Factorio train loading and unloading. And I have more unloading then loading stations.


Factorio train loading and unloading factorio. Make two station and each takes 12s to unload and has 76s for the next train to arrive. Yes. 15) but plates have 100. You can now add as many lanes/trains as you want and use the right turn to cover up the difference in spacing. Gameplay Help. I also have one Inserter per item type, both for loading and for unloading. I don't see why this is necessary - the train itself is a buffer. But then the most outer chest emptied first and the most inner chest at last. Say you're doing ores at 50 per stack, 40 stacks per wagon is 2k items per wagon, four wagons per train is 8k items/train. Each of the wagons can load/unload into 3 perpendicular stationary cargo wagons. 04 seconds per station and that's not fast enough, you need more input and trains As for there only being 1 train at the station: That depends on the time it takes to unload and the number of trains you can fill with ore. then once the loading station has enough materials it enables the station and the train is called, it gets a full load, it returns, and it waits. if the loading station is low on materials, the train will wait at the unloading station. So the cargo wagons will always be one consistent material, but the buffer chests used for unloading the train could potentially have more than 1 resource if a train comes in while the chests are still unloading if that makes sense. Please post a blueprint of your fluid loading station that evenly loads trains. I use 1 train with multiple stations with the same name to supply 71 votes, 11 comments. I want to use a 2L-4C liquid train to request Petroleum for my platic production. Sending a BRL the special "Disable rail loader" signal will stop the BRL from loading/unloading a cargo wagon. And I have more unloading then loading stations. 04 seconds with two pumps. - according to the fluid requested by the circuit network: you first close the pump from to loading tanks to the train, flush that tank, open the pump from the desired fluid until loading tank is full. There are two types of rail signal in Factorio, the standard rail signal, and the chain signal. When i need more volume i do both sides. Without the unloading it works the easiest way. The practical upper bound for train throughput is actually the 12 inserters/wagon throughput at the unloading station(s), this is because, under theoretically optimal conditions, you would have you unloading station 'saturated' and thus always unloading trainsrealistically, there is going to be non-trivial down time between one train finishing unloading and next train that is - Unload stations disable when train is present (Red) , and when there is no room for a full train load (Blue). factorio-train-station-2. Find blueprints for the video game Factorio. The fluid wagon can carry 50,000 units of fluid. For more throughput you need more wagons. So for now I do not need the coal. This complex topic will be broken down into manageable sections, including train Lastly all train loading and unloading stations have exactly the same name for each material and function respectively. Then I have a set of buffer chests able to take exactly that kind of load off the train. At each branch, the signal from the loading/unloading train stop (sent via the local network) is compared to the data from the memory cell. The fluid = 0 lockout basically acts like a toggle on the pumps. Unloading trains should not be significant, because they unload in buffers. This can be done fairly easily with circuit network conditions. pump reference 591 votes, 60 comments. Dont call a train if your storage is filled. So same number in total. 1 splitter to combine the two belts unloading. Fluid loading and unloading is simpler - Pumps connected directly to Storage Tanks, as shown in the second screenshot above can shift You've been waiting for it: the premiere Let's Play Tutorial for beginners and experts alike! Tips & tricks as we play, upping your Factorio experience and Train loading and unloading stations are a very common and often discussed build. The Railway is one of the main transport methods in Factorio. To unload just use active provider chests with a very close mass storage. In my personal design I solve that problem by using short 1-2 trains and putting a regular signal behind the unloading train and chain signals up to the stacker, that way there can always be a train waiting and ready to move in at minimum distance. They can be adapted to almost any size train and we demonstrat I've attached my save. Virtual Train Monitor. Even more volume i upgrade the yellow from train to crate to blue ( and leave the crate to belt yellow. 14. First and last wagon have only 10 double row long inserters but it is still fast. If you are trying to fill 4 wagons with one tank of fuel through one pipe, they will fill unequally. Demo for loading and unloading fluid wagons alot of ppl have trouble with the top things of the wagons aligning with pumps, so hover over the pumps for a reference. Profit Most consumers of cheap items get a limit of 2 trains. This system allows the unloading No it doesn't: build a horizontal bus where new lanes are added to the south and vertical train stations where new stops are added to the east. At some point, they should not bottleneck your factories, they should go faster than needed. Although the installation of such a network can be complicated and requires a large amount of Changed Liquid Loading to leave Train correctly and not pump until train is full if Delivery Size is less than full Edited "Station Module" Graphics to explain the new Station Parts better Fixed Bug (Negative Request-Threshold on Fluid-Unload Station) 1. First, the merging chests mod. - if all unloading areas are occupied, drive into the waiting areas. Edit: Furthermore, unloading time probably doesn't matter as much as you think it does. having only a few chests gobble up/drop all the material slows loading/unloading of trains. (Cut the plate output belts to create that condition) - Double signaling to prevent pathing errors when expanding stations or stacker. 