Factorio auto train depot The train doesn’t have to go fill up and head back. Research it, then build it, supply it with locomotives and wagons, hook it up to your circuit network, and send it a T signal set to the ID of the train you want it to clone and it Set the combinator to "everything = 0" output "Depot 1" This way a train arriving at the depot with loaded item will not leave (LTN itself clears the path to only have the depot in list) and having items in cargo will remove the depot tag and LTN is not able to set a new path. It can clone schedule and filter settings as Here's my general advice for train systems: build only the infrastructure you need for the service you want to run. This requires you to have a lot more trains for it to work, but ultimately the trains are cheap and most of them are stationary either in I think to a third position of the manual/auto-switch: train-logistics (or it is a special locomotive or the loco is equipped with a special train-logistics-module). If a resource is being requested, and there is a train idle at a depot station, it will automatically fulfill the request. Wiki; Active topics; FAQ; Board index. Highly Recommend. This is a relatively Automatically clones trains at new advanced train stations called train depots. and transfer to a different train route. The first question you should be asking yourself is "why do I need a depot in the first place?" If you don't actually need a depot, Since I use a lot of personal trains and trains in general, I created a smart train station supported by bots. Train depot factories. www. Share your designs. I have about 20 Stations on the map calling "Train Supply" and one Station called "Train Power". nice thing . Only one I found was FARL, which assigns J to toggle it. Railway Setups "Simple" Auto-scaling train supply depot. but i tryied to set a stop to be activated only when a train need fuel, and it seems it didnt read the loco fuel. Then as the buffer from the chests gets used up, the train eventually empties out, goes back to fully load, and comes back to resupply. What I do is have 5 trains deliver rocket fuel to all my mini-factories (each train has its own unique set of refueling stops to visit) and when a particular mini-factory has below 40 rocket fuel in its logistics network it sends a signal over the wires (the first train waits for A = 1, the second waits for B = 1) and the refueling train leaves Edit LTN Settings Tweaks. so the train in bay 1 is sent. Train Stop can be disabled using the circuit network. Adds a storage depot controller designed for use in train stations, which can take large quantities of multiple item types and allow for belt-based dynamic train systems. For me this is my Home base, Science Base, Ore Smelting Yard, and Nuclear depot. 1 Downloaded by: 26. You can have multiple stations using the signals, the trains will only ever go to the stations you set in the schedule. And then you Train Automation Tool. Edit: if you wanted a refueling station you could easily make the train depot function the same way. You do have to solve it with an interrupt. it's impossible to make train orders based off train fuel levels, so the only solution is to have the train stop at the fueling depot every run. 0, you can combine the interrupt system with Community-run subreddit for the game Factorio made by Wube Software. This is a problem that can be solved in vanilla without cheating. ↳ Discover Factorio Wiki; ↳ Discover Others Creations; ↳ This mod sends idle/blocked trains to the depot to get them out of your way. Right now the depot schedule condition is just x Seconds of Inactivity. Factorio Forums. This can lead to an excess of trains in the system when some of the resources or production is running low, and we need a way to The train limit for that lane is zero until the fuel stored there drops too low. Designed for trains stationed near my mall. 0 Version: 0. Logistic Train Network [Feature Request] Add an option so that only empty trains leave the depot. When the train comes, each buffer tank can fully offload the wagon, then the The default LTN schedule will keep trains at the depot if anythign is interacting with them. Hundred. , FARL and/or Shuttle Train) simultaneously, it can be extended to 16x16 if desired. Factorio Direction. (Currently An infinitely expandable train depot! This basic version is easier to build by hand, but I suggest upgrading to the advanced version below once you have robots building it for you. I have 2 trains in the depot. Manual Color Module: an inexpensive 2x2 equipment item that This mod sends idle/blocked trains to the depot to get them out of your way. I always have auto trash for these three items set at zero so when I'm running by one This way a train arriving at the depot with loaded item will not leave (LTN itself clears the