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0 when you have enough of the product the station takes in and 1 when it needs more.
Like that the train will only go to one of the stations that are currently requesting, and only one train per station will be called as well.
and i will set a train to travel to the requester station (all with the same name).
with none need, no station will be enabled.
sorry if i did not get something you wrote
Disabling train stations is theoretically possible but has a number of side effects which would require additional steps to deal with.
Connect up the tanks to the station as a dedicated circuit network and enable the station when the acid from the train can be unloaded into the tanks. (enabled when acid < 300000) (for a 3 wagon train with 15 tanks on site)
When the acid level drops a single train starts moving towards that station. Otherwise it waits at the loading station or goes somewhere else.
You don't want to mess with enabling/disabling stations. Just use the circuit network to dictate the actual train limit. It can be set to zero, which will prevent any further trains from visiting the station.
The crucial difference is that indeed: it will prevent further trains from visiting the station. A train that is already en-route will finish its tour. In the case where you disable the station, the train may stop cold in its tracks with the "destination unreachable" message if there is no other station by the same name that it can re-path to. It would end up blocking the section of rail track for other trains. Or worse: if this happens while the train is in the mid of an intersection, it blocks the entire intersection. This can snowball into a huge jam that grinds everything to a halt.
Don't do it. Use the train limits and lower them to 0 via circuits instead.
Disabling a station typically occurs when a train has arrived at the station and fulfilled the disabling condition (so before another train is dispatched since the station still shows as occupied) but has not yet left that station. A train that is at a disabled station will still leave that station once its own unloading conditions are met. I have an older mega base that I am still in the process of converting from station disabling to train limit settings and have not as yet had any problems created during the conversion process.
Disabling stations will result in trains endlessly looping from stacker to stacker to the loading station. Disabling stations results in all 500 trains being dispatched to deliver one trainload of stuff. Disabling stations results in trains rerouting at inopportune times and getting stuck and disabling the entire train network.
You **can** deal with all of this but it is far easier to take the easier option the game provides.
I didn't have the other problem you mention because I set up my trains to run specifically from one location to another. Except in cases where I wanted several trains waiting in a stacker. I didn't have any issues even when I was running a hundred or so trains in one base.
Not saying that station limits is bad, because I think its great. Disabled stations just wasn't as bad as everyone made it out to be.
Before we had access to the train limit, we had to make-do with disabled stations and the more complex scenarios required fairly complex circuit network stuff.
But now that we have the train limit that works in all cases, there is no reason to push for a solution that only works when specific conditions are met.
The only con for the train limit method, is that you have to have some waiting space for trains somewhere to get them out of your stations after loading/unloading is done.
In my own observations, disabling stations is easier but only works correctly when all of these are true:
1. you only have two stations in every train schedule
2. you *must* manually set train limit to 1 to each station that will be disabled via circuit (else trains already in route will stop in place wherever they are when other trains service that station and that causes it to disable itself)
3. you're prepared to deal with trains clobbering your loading stations when there's not enough drop off destinations available (you can't use stackers to make trains wait, as that would mean more than 2 stations per schedule breaking 1. above)
I mostly switched from disabling stations to setting train limits and everything works better now... I still have a few trains running using the old way (Crude Oil and Uranium trains mostly which are low traffic) that I haven't got to convert yet.
AFAICS the only reason not to want to use the set train limit option is not wanting to deal with the extra complexity of having to use the intermediate combinators needed for figuring out the number of trains in each station... and yeah, it's kinda a PITA to deal with on a case by case basis, but, once you blueprinted your solutions you can mostly copy/paste them over existing stations and only go there to connect the last wire, if that's even needed at all.
The only variable factor in the calculations is the type of mats being loaded/unloaded and the maximum capacity of the trains (depends on max mat stack value) so you can probably blueprint all the combinations you need and have them ready to use easily from a BP book.
thx for your patience
like this
https://steamcommunity.com/sharedfiles/filedetails/?id=2458137315