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There is endless research for omnipipe speed
You can run multiple pipes on top of each other
You can also run any type of pipe underground (press g with the pipe selected), each pipe type has a separate underground layer
If your trains take forever to load then maybe they are too long? It sounds more like a slow production issue than the train loading issue. Not sure how you are using the trains
You could try speeding up the "move train cargo" recepy
Go to Esc > Editor > Edit rules > Recepies and find "Move train cargo" recepy
Then set the production time to 0,1 (not sure if lower will work but you can try)
Changing the Move train cargo recipe doesn't change this behavior.
Trains are complicated :)
I just think if thats the issue you are encountering you are using trains wrong, trains are suppose to be used to move large amounts of goods over large distance
One belt feeding a train station is simply not a lot of goods
And if your production chains down the line are stopping it may not be the trains fault
Think of it this way: if you would replace the train track with a belt that could carry all your items to the next step in the production chain, would that production chain have enough items to operate?
The really odd thing is that the fastest and easiest way to get goods from the station to the market seems to be putting them one square apart and using caravans. It's faster than belts and doesn't clog up if I give my people too much fruit.
I find the best use of trains is to move several types of items over the same track without risk of clogging everything up. That's why I think it's more important for the train to keep moving instead of waiting until it's full so that other items aren't held up.
I would assume it's a bug for the train not to depart when "hold until full" is turned off. From what I've seen myself it doesn't happen when items are coming in slowly. Only after increasing production speed does the train suddenly start waiting. I'm also seeing the same behavior kraysellz mentions where after 10-15 seconds it leaves anyway.
The number of belts or the distance a train is traveling has nothing to do with this issue. The goods have to be transferred into the train station by some means. In most cases it would be a belt. What other method would resolve this problem?
Due to something ed said above, I've added a minecart solution to the problem.
https://steamcommunity.com/sharedfiles/filedetails/?id=2327380304
The Train Stations shouldn't have a 'move train cargo' recipe anymore, because that functionality is now contained within the Train itself.
What version number do you see in the bottom-left when you launch the game? If it's less than .180, try updating the game. If it is .180, maybe there was an issue with the game migrating your train stations to use the new logic. If you build a new train station, does it still show the 'move train cargo' recipe?
Edit: I have no "move cargo" recipe.
This would be a lot easier to test if the item producer in sandbox mode had a frequency control, hint hint :)