path to only have the depot in list) and having items in cargo will remove the depot tag and LTN is not able to set a new path. Trains pick up resources from a provider, then visit the train depot where they are also refueled. It can clone schedule and filter settings as well as the carriages. Problem: You can only have one train, because you’re going to turn all the stations off, so all trains will auto-path back to the smelting depot. Post your ideas and suggestions how to improve the game. Additionally, add a depot as buffer for empty trains, so empty trains can leave the unloading station. logistic-train-stop-input: 24: logistic-train-stop-output: 24: constant-combinator: 21: big-electric-pole: Extra Info. Note - Not my content. I saw a video of a train yard with coupling operations a while back, so i decided to try the same and, if successful, make a base around this. Blueprint a provider station containing a train with the generic schedule: If empty go have a valid route, or their current destination has exceeded its maximum train limit, are automatically sent to the idle train stop(s). 1. Set the schedule to 1 "pickup" station and 1 "dropoff" station and name all the dropoff stations the same. 5 times more throughput than 1-2-0 on saturated track), especially if considering relatively short trains. Try adding rail signals every few train-lengths, and double-check that your intersections are all signaled properly (tracks that cross over each Sweet transit is pretty good, but Factorio crushes the train game genre. These trains can source their stuff from anywhere, but prefer closer suppliers. Added support for partial train loads, for items that are not available in masses and need to be distributed to multiple stations. The mod checks all the stations that exist what they're called and if they are turned on. In Factorio 2. When the active train stop is removed, trains will immediately leave the I've had huge problems with 1 as well, and have since switched to barrels. Mods. It's a sad, sad thing. In the train, I have a condition for the train to wait for 2 minutes. Create a basic train and order it to park at the depot you just created, it is now controlled by the Cybersyn network. it's not impossible, but it's difficult to get running the way you would want it to work (the train only visits the depot when it's I hope this helps someone out there who doesn't understand trains and how signals work. This prevents more than 1 train being sent per "request" (no mass-stampede 2020 Features: - Updated to factorio v1. Say goodbye to manually monitoring your trains' fuel levels and hello to seamless automation. It's still always reserving the whole path from train stop to train stop though. Made no difference. This mod allows some simple control over train schedules using special signals. so at this point you only have 1 request, but bay 1 at your dispatch is empty because that train is already out. Edit LTN Settings Tweaks. Hi, quick question, which the new train system, do I get it right, that interruptions allow for routing based on cargo, but let's say I have way too many copper mines -> what prevents all trains stocking up copper without a place to drop them? LTN allows fine tuning that if there is station requesting 10k copper it will send a train just for 10k of copper, this is still Hi there! Question about train interrupts(I love that feature) My train settings are like that : - By default go to the pickup station - When having item, go to drop station - If destination is full or no path, go to depot, wait 10 seconds - Fuel management I've created a "Blocked" interruption where when the destination is full, the train should wait. Then have "Pickup stations" that are all disabled by default. Adds a storage depot controller designed for use in train stations, which can take large quantities of multiple item types and allow for belt-based dynamic train systems. I have set Enable train limit to 1 at the LTN train It basically turns the train network into a logistics system, where destination stations set a request for a thing (based on item count and request thresholds that you set) and provider stations This is the station I use on my main base (3-8 trains). How to use the mod. Search Most Recent Most This train is awaiting to be refilled, and that there is a red signal emited by another train station. The same behavior was observed when I implemented some stations on my large rail network . However, when the 2 - Current train pathfinder makes trains behave dumb (train wants to turn, drives thorugh a loop and stays behind a bay where a train is unloading even if 2 tiles away there is a Is there a chance to enable/disable train station using this setup? I have 1 train with simple stations (load in base - unload at depot - each depot have the same name). I don't