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Factorio train station
Factorio train station








factorio train station factorio train station
  1. #FACTORIO TRAIN STATION FULL#
  2. #FACTORIO TRAIN STATION PLUS#

Max throughout ought to happen if both loading and unloading stations have trains on them all the time even with the stack inserters running at max speed.ħ) So, if each station has space for one train plus one waiting immediately behind, without clogging the lanes, the ideal number of trains is : 2 per unload station, 2 per mine, and 1 more in transit for each unload station. This can be completely prevented by making the whole branch one segment (segment =distance between signal lights) but my instincts tell me it is probably better to make extra trains and have up to one idle train per loading station than have a station be idle waiting for a train. If a second train got into the branch before the first train got into the station, then it would wait for the first one to load and go, but with stack inserters it should be very fast. Otherwise disable it.Ħ) Presumably, if the station is disabled, the pathfinding should not send the train to the branch where the station is (I am assuming the station has a dedicated branch) and thus go to another mine.

#FACTORIO TRAIN STATION FULL#

Summarizing what I think is being said here:ġ) Each mine / ore deposit has a loading station.Ģ) All of the loading stations for the same ore (i.e: copper) have the same name.ģ) Read the chests to determine if they are full or at least have more than "x" items.Ĥ) Read the signal immediately behind the train stopped at the station to determine if the station is occupied.ĥ) If (3) is true and (4) is green, enable the station. You can minimize this by reading and adding the content of the train to the station. This bottlenecks your stations a bit, because a second station will not immediately open while a train is being unloaded in the first station. > if both are "empty" the one with 100 ore has priority. For example, one station could stop its inserters when the its under 100 ore, another station should stop when under 200 ore. You could expand this into a real priority system by limiting the stations output. This stops working when more than one station reaches zero, but at this point you should really stop messing with these stations and build new outposts. > trains should circle through all station. You could check the contents of your stations against each other, and open a station only when it has less ore than any other station. Or if this happens in short spikes, buffer more ore in trains in a stacker in front of the smelting stations. There is only one way to really fix this: mine more ore! Or deliver more. For example, with a single wire from a lubricant tank to a pump pumping heavy oil, you can disable cracking heavy oil → light oil when lubricant is needed.Basically your problem is: when you consume more than you can deliver, only the first station gets something. This can be used to control some parts of a player's factory. If the pump is powered but has a circuit condition, it will only let fluids through when the condition is met.If unpowered, the pump doesn't let anything through.When powered, the pump will let fluids through, but only in its set direction.It will not connect if a circuit condition is preventing it, or it is unpowered. When a fluid wagon is stopped adjacent, the pump head will connect to the top of the nearest tank and begin transferring fluids. When a pump is placed with one end facing a rail track and the other end connected to a pipe, it will visually change. Pumps can load and unload fluid wagons at train stops. More information on pump and pipe throughput can be found on the forums. This is further limited by the input fluid container: the pump can never move more fluid than is available and it is therefore generally beneficial to have a pressurized storage tank directly at its input. Pumps can move 200 units of fluid per tick, or 12000 per second. Parallel pumps preventing side connections.










Factorio train station