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
In the future, try to avoid having stations directly on the tracks of a main line. Not only does it potentially block traffic, IIRC even an empty station creates a huge penalty for trains deciding if that path is worth taking. Basically, when deciding the shortest route, any station they have to pass through makes the path count as much longer than it actually is.
Also, I personally don't like using two-way tracks. Other people make it work, but trying to have more than one train on a two-way track is a headache I don't need. Besides, either it's a dead-end style that needs a locomotive on each side of each train (quite inefficient) or it's got some kind of loop anyways, so might as well build out a second line of track in parallel to eliminate these kinds of issues and improve potential throughput.
Trains can block each other, signals are more difficult and it doesn't scale and trains can go through a station but the game tries not to
The best way will always be multiples rails (in pairs) going one direction each with more rails branching off the main rail, like roads
But for your thing, maybe signals, can a train go in the opposite way of the station?
Train fixing is hard without a full view of it
Path 3 is 3x as long as path 1 which is why the train will wait a very long time before taking that long detour. Ideally you want paths 1 and 3 to be the same length. Better yet, make 1 and 3 one way tracks to stop trains from being able to choose the wrong path.
I learned some really useful things from you guys though: That stations in the route add a big penality, and that trains do switch paths but it can take some time. But they WILL eventually switch routes if there is another route available, is that right?
Where do you guys learn these things?
I would like to share the full picture but it's hard to see with just a screenshot because things get too tiny. Is there a convenient way to share these things?
Anyway, thanks for the replies so far. I think for now when that happens again, I'll wait and see if the train eventually switch routes, even if it takes a long time. If I confirm that it does, then maybe I'll think about optimizing it
Science is station 1
Magma is station 2
Pistonolleon is station 3
West Prime is station 4
Trains will, eventually, switch routes, only if an different route ends up being shorter. If the alternate route is always longer, even after the "penalty" for another train in the way, it will not switch routes.
Since the two-way signals are always chain signals it don't matter so much, but a train sitting at a chain signal will revalidate its path every multiple of 5 seconds. It will also check for a new path every 5 or 30 seconds. 5 seconds when there are multiple stations with the same name as the destination and 30 seconds where there is only one with the same name.
(It's written as "only a single train stop with the same name as the destination" but I think that means not two stops, the current destination and another named the same, but only one stop which happens to have the same name as the train's schedule. Take that part however you want.)
During the repath is when the new route will be checked. It will still pick the "shortest" route, penalties included. And, BTW, there is a penalty for going through a station between stations too, which is "When the path includes a train stop -> Add a penalty of 2000"
All this stuff is in the wiki under Railway/Train_path_finding
https://wiki.factorio.com/Railway/Train_path_finding
I also like playing with odd rail configurations, including mixtures of two-way and one-way as well as one-way and two-way trains on the same rails. Still, any train stop on the main line is asking for trouble. Stubs, sidings or some other plan, need not take too much room, yet still avoid some real headaches later. Such as, the route through station 3, Pistonolleon also included Jolion Norse. Total penalty, 4000, not counting other things which could make it even worse. All added to the already much longer route.
The penalty for a train in the way, which is tied to time is "When the rail block contains a train currently waiting at a rail signal -> Add a penalty of 100 + 0.1 for every tick the train has already waited." It's going to take a very long time for that to add up to exceed the bare-rail cost of the outer loop with a minimum 4000 penalty on it.
Bottom part: https://imgur.com/a/BT8NvJp
Top part: https://imgur.com/a/NlNhhJ6
Are those ok?
Oh I see, so it's all about the shortest route including penalities, and a train in the way is just another penality, doesn't matter how long it has been stopped there (?)
I'll have a look at that wiki page, thank you!
You get 6 tiles added per second the other train has stood still at its signal.
And what trains are stopped and can't move?
The deadlock is not in the screen shots. The description is in a drawing in the OP.
And. looking again at the map, There is no route to West Prime from Magma passing through Pistonolleon. The track with Pistonolleon for east-bound trains has no turn onto the track with Jolion Norse for west-bound trains. The intersection near the SE corner of the image is not a junction. Unless, maybe, signals are set right to allow a lane switch east of Pistonolleon, but cannot tell for sure either way.
https://imgur.com/a/gKaXlir
I've tested manually triggering it to go from Magma to Jolion Norse, then to West Prime (in automatic mode), and it does make that route without any issues.