remember the video where I saw it though. Quick links. The train fuel stops are disabled until they run low; the fuel train loads up I find this intersection a bit confusing, since the arrows for train direction are missing. That train has fuel AND you didn’t have to wait as long for a round trip to fill Auto Manual Mode: is nice if you use an building train FARL Fully Automated Rail Layer: helps out building the rail network Stack combinater: not stricktly an train mod but can help out making the logic for a dynamic train system Train construction site: A A depot is a lone station without loading/unloading functionality but with a stacker. Best practice is to have many idle train stops, all with a train limit of one. Ie has 3 parts of their trip, from depot to provider, from provider to requester, and from requestor back to depot. Depots and stations can have any train stop name, names do not impact their Otherwise you'd just put a conventional stacker in front of your unload stations instead of trying to do a depot. The dummy station is there to add to the pathing penalty so that this is the last station that the trains try to path towards. Place a rail signal at any places a train will exit. Consequently, the second, third, etc. There are a couple tweaks that you may want to consider: Delivery For light weight circuits, you want a few combinators to dynamically adjust train limits based on load or unload capacity. Search the tags for mining, smelting, and advanced production blueprints. Edit: typo first of all, the dedicated fueling depot is difficult to get working. Multiple item drop stops of the same type are named the same. Train Stop can output the contents of the stopped train's cargo. 16 Downloaded by: 5 users. Place a locomotive on tracks. The main advantage is that you don't have situations where one chest is more full than another and you have some idle ItsDarthChaos wrote:Really, in the long run just having a fuel depot that your trains need to route to in their routine with, like, a 10 second timer isn't THAT bad. The Lets Play transitions from a normal base into a Me All the stations have the same name. Post by Straugh » Wed Oct 27, 2021 1:28 pm. I think the best setup in vanilla is to have a train for each material at each production area. Can have a small 1-1 or 1-2 train that can take fuel to outlying load/unload stations. at the same time a train from the depot with the name Read the train contents, and when it’s full, turn all the ore stations off. But just a few days ago I saw an idea that potentially solves this: Instead of activating pumps only if the data read from Train schedules are (and deliveries should be) kept until they reach the depot. benefits/disadvantages of using a train depot All my trains have [item] pickup -> [item] drop -schedule, but they do use dummy depot IF they have no other valid destination. When a train is dispatched, the request counter is reduced by 1, so we know when to stop dispatching more trains. When the active train stop is removed, trains will immediately leave the station if they're waiting at the station. They are a mystery to me. Get the blueprint at https://blueprints. I expect that a train stopped at a station (for whatever reason) will provide a continuous, stable signal of its contents when "Read train contents" is checked for that station. Rails can be built on the ground, or can be - with the Space Age expansion - elevated with the help of a rail ramp and rail supports so that trains can travel over obstacles. Blueprint a provider station containing a train with the generic schedule: If empty go Automatically clones trains at new advanced train stations called train depots. The source code is visible on the Github page. it's not completely This depot is attached to a freeform track network via entrance and exit onto any track. Ah yeah, good catch. My mining outposts work like that, I build the rails out to it then stick down a blueprint and a train station and (if I forgot my roboport et c. 2. I'm a computer programmer who doesn't understand factorio circuits. By running fewer trains you get fewer trains rushing the station however in a hypothetical one-train loop D->P1->P2->R1->R2->D where D is the same depot, P1 provides iron plates, P2 provides copper plates, R1 demands copper plates, and R2 demands iron plates, and all stations are available (all requestors are empty, all providers are full In this depot station design you set the name of the second train station to the same name as the station you want this to be a depot for, in this case "Iron Ore Dropoff". Trains can still drive through the normal pbs in the wrong direction if entire path is free. I just reproduced their setup and a twice-rotated constant combinator directly above the LTN output combinator puts the green wire directly directly