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Factorio unloading station4/2/2023 ![]() The inserter at the rail will put a single item (3 if you researched inserter bonus to max) into the steel chest. This part is responsible for checking if a train (with load) is currently stationed at the train stop. The above problem also won't be an issue anymore. This guide can be reduced to only the 'unloading' section once factorio 0.15 is out, which enables us to read train contents properly. I've given it some thought and I guess it will increase the amount of combinator logic by roughly 25-50%. If there's a popular demand to it, I'll be making a follow up on how to send off the train whenever the storage limit has been reached - so that is does not have to wait the full duration. Decider and Arithmetic combinators in shapes and sizesĪnd now, the known issue I have with this setup:Īll trains will stay at the station for the same duration - the time it takes to fully unload the train ( ~ 15 seconds with all inserter bonuses researched - or whatever value you like - but it's fixed).Filter inserters with 'Mode of operation' = 'Set filters'.Constant Combinator for adjustable storage limit signals.receive a signal of A=1 for one tick and delay it by 1 second and also extend it's duration to 1 second) Delay and extend a pulse signal by specific amounts.Filtering two sets of signals to their intersection.Send off the train once unloading is done.Use timers to return the identification item back to the train - Reset station logic for the next train.Use this item so send a corresponding signal to filter inserters to unload - if the storage limit has not been reached.Alpha 0.15 - scheduled for Feb 2017 I believe - will (hopefully) make this a lot easier. I haven't been able to find any other way to get a train's content into the circuit network (without mods). From now on known as 'identification item'. Unload a single item to a steel chest to determine what the train has loaded.Here is the basic conept I will use to realize the project. This makes it possible to use a single train station for different products, and unload at max speed: all inserters - except 2 :( - are active at once. The goal of the train station is to determine which type of item a train has loaded, and unload it until a defined storage limit for this item type has been reached. each yard stop goes to a different set of 10 unloading stops), which is what I'm doing.Welcome, fellow engineers, to my guide of a smart unloading train station for vanilla factorio (0.14.x). You can work around this by using tricks like having trains arriving in different directions (having a different idea of the 10 nearest), or a multi-stage choice (e.g. Any more than that, and it will only check the nearest 10. (Your Unload stations seem to be designed suitably already, so it might be simply that the Yard isn't efficient enough to feed them.)įinally, one weird possibly-bogus fact that you might bump into if you expand this further: from my own testing, it seems that a train will only choose between 10 same-named stations. The way to make the best of this is to be sure to use chain signals to prevent the train from heading down a branch before that branch's stop is available. In this case, it will always pick one and head as close to it as signals allow, then wait there until the time-based recalculation sends it elsewhere (or that one stop becomes available). Unfortunately, there is a case where a train is doomed to wait unnecessarily: when all stops of that name are occupied. This will ensure that the train has picked a free stop based on the latest available information. Place a regular signal shortly before the branching point, even though that means it's right before the previously mentioned chain signal. This ensures that a train will be seen to occupy the stop as soon as possible after it's actually committed to that stop. Branch the track as close to the stops as you can, and use a chain signal at the entrance to the branching. Here's how to help them notice, at least within your Yard:ĭo not allow any stacking of trains before the Yard stops. Therefore, two trains may pick the same stop while some distance away and not notice the interference. When a train is choosing a stop, it doesn't matter if another train is already planning to go there, but only whether the block is currently occupied. (There's also some kind of timeout or scheduled recalculation so trains don't remain stuck forever, though I think that might be newer than the version you were using.) From my tentative understanding of Factorio train mechanics, and tidbits I found on the web (I've been working on a very similar type of system recently), there are two factors here:Ī train does not recalculate its path every time it is stuck, but only when it leaves a stop or it passes a regular signal.
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