I've also played a bit more, and saw the deadlock happen again. It did actually resolve itself after about a minute. It took the long route through Jolion Norse as expected.
So I think it is working. Maybe last time I just didn't wait long enough?
I think it's working because of this then
It did eventually clear up. I saw the train in the bottom switch routes in the route map =)
I'll have to think what I'll do now to fix this, but things are much clearer now
If the north-bound trains could be larger, you might be able to make one between the two crossing gates, loosing the whole road between them by the underground belts.
BTW< I love that you're not using "standard" station names, like Iron Load, Iron Unload. Adding some creativity to the names is more fun. Unless you get stupid crazy with it like I did, then it's a real challenge, and fun.
The way the rails are set up, trains are not really supposed to go straight from south to north. The only train that should do that is that one that moves resources within the main base. It goes on a triangle pattern from magma > science > pistonolleon, so it always clears up for other trains.
So the rules would be:
- Trains coming from the south can only turn east in the intersection, except one specific train
- Trains coming from the east can only turn north in the intersection
It would look like this:
https://imgur.com/a/bP6LyhY
That's the dream, but I don't think that's possible in factorio
What kind of stupid crazy? I did name a lot of my stations, but some like "Jolion Norse" are just what the game auto-generated. I do plan to give all of them proper names though =)
The dream can become reality, that is, if I've got the correct picture in my mind. In short, the pink line is the "never go here" path which only the interior shuttle can use.
Have you used Google Maps much? It always wants to give the fastest or shortest route, and it's seemingly impossible to make it go some other way - either to avoid a place you don't want to go, like past 5 school zones at super slow speed, or to go through some place you really want to go, like past a nice view that makes the drive a bit better. The answer to both problems is to create a "waypoint". For Google that's adding a "destination" between start and end which is on the road it won't normally take you, which makes it re-plan the route to get there and makes it into what you want. Factorio trains will do the same thing. A stop on the schedule with no wait conditions is a waypoint. A wait condition of zero seconds is not the same as no condition. A zero-second condition will cause the train to stop-and-go, like an airplane doing a touch-and-go landing. Setting a waypoint in the schedule forces a train to go "that way" even if it's not the best choice for getting from the stop before to the stop after it. On you map, set a waypoint station for east-bound trains on the track between the two Pistonolleon stations. Then add it to the schedule of any train which does travel from someplace south of magma to someplace north of science. All those trains will travel past Magma, turn right by Franc and head to the waypoint. From there it will head eastward onto where it's supposed to go.
You asked about the "stupid and crazy." Well, I gave the engineer an extra bit of personality. Seems he's a bit lonely, and rather home-sick for Terra. The biters are a real nuisance sometimes. To remind himself of home he's named the different sections of the factory after old-home companies. Well, mostly anyway. I'm guessing that he's managed to salvage some reference material from the crashed ship. Can't imagine he's trapped ALL that knowledge in his head. If it was in his head he wouldn't need to do "research" for new technologies. The reference could also include information about the major companies of Earth, especially as they are probably the ones who were instrumental in creating, building and launching the spaceship and would insist on being included in the on-board computer databases.
The other piece of his personality is that he's a very organized chap. Some of the spaghetti he builds might not look it, but he's even a tad OCD. In keeping his lists he insists that the "source" of something be in the list before it's destination and that all the stations for something are together. It wouldn't do at all to have a list for example, like 'wood burner, oil field, coal load, iron plate drop, coal unload, iron smelter, iron mine, refinery, wood pickup'. It should be wood pickup, wood burner, coal load, coal unload, iron mine, iron smelter, iron plate drop, oil field, refinery'. To complicate things, stations ought to be in the general flow of raw materials, intermediates, finished products. Science ought to have it's own group, as should the recycling system and the launch facilities. Then there's all the internal distribution and perimeter defense stuff. Quite a lot to organize. But, hey, this is one smart engineer, after all.
So, if you're brave enough, here's the list, as given by the train GUI
https://steamcommunity.com/sharedfiles/filedetails/?id=2945450070
TFMG