above the red terminal of the station output so that has got to be it. Branches 1 If you consider the resource gathering process (mining/smelting) it is, like all things factorio, a producer/consumer process. The original depot was 2x 30 trains, I thought having so many trains feeding in via a single track could be the problem so I split it up into 7x 10 train depots (i have 60 trains currently) spread around the map. the train arrives to fulfill the order, and then the next smelter requests a train. Trains are the medium by which the resource is transported. or i didnt set it properly i want it to get to the refueling stop (refinery) only when fuel is under 50 solid fuel, then goes on his regular task. This signal is captured by a dispatch depot, where empty trains are waiting to be dispatched. Bigger trains still come to my local depot witch is You don't actually need a depot at all, and going without has some advantages. Vanilla solves 90% of the problems in a train network for vanilla factorio, so in an almost-vanilla setup I would just use vanilla trains, except for building and repairing outputs. For example, if I have 3 mines and they're all saturated with ore, I don't want my train going to the waiting depot when it could just be going from the Introducing the Automated Fuel Dispatch Mod for Factorio! Fuel management just got a whole lot easier with our latest mod. Note, it's an n^2 search, so there's a good 50ms of lag on every train place. Train length comes at cost of needing to scale all infrastructure to it. 3 posts • Page 1 of 1. 2 posts • Page 1 of 1. Seems like it would be pretty simple. ↳ Discover Factorio Wiki; ↳ Discover Others Creations; ↳ Discover Mods; Or instead of that, use the timer on the artillery wagons base station, dispatching it every 10 minutes and use an SR latch on the last station on the list to read the number of shots stored on the train, and if it's 0), it sends a signal that makes the artillery train leave the base station as soon as it's refilled and resets when the have a valid route, or their current destination has exceeded its maximum train limit, are automatically sent to the idle train stop(s). TL;DR I expect that a train stopped at a station (for whatever reason) will provide a continuous, stable signal of its contents when "Read train contents" is checked for that station. Savegame download if anyone cares to mess with it: https://nofile. You don't actually need a depot at all, and going without has some advantages. Provider stations need a signal showing how much of an item is available for pickup. General. If you know of a show I needed a depot because I only had enough space for two trains at my unloading station, so I couldn't set my train limit to higher than two without clogging my main line. (auto-locked via RS latch when a train enters it), allowing the next supply train to reach its depot stop & be ready for dispatch. When a signal is received by dispatch depot, a single train is dispatched to the requesting station. And no, blueprinting the train stop name isn't a viable solution because LTN A building train automatically delivers factory parts with circuit-controlled precision! Buy Factorio at Humble, (supports me at no extra cost to you!): htt The train limit for that lane is zero until the fuel stored there drops too low. Honestly though, if you're only running one train, you only need 4 Rail Signals : one right after each of the two Train Stops, and one right behind the train when it Factorio Forums. Community-run subreddit for the game Factorio made by Wube Software. This system worked well for me when I added train limits as 1 to all stations. When it arrives at the station, it switches to the name of the station. This means that trains only idle when there **truly are no requests to fulfill**. You'd just have to make sure you don't create a bottleneck in doing so. 3 Trainbuilder auto recovers from MOST sync/state issues, and can operate fine out of sync most of the time too Train loads in S1 -> Depot -> unloads -> Depot -> loads in S1 -> Depot -> unloads -> Depot. Using the mod is not difficult. If you have dynamic limits, add the maximum limit. Edit: mods include do robots build automatic trains and automatic train deployer I recommend lots of moderate sized depot's in many locations. Station limits are set to 1. There is a direct correspondence between the Cybersyn train network and Factorio's robot logistics network. All trains will have same generic schedule: * If no cargo and is stationed in Depot - go to input. This way a train from the depot will release and pick either one. And adding a new station is easy since I use a universal stacker design that has a small loop for the train to auto feed fuel and 2 robots. g. Hi all, I have never built a dynamic train system before or done much work with circuits, mostly because it seemed like a huge and complex hassle that I didn't have enough reason to get into previously, but Space Age has given me a reason to set up an actual train system for mass material distribution while I'm off-planet, and the 2. 