Trains, Circuit, and New stuff

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dragonnits
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Trains, Circuit, and New stuff

Post by dragonnits »

i have started playing after several missed updates and have discovered the various grouping lists. So i made a group for all my Iron stations, both loader and unloader ones. I am running into the issue that the trains are just going from top to bottom of the list. I can't remember if I need to use decider combinators or if there is a new feature that I could use. What I am trying to do is have the station remove itself from the list if full, and with a group of stations in a stacker call "Wait" with the condition to wait till one of the drop-off stations is empty or something similar. I was trying to use the train group Iron to make a train group to service any station wanting iron ore, but alot of the time I'm getting a destination full message. If there is a way, I'm not seeing it in base game, or if i nee a mod like Logistic Train Networks.
NineNine
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Re: Trains, Circuit, and New stuff

Post by NineNine »

The lists are just for your convenience, from waht I understand.

If you want to tell a station not to be a train stop, you just disable the station itself, just like in pre 2.* Factorio. You can also just enable a station when it's not full by doing the opposite. No mod needed.
Tertius
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Re: Trains, Circuit, and New stuff

Post by Tertius »

If you need to skip some station in the schedule, there is no way. Trains will proceed through all stations in the schedule. However, there is a new feature as of game version 2.0, called train interrupts. The idea behind interrupts is that you dynamically build the schedule according to conditions, so you put just one station in the static schedule, and if the train is about to leave the station in the static schedule, it checks the conditions you defined for your interrupts and additional temporary schedule entries are being generated according to matching interrupts. A station associated with an interrupt that doesn't match its condition isn't put on the schedule, so it is "skipped" implicitly.

See https://factorio.com/blog/post/fff-389 and https://factorio.com/blog/post/fff-395
Kyralessa
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Re: Trains, Circuit, and New stuff

Post by Kyralessa »

If you have multiples of the same station to which a train could deliver, one option is to use train limits and priority to spread the trains out.

A train limit gives the number of trains allowed to be at or in route to that station.

A train will pick a higher-priority station over a station with the same name but a lower priority.

So for example, say you have a station that accepts iron ore. A normal wagonload of iron ore is 2000 ore. Figure out the maximum iron ore your station can hold; for 12 steel chests that's 28800 ore. Use one arithmetic combinator to calculate 28800 minus the ore in your chests, then with a second arithmetic combinator, divide the result by 2000. Set that as your train limit (it'll be a number from 0 to 14).

Station priority ranges from 0 to 255. You can set the priority equal to the train limit (thus 0 to 14), and then a station that allows more trains (and therefore has less ore) will get a high priority.

You can do the same for iron ore mines. Just skip the subtraction and simply divide the ore total by 2000, and set that as the train limit and station priority. Trains will go to the station with the highest number of wagonloads available.
dragonnits
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Re: Trains, Circuit, and New stuff

Post by dragonnits »

Thank you for the replies and I have been watching videos on interrupts, and I am impressed and amazed. Also relearning circuit logic and examples. I'm going to try interrupts.
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