1, but then you need to adapt it when you expand further out. Just a few examples of discussions around train loading and unloading and how complex it is. Carriages can be attached behind locomotives. At the loading station, I calculate the minimally filled segment of chests, and I only allow the train to depart when all 4 segments have resources for at least 1 train. But then there were a few gaps on the belt for some reason. By connecting the fluid wagon to a train, fluids can be moved from one location to another. And unloading with inserters works. Note: With twice as many stations you can also use half the number of inserters per wagon. 4-8 (Mining outpost), 3-8 (Un/Loading) or 2-4-1-4-2 (another Un The bots will load the requester chests fairly evenly, just set them to request more than the inserters can load, probably 400 or so if you're close to the miners, more if the bots have to travel further. I recommend you improve your web search skills. I just wanted to make it faster. I agree though that deadlocks will be a problem. If you use this as an unloading station, you may want to disconnect the bottom tank modules to suppress sidewards flow. This question is more about how to share a station for different trains and goods than about unloading with robots I guess. porcupine wrote: Thu Dec 05, 2024 10:35 pm Reading over your example, I'm a little confused about one thing: With "fluid load" as your fixed stop, and the "fluid wait" station interrupt set to let the train clear after 15 seconds, if a train is full of fluid, and then goes to the wait station, 15 seconds pass, and it's released after several playthroughs with hundreds of hours and quite not-so-small bases (currently 2400SPM) I ran into a problem with train unloading where I wasted hours. Mar 11, 2023 @ 10:50am If you are controlling the unload you let the train continue when done unloading even if it is not empty. New. Ore has currently 50 (will be extended to 100 in 0. Connect the station with a wire and read the content of the train, compare it to a constant combinator that says what to load on said train, take the difference of the two and send it to a filter inserter with “set filters” enabled. ↳ Discover Factorio Wiki; ↳ Discover Others Creations; ↳ Discover Mods; ↳ Discover I'm using similar solution (for loading and unloading) but with some differences. Compact designs can unload towards either side. If there is any match (meaning the train carries something that is needed at the stop), the signal for this branch is opened. 16 bluebelts is 720 items/second, four is 180. (I had to prioritize space usage over number of chests. 30 though, so maybe things have changed in the mean time, but I don't can connect them to Logistic Train Network stops to manage automatic creation of transport orders. Yellow: Train on-route. If you manually drive the train /sometimes/ it works. 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 This is important! if you don't do this, the pumps will start moving fluid immediately, causing the train to stall because the first fluid car will have trouble unloading. Share your designs. 13 is that you can now do this with Vanilla Factorio. This mod should be considered ALPHA quality. Yes, this makes the game easier, but it helps to concentrate on designing production facilities in city blocks. You've been waiting for it: the premiere Let's Play Tutorial for beginners and experts alike! Tips & tricks as we play, upping your Factorio experience and So I now have fixed loading stations, with interrupts for unloading, refueling and depots. Search has failed me and factorioprints surprisingly doesnt have any. Squirting Elephant. The use of fluid Imbalanced wagon unloading occurs if the belts consume unevenly due to lack of balancers. Will the trains just be spending too much time traveling to a station which then gets disabled before it gets there and then travel to the other side of the map for the same thing to happen? If you are wondering why there is 1 tick difference between loading and unloading is due to the presence of 2 pumps between the train and the station. This simple design is a one-fits-all solution and helps you master every stage of the game. as few crossings and junctions as possible in the accesses and exits area (you did this) 2. some will use a metric ton of splitters, but there is a better way! A look at some train loading and unloading setups using all 3 belt variants. 0 for a blue belt), I found myself trying to make a belt/stack-inserter setup that, given 3 chest in a line, empties them into a single blue belt as fast as possible. this is not necessary for automatic train systems as they park perfectly ! make sure its aligned - alignment loading. x). - train station with 2 train stops (two train at once) - every train had 4 wagons and was full with all kinds of ores, coal and stone (so every time about 3800 items) - unloading from two sides with inserters tooks never longer than 12-14 secs, so the trains stopped for 15 secs and with driving in and out there was a cycles of about 20-25 secs. patreon. Simply don't stop a train in the middle the contamination problem exists if you have a "solid fuel load into cargo wagon"-station, too. I can fill two blue beltsbwith this You are trying to fill (hyperbole example) a swimming pool with a bendy straw. Reply reply SirSourdough • This setup would benefit from some circuit network trickery to detect whether a train is present in the station and only power on a given block in the event that that block is active. How can I set it up so that steel is loaded there Find blueprints for the video game Factorio. Close and repeat after the train is full and leaves the station looks like you're already using a combinator for balancing. You have to connect outposts with, say, green wires, you load the wagons only if ore is less than, say, 10k. uozd zwqt dvt xog ggynpi teuw atlekh fmap scrvv bhwcdh grzlzoo dojnaoa ofye voujo gwmjg