08. So I've been designing a fancy train system using the latest update for stations and queuing, and I want to make a system that can infinitely add trains to the network as demands increase. So I The Depot station brings in nuclear fuel and will output onto the depot train any wood, stone, or coal the station logistic bots have picked off the player. 1. The External supply depot would have room for 50+ trains. Set a schedule, any at all will do. The train will proceed to the Depot and stop. This way you can build a train depot that houses idle/waiting trains, and avoid the need for "stacker" space before each station. 0 update seems to have Automatically clones trains at new advanced train stations called train depots. I've barely used circuits at all. Locked post. Train will path back to the smelter. peaveyyyy Manual Inserter Posts: 3 ↳ Discover Factorio Wiki; ↳ Discover Others Creations; ↳ Discover Mods; I think OP is asking for Train Depot, not Train Stacker solution. You can not build a epic-quality foundry with a normal one in your storage. io/f/Bn61TztZo Each city block has fuel stops for all unloading trains (except acid for uranium mining which refuels on loading). If there is a provider station that is signaling that it is ready to provide X resources, then a job is created; a train is picked from the station that travels to the provider, loads up, travels to the requestor, unloads, then goes back to the depot. You insert a depot station between loading and unloading, i. My request would be to add an toggle in the options so that the depot schedule is x S Factorio. I use this train depot design to store trains that are acting as storage or are waiting to be used and thought it might help someone here looking for this kind of solution. There are a couple tweaks that you may want to consider: Delivery Timeout - This setting affects how long a train will wait at an unloader station before automatically returning to a depot, even if it hasn't finished unloading. When the delivery is completed, the train enters the fuel depot, gets refuelled and returns to its regular depot. But I still love how LTN and Ghost Combinator combine to auto-build outposts. 0. 3. ) summon my outpost building train to bring a roboport, a stack inserter and a storage chest, stick those down and now the base is ready to unpack itself from a train and build itself. Train unloads into the chests and the chests pull onto belts or via bots are used to do whatever (reload turrets). and to "Depot" to create a depot. Tweaks Mod category: Tweaks Factorio version: 1. Changelog: 1. 0: New General view of depot. Tired of having to copy train configuration for each item, for each group, every new item or station? This logistic train system will be the only train group you ever need. But I needed 6 to Get step-by-step walking or driving directions to Lorton Auto Train Station, 8006 Lorton Rd, Lorton, VA. Other Features: Locomotive Equipment Grid: an unused feature of vanilla Factorio, this can now be enabled for locomotives via a Startup mod setting. You also need full signals or dummy train stops for a stacker. 16 Downloaded by: 6 users. This is all very nice, but it kind of created a new problem, and its the fluctuation of trains availability based on all the unloading stations being backed up or not. Which means instead of clicking, you'd have to walk and enter exit each train. Set the train to full load from supply station and full unload to offload station. Automatic AutoTrainDepot (ATD) enables the use of generalized train depots without reliance on logistics bots just handling everything automatically, by adding mechanisms to prevent item deficits or surpluses from causing deadlocks, and Automatically clones trains at new advanced train stations called train depots. have a valid route, or their current destination has exceeded its maximum train limit, are automatically sent to the idle train stop(s). Train Schedule Interrupts. By default a 2x4 grid large enough to fit a pair of 2x2 equipment modules (e. The train was set to return to the depot after a short wait period so that worked. I also had it happen once when a train rolled into a station while out of fuel. Adds a new kind of train stop that can automatically build copies of trains using the circuit network. The Depot's light, which was green, will turn blue, indicating that the train is ready for Automatically clones trains at new advanced train stations called train depots. Introduction. A couple weeks ago, I asked /r/factorio how to set up train automation so that my trains would collect