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(You can also use these as centralized refueling locations.)
And then configure your trains with a schedule like:
<<Provider station>>
Wait until : Full cargo
<<Depot>>
Wait until : 2 sec inactivity
<<Requester station>>
Wait until : Empty cargo
<<Depot>>
Wait until : 2 sec inactivity
This will keep your provider and requester stations unblocked.
The 2sec inactivity is to allow for refueling at depots. (Any fuel being inserted into the loc counts as activity; at which point the timer resets.)
Copper Plate Supply
wait until full
Copper Plate Demand
wait until empty
Or do you have long routes with lots of unique station names? I'm assuming you are dynamically setting train limits, instead of enabling/disabling stations?
I suppose one solution to the second issue is to mimic LTN: have intermediate stations just outside of regular stations with a short wait condition; it'll slow things down a bit, potentially, but it'll ensure that trains don't get "stuck" in stations.
Load waiting depot
Loading station
Unload waiting depot
Unload station
The trains will automatically try to take the shortest path each time and brownian motion will disperse the total number of trains required by each area into that area.
You will be able to tell at a glance of the stackers where you need more ore or more plates/intermediate products.
What I prefer is to not dynamically set both ends, but just 1 so that for example my copper trains for red circuits are only for red circuits and my copper train for green circuits are different trains. This way all trains can have easy 2 station schedules with no issues and you don't need to artificially increase traffic congestion by adding massive depots.
Making sure that you have enough trains seems like a better idea because you don't cripple your throughput.
It solves the problem of routing without using LTN. Which was what the OP was looking for.
Also if you really need to speed up item transportation - create another station with 1 slot just before the one with chests, and enable it if there is enough items for two trains. Once the first train leaves - second will immediately move in to load, and a third one will depart, assuming there's still enough items for 2+ trains.
Solutions have already been posted, by me and others.
Your solution is not what the OP wants because the trains aren't flexible which is one of the things the OP mentioned is not desirable. With so many different trains having specific stops you will have a long list of trains all with different routes. You will get bogged down in the logistics in a megabase with a set up like that (I know because I've tried it). It won't work unless you have all the deliveries timed and all it takes is one missed or slow delivery to put the entire factory behind.
Depots are fine. I'm not against depots. AlexM objected specifically to setting the limit to only 1 train and your solution to the issue he raised is not a working one, at least not that I can see. His solution of adding more trains is a working one, as I already said in my reply to him.
You might. I'm not. For me it is easy to just add trains where they are needed and give offloading stations unique names. I have a convention where I name them after the product they will produce, so the copper train station for red circuits is named "red circuit copper". It's very easy and needs no timing. Trains getting stuck on route to deliver is a problem regardless of system. This is basically how everyone did it before we had train limits, so it's what I originally learned.
By not having depots I have less distance traveled and therefore less congestion. The actual drawback of "my" way is that with more unique schedules I need more total trains and my trains will idle more waiting to deliver. Like I said I have no objection to people using depots, as long as they use them correctly. Actually right now I use depots for ore trains and unique names for everything else, so a mixed system.
Why do people treat other people's opinions as something to disapprove of, like 'X' is the only way to do it when there is more than one valid way to accomplish the same goal in-game?