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Though, I'd just make several train inputs and merge their output through belts. I have 6+7 stations that serve iron trains. It can serve all 13 trains at the same time, letting all of them enter or leave at any point. It should be a prefered way, unless your trains are multi-resource.
If you are considering updating your methods, can I offer one more bit of advice that has not yet been mentioned that can help reduce train traffic?
That would be direct insertion and/or local production of items that expand. Copper wire and low density structures expand. What I mean by that is any item that takes more space to store than the base materials required, should be produced on site from the base materials.
1 copper plate turns into 2 copper wires in an assembler. The stack size of copper plates is 100 and the stack size of copper wires is 200 BUT a single belt tile only holds 8 of either item. With this in mind feeding copper plate directly into an assembler that feeds the copper wire directly into another assembler instead of putting it on a belt saves space and increases potential through put. This is why an early green circuit set up looks like this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2857616441
It takes 3 copper wires and 1 iron plate to produce 1 green circuit or 3 copper wire machines per 2 green circuit machines. Direct insertion reduces the number of belts and inserters required since 1 belt of copper plates turns into 2 belts of copper wire. Direct insertion can save potential lag late game when your factory gets huge.
Producing locally also has some advantages over moving products that expand. A cargo wagon holds 400 copper plates, it also holds 800 copper wires which uses the same amount of copper, BUT loading and unloading copper wire takes twice as long as unloading the copper plate and then producing the wire on site. Producing locally increases your throughput.
I make dedicated green circuit subfactories and transport green circuits to where they are needed by train. Copper plate, iron plate, and green circuits all have a stack size of 100 but a green circuit uses 1 iron plate and 1 1/2 copper plates. Compressing the iron and copper plate into circuits reduces the cargo spaces required and speeds up through put at the destination.
It becomes even more efficient when you use speed beacons and productivity modules. It expands both the amount of wire and then again the amount of green circuits. The energy cost per green circuit is actually less than the energy cost per green circuit without beacons and modules and the amount of copper and iron plate used gets closer to 1:1. This is what one of my green circuit subfactories looks like.
https://steamcommunity.com/sharedfiles/filedetails/?id=3046737817
https://steamcommunity.com/sharedfiles/filedetails/?id=3046737856
https://steamcommunity.com/sharedfiles/filedetails/?id=3046737912
Each bank of machines produces 44 green circuits per second which doesn't quite completely fill a blue belt but adding 2 extra assmeblers isn't worth it just to get 1 more green circuit per second.
Edit Green circuits have a stack size of 200. I was messing around with blue circuits before I posted and spaced the stack size on green circuits.
It's a testament to my sloppy methods that I didn't even realize that. I thought I was being so clever having the miners, smelters and copper wire assemblers all remotely located.
Now I've got to completely redesign my green circuit factory.
Good. Something new to do.
Copper wire does, certainly. But it takes 2.7 stacks of ingredients to make 1 stack of low-density structures; even with maximum productivity that's 2.7 to make 1.4.
I just now had a, well duh, moment. I can triple the number of LDS sub factories I use and use the 3 unloading stations all for LDS instead of one each for raw materials. That should let me keep 1 blue belt full of LDS going in which will let me have 1 full blue belt of yellow science coming out. Thanks for helping me clear the cob webs out of my brain.
https://wiki.factorio.com/Railway/Train_path_finding
Not really need for circuit control as long as you make enough train count to same as unloading stations and their waiting slots.
Basically the goal is that trains will spend most time waiting at the unloading stations. And because that happens, you can refuel them in enough time without worrying about them not getting full fuel capacity. It will take at least 15-30 seconds for full cargo to empty and that's on very busy stations. Pre-megabase you may be looking at at least a minute unloadings. If there are also couple trains in the loading stations with full cargo and throwing errors on "Destination full", that is also a good and ideal situation to be in, as long as there is also space to park behind that loaded train.
So when 1 train has finished unloading it will leave to get refilled. That opens up 1 spot and that train that had been waiting at loading will come to fill it.
To actually solve this problem, you need to recognize three cardinal axioms of proper train system design: