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it worked well enough, i believe i circuit controlled it so they sat in a stacker if ore wasn't needed. using circuits to set a train limit based off storage would work as well.
With stackers and dedicated stations, though, you get a full train unloading worth of throughput for every station you dedicate to the task.
It might save ups, maybe (doubtful imo), and it would save space Overall to have a single somewhat larger unloading station than to have a dozen small ones.. But in the end, the throughput issue is imo the killer. If you're using more than one train to move material, throughput is essential.
Nothing you can do in the game is "worth it" unless it's something you wish to do AND solves a problem you've created for yourself.
If the 'purpose' is to answer the question "can I do this?", then it's probably worth doing. If the purpose is to solve some problem, maybe it's worth it, and maybe there's a better way.
There's a bit problem with finding a "better way" however. Each way to do something requires some choices and rules out others. Which is 'better' depends on how you measure 'better'. If it's time to build, the answer can be different than if the measure is space to build, itself different from raw resources to build or electricity to run.
If it's a challenge you think sounds interesting, start a new map - copy an old one, and give it a try. Either you learn that it can't be done (no likely most of the time in this game), or you decide you don't like how it works and choose a different solution. Or, you could learn a new thing which hasn't been done yet and surprise all your friends. Sounds odd in a game this well played, but the possibilities are nearly unlimited and they cannot have all been done yet.
Just have fun, or switch methods.
I don't think I would make a single station to take in all ore and sort it. Now, you can make a station blueprint that you kinda just have to change the name of the station to the "ore type" for loading and unloading ( you're going to need one for each). I think I remember "Madzuri station" being a term that was used.
I don't think you'll save anything by trying to have one station to unload. It's more complex mentally compared to keeping loading and unloading stations for specific items, not to mention that I believe it will probably be more computationally complex to make a system for it to work flawlessly instead of keeping things separated and avoiding the trains mixing.
The time it takes for a train to pull into a station, empty each cargo wagon with 12 stack inserters per wagon, and then pull out to make room for the next train will be the limit for your throughput for a single station.
you can make a huge base, bringing in lots of resources, expanding the base and not even need to have more than 1 or 2 train systems. a literal north-south and east-west train system can keep you going for several hundreds of hours with simple train systems.
but that's the beauty of this game. you can achieve things with basic setups or fancy setups.
But as an intentional challenge it is possible and wouldn't be that much more complicated than dedicated resource trains, however unnecessary that would be compared to meta. You don't even need any circuits for that other than enabling-disabling for stations to avoid overflow on one resource to prevent deadlocking the entire thing.
The "main bus way" being a strange waste of time, revolves around centralised production, therefore you will have one big resouce hub with stackers and a single station that would unload stuff on both sides of a train, one for each resource.
The city block meta is to have hundred trains with one or two wagon go around the place with a depot that would store your trains where they would refuel and wait for both source and demand stations to go active when their reserves go high or low enough to accept a train without it having to stand there waiting. You do need lots of trains though, several for each type of resources you might have to carry. Not as bad for vanilla, mental for overhaul mods.
What you proposed is a method of delivering building supplies and defence materials like ammo and extra walls to automatically maintain inevitable losses on remote walls, but it's usually done through filtered wagon slots and require filter inserters to route materials to their dedicated storage chests. Not because it's terribly efficient, but because of sheer amount of different stuff that you don't need a lot of individually, and getting a specific train for each is utterly unnecessary. And, as I mentioned before, it works for mods like this https://mods.factorio.com/mod/bb-mixed-ores , although I'd separate resources per wagon instead of mixing everything together like a sushi train.
I think most are going to do specialized stations, where it makes one thing and ships them to where they are needed. This feels the most efficient to me, as you can have these stops really focus on massive quantities of a single item, iron plates or green circuits for example. But at the end of the day, efficient doesn't mean anything if you aren't having fun with the game. Sometimes doing something silly because it's fun is the point.