Satisfactory

Satisfactory

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expy777 Oct 21, 2024 @ 3:28am
Trains: end loop or bi-directional
Ok it seems both options work fine: either the train makes a 180-turn on the loop and then going back, or the train has two Locomotives in opposite directions and they 'swap'.

Loop takes some extra space and bi-directional train needs some attention of 'mirroring' cargo platforms in case of different resources, so that each Freight Car stops at the right platform.

What are other +\- of both approaches?
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Showing 1-15 of 22 comments
kLuns Oct 21, 2024 @ 3:46am 
Loops provides more throughput because departing and arriving trains are not in each others way. But if you need the extra throughput depends on how busy your train network is.
hanrahan6 Oct 21, 2024 @ 4:28am 
Also bi-directional are harder to expand since the first freight car in one direction is the last freight car at the other end.
BossmanSlim Oct 21, 2024 @ 4:48am 
Loop because I don't trust the train system in this game and its easier to have a common train network and put more trains on with single direction trains.
I mostly use bidirectional. This is because I want to be able to (more) easily calculate flow rates. The more trains you add, the harder that calculation (and balancing it) becomes because of the stoppages and getting the round trip time.

I sync up (relatively) short train runs with transfer stations where other trains pickup the goods. This allows me to create a complex distribution network without the need for merging train lines or multiple trains per line.

Example transfer station here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3352479018

In cases were I need multiple trains anyway, I create small bypass lanes that let them skip past each other. Just a simple split track, 1 foundation apart, for the length of the train and it does the trick (with some signs).

I also have a handful of full loops as well as half loops with T junctions, but they're rare and specific to their use.
Eiko Oct 21, 2024 @ 6:35am 
Unless you never want to expand the network, it's best to make double-track everywhere with loops to turn around. Also best to have stations on side tracks instead of putting them on the main line.

Not a big deal if you just want a simple back and forth setup, but as soon as it gets even a little bit more complicated those things are worth it.
joe_schmoe_gamer Oct 21, 2024 @ 6:46am 
I find that most of the time, for me anyway, a push-pull, point A to point B, works the best. You want to move resources as quickly as possible to avoid decreasing throughput due to increased transit time. Think about it as if it were a conveyor belt. The shortest distance between two points remains a straight line, even using trains.
GAMING_Alligator Oct 21, 2024 @ 6:52am 
All of mine are single track, operating on a hub and spoke system (multiple tracks converging onto shared station loops, using block signals to avoid collisions around the stations).

I converted one of those to having two parallel (ish) tracks, because I needed more throughput on that one. Getting the two tracks to align was tedious though.
Last edited by GAMING_Alligator; Oct 21, 2024 @ 7:01am
Doc✪Hollywood Oct 21, 2024 @ 9:53pm 
we never had a loop, so I cant compare, but it worked excellent.
Torgonius Oct 21, 2024 @ 10:01pm 
I end up setting up a loop around the world, with some spurs and divisions where needed. For more local needs, I'll do a point to point. I probably could use trucks, but I don't feel like setting up fuel for them. Tracks also carry the electricity for me, which makes the point to point option better for that scenario.

Very, very rarely do my point to point trains and the main world loop intersect.
Shahadem Oct 22, 2024 @ 12:45am 
It's easy enough to turn a bi-directional train into a loop if you need more throughput.

But I mostly use belts for moving goods and trains for moving myself.
Im a big proponent for multi tracks, can just keep adding trains and not really worry.
Spent way too long making a train highway around the map.

https://steamcommunity.com/sharedfiles/filedetails/?id=3352905885

https://steamcommunity.com/sharedfiles/filedetails/?id=3352906262
JustSmile Oct 22, 2024 @ 2:02am 
My preferred system is double headed trains on a system of two parallel one-directional tracks. Lets me save a lot of space as instead of looping the stations they can be dead ends, but it is not limited by a single track of a back-and-forth design.

The stations just branch off from the main trunk.
mackster Oct 22, 2024 @ 2:51am 
I take it from real world train setups. In a busy area where you would have a lot of trains, then multiple one-way tracks. Remote stations, where only one train is needed (no more than 2 with a passing rail) then bi-directional is good and can save space.

Though a dual track is relatively easy to build.
expy777 Oct 22, 2024 @ 7:04am 
Originally posted by RadioIesbian Fluid:
Im a big proponent for multi tracks, can just keep adding trains and not really worry.
Spent way too long making a train highway around the map.

In my 0.8 game I had closed circuit Mk.5 belt all around the map :)
with mergers and programmable splitters here and there, adding and collecting items from belt road.
Not for raw resources - they were processed mainly on-sites, but rather for parts and components.
The main issue was I had to make sure to always collect more than was pushed on this belt, otherwise it was clogging with the time. The only reliable solution was to collect parts and then route them for processing through smart splitter with overflow to Sink.
I assume the train setup with closed circuit railroad should not have such issue? as the train simply will not unload cargo if the platform is full, and will depart to next station without problems.
Sasheria Oct 22, 2024 @ 7:22am 
I started with bi-directional (beginning) but I eventually built a two-track system. It is easier to navigate in large areas (trains can pass each other) unless you have a lot of tracks all over (depending on who you ask, there are different opinions)

Whichever you choose, there are something to think about.

Flow - in a two-track system, there is a specific flow (I use a single train direction) so sometimes I build my track wrong, but the system informs me of the track error when I test out a new station.

flow - single track - if you are using a single resource type car per train, then you would not have an issue. if you are using multiple items, it could get tricky when your train turns around (keep in mind that the system will use the shortest route possible)

you could use a single track with loops (single train) unless it is a close system, you might get some delays if you do not have many alternative tracks plus pathing does get complicated with bi-directional tracks.
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Date Posted: Oct 21, 2024 @ 3:28am
Posts: 22