11/2/2022 0 Comments Factorio train station![]() ![]() Then games without any trains, then a single train layout again just because some resource was too far away and so on. On my first playthrough i had one train running just to have one. Originally posted by mosquito:man I am not even game to try the curcuit network yet, might stick with basic trains and cargo planes for now Don't worry. If a train is in the way, it should stop until the other train has passed, not keep going to a completely different section of your rail and go all the way back again. You should never end up in a situation where the train cannot reach their destination. ![]() That's where good track design comes into play. If you plan on using the circuit network to manage stations then I really would not recommend double headed trains. The problem is the one way sections of your tracks if trains are forced to reroute while they are on a one way section, then a station with a loop will allow them to reach their new destination by moving forward (not a problem) whilst double-header trains would have to advance (because they are on a one way track) and then reverse which the AI can't do. Instead of a single track coming into the station in a straight line, you have the station one train length offset from the track and run 3-4-5 parallel tracks up to the station. Originally posted by AlexMBrennan: Not if you use trainyards. With the "loop" you would only need 2 locomotives, but it takes more space due to the loop itself. FACTORIO TRAIN STATION FULLFor a reversible design with 6 carts you should therefore have 3 locomotives in each direction to be able to pull all at full speed. Good rule of thumb is that 1 locomotive can pull 3 carts (or 2 carts and 1 "dead" locomotive or 1 cart and 2 "dead" locomotives). Now you just need to worry about the number of locomotives for purposes of actually being able to pull the number of carts. It's been going on since trains became a thing :PĪlso, the faster bit is a bit redundant now, since 0.15 makes speed depend on the fuel. I LIKE TRAINS :P Oh, the reversible vs looped train debate is way too intricate and way too expansive to cover here. And 3rd hint set 2 conditions when loading your trains like : when full + after 90 sec (time passed) Also build 2 lines with rails and not 1 otherwise youll get blocked trains soon. Hey better is to make like 2 trains in the same direction, then they are faster. ffs 4 hours to figure that ♥♥♥♥ out lol :P swapped the rules around and it just worked. Simplified to contain just 1 fluid instead of having 3 different fluid tanks.Originally posted by mosquito:ok i had the station names backwards so when the train was full the condition was leave when empty.Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).Changed fluid wagon capacity from 75k to 25k (same as storage tank).Using 3 pumps, the train remained in station for 108 ticks (1.8 seconds).Using 2 pumps, the train remained in station for 131 ticks (~2.2 seconds).Using 1 pump, the train remained in station for 204 ticks (3.4 seconds).Testing was done using a single locomotive attached to a single full fluid wagon, with pumps attached directly to empty storage tanks. Using more pumps per wagon reduces (un)loading time. The pumps will only work if the wagon is perfectly orthogonal to the grid.ĭue to current fluid system mechanics, the fastest load and unload times for fluid wagons consist of pumps that are directly attached to storage tanks. The wagon needs to be aligned with the rail grid do this by using a train stop as a train schedule destination, and a fueled locomotive.Īlso make sure that the rails under the Fluid wagon are straight rails and not curved rails. To get fluid into the fluid wagon, you need a train station with pumps. ![]()
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