It seems that train stations have a restriction to how they can be placed on the grid. Unlike other multi-tile entities like furnaces and assemblers, stations force you to place them on the even coordinates. (Wasn't sure how to explain that better)
Consider the following, tileable rail setup: http://i.imgur.com/WhlYgCQ.jpg I built one corner of this then duplicated it 3 times using blueprints so it's symmetrical. When a locomotive with two wagons is stopped at the right-most station, another train is able pass onto the adjacent track without trouble: http://i.imgur.com/iztJKtV.png But if the first train is stopped at the bottom-most station, another train cannot pass and will collide with the rear wagon: http://i.imgur.com/Nm46hoR.png
If I could move the stations on the left/right tracks one tile over, I think this would solve the problem.
I don't want to make the setup two tiles wider because there'd be too much of a gap between the edge of the logistics bot's AOE and the inner lanes of track.
11.10-Restrictions to station placement can cause collisions
- UntouchedWagons
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Re: 11.10-Restrictions to station placement can cause collis
East-west trains are simply longer, you can't rotate rail designs 90 degrees and expect them to work.
https://forums.factorio.com/forum/vie ... php?t=4083
https://forums.factorio.com/forum/vie ... php?t=4083
Re: 11.10-Restrictions to station placement can cause collis
Hello, the restriction is there to make the building more logical, it needs to fit into the 2x2 grid to match the rails, as they are built in 2x2 grid as well. Having it aligned into 2 tiles pattern only in one direction would be too confusing.
- UntouchedWagons
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Re: 11.10-Restrictions to station placement can cause collis
Well that's really damn frustrating. Spending several hours trying to make a tileable rail setup only to be railroaded into removing stations.
Re: 11.10-Restrictions to station placement can cause collis
The problem is described here:
https://forums.factorio.com/forum/vie ... =23&t=4083
https://forums.factorio.com/wiki/inde ... /Positions
I dunno. For me it is clear, but for beginners, this is a quite unawaited behavior.
I think a fix could be to have some more visual difference between north-south and east-west train stops.
Edit: We need definitely something which tells us, at which positions after the train stop the train and it's wagons will stand, which the last position for a signal would be with that kind of train, where are the inserter positions and such stuff. In the first implementation just some simple points, which mark the tiles.
https://forums.factorio.com/forum/vie ... =23&t=4083
https://forums.factorio.com/wiki/inde ... /Positions
I dunno. For me it is clear, but for beginners, this is a quite unawaited behavior.
I think a fix could be to have some more visual difference between north-south and east-west train stops.
Edit: We need definitely something which tells us, at which positions after the train stop the train and it's wagons will stand, which the last position for a signal would be with that kind of train, where are the inserter positions and such stuff. In the first implementation just some simple points, which mark the tiles.
Cool suggestion: Eatable MOUSE-pointers.
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I still like small signatures...
- UntouchedWagons
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Re: 11.10-Restrictions to station placement can cause collis
"Clear" and "correct" are not mutually inclusive states.ssilk wrote:I dunno. For me it is clear, but for beginners, this is a quite unawaited behavior.
Or just let me place a station wherever I want even if it doesn't make sense. Then I could nudge the station 1 block either way to accommodate the quirk.ssilk wrote:I think a fix could be to have some more visual difference between north-south and east-west train stops.