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Factorio trains
Factorio trains






factorio trains

Now I've tried a lot of thingies including (but not limited to): Rail signal reading/manipulation, Train content reading, enabling/disabling the loading stations/waiting bays. Because they have to be able to read their stations occupation, the entire length of both of the tracks has to be equipped with chain signals, making the passage of more than two trains at a time impossible. In this system (which works btw) trains are forced to go via the tracks circled in red.

factorio trains

I'm trying to design a waiting bay for my circuit factory so that, if I want to have 16 Iron trains running back and forth, I don't need 16 dedicated Iron stations.: :Īlthough simple enough to work and without circuitry necessary, this doesn't work for me because these are just tests to implement into a larger system. The principle being that a train checks its path ahead, and only leaves when its station is free. Next I tried to design a system following some online advice about train stackers involving chain signals. If there is a fix for this, it'd make my day. This shouldn't be the case since normally a train that's already stopped doesn't care for a station to be active or not. This didn't work because for some arbitrary reason the train stationed at B re-checks if the station is available when its already stopped there, leaving it instantly.

#FACTORIO TRAINS FULL#

For 2 trains going from A to B I'd have one waiting bay (W) which is standard deactivated, but activates when B is full (W enables when T>0). In my first naive attempt I thought I'd keep it simple. I was recently trying to design an efficient train stacker/waiting bay and I ran into some issues.








Factorio trains