-pubsub
its easier and more light weight then LTN.trains get filled, then parked in a depot, when stations request stuff, you can specify how many trains get send