resources when needed without circling endlessly and without resorting to dedicating All depot stations are named Depot. Version Game Version Download Release Date For light weight circuits, you want a few combinators to dynamically adjust train limits based on load or unload capacity. Having enough room for every train built to sleep is the safest bet if you won't have a continuous demand, or there is potential for power loss. If I have read correctly, you can now park your trains at a depot and set interruptions which alter it's schedule, essentially functioning like LTN used to. com/docjadeJoin the di As soon as a train empties it heads for ‘=> Iron’. I add a refueling depot to all my train schedules (basically go LTN style here). 5448: concrete: 1688: straight-rail: 399: landfill: 239: rail-signal: 208: curved-rail: 30: big-electric-pole: 22: rail-chain-signal: 11: roboport: 4: train-stop: 1 Train. Coasting a train into station with absolutely zero fuel has to be pretty rare though. Branches 1 Train Schedule Interrupts. Learning how to manage and maintain the upkeep of a larger train network takes time and experience. Design / Blueprint The main problem to solve here was allowing a train of an item x to only leave the depot if setting request threshold, limit train size, asf per stop is generally a good idea for networks with multiple items; When a train arrives the expected train inventory is sent from the Easy way (if you have some space) to modify your depot to reduce congestions. The second train will then wait for the first train to fill up. So I developed a local depot station; everything going any distance is carried by 1-4 Mk3 trains, and comes into the local depot, which requests 2 4-wagon trains full of everything General view of depot. At each station, I disable the station if train is there. 13. Simple 1-1 refuel train with nuclear fuel, since the burn time is so crazy long they hardly use much, the Fuel train often sits actually. The 1. Exemple: Train -> pump -> buffer tank -> real storage. I saw someone use a train depot. Copy This signal is captured by a dispatch depot, where empty trains are waiting to be dispatched. Traffic in depot is from left to right. The speed and fuel benefit comes now. This is a mod for the game Factorio. Adds new train stops forming a highly configurable logistic network. Avoid traffic with optimized routes. Disable the unload stations when a train is present. So you add some more chain signals so trains with paths that don't overlap can move at the same time. Monster wrote:If you have a "Waiting"-Station and the next shedule of your train is one or even multiple train Stations with the same name with enable and disable conditions, the train will stay at the "Waiting"-Station till the next Station is enabled. The trains payload will Comments are reader and auto-moderated. However, because that first train will put the outpost under the threshold limit, the station disables after the first train. Or from train stop to wait split. Lowest line is service for fuel support. 80K users. The depot problem. ↳ Discover Factorio Wiki; ↳ Discover Others Creations; ↳ Factorio Forums. Immediately, I discovered that train-to-train is clunky because of the multiple-of-2-spaces between tracks. Sum up the train limit of all stations, employ as many trains. Now I can label all of my mine fields the same thing, and trains will just route to it when the stops have a full load available. 1 Downloaded by: 6. Team/Force: You can only access items that were uploaded in a depot of your own I am building a train-connected base, geared around city blocks a-la Nilaus. This video was created and uploaded by Project Cybersyn. "Simple" Auto-scaling train supply depot. In the attached save file I've created three scenarios: * Left: A train with a regularly scheduled stop - This works as expected: a stable signal of the train contents Train. Maybe you can use one of the train deployer mods to make a train making depot somewhere. 2020 Features: - Added support for modded trains from "Electric Train" - Added support for modded trains from "Electronic_Factorio_Extended_Locomotives" Bugfixes: - Fixed crash related to not finding any burnable fuel category - Fixed ordeing for trains from "Battle I have been longing for this function for sooooo long, and now where I am getting to stamp my train-based smelting BPs for my 10kspm base, having to do this through the train menu will finally drive me insane! There will be over 800 trains I will have to do this for. (Make sure it faces the same way as the stops. This can lead to an excess of trains in the system when some of the resources or production is running low, and we need a way to Find blueprints for the video game Factorio. The train to clone is set by a circuit network signal sent to the station. A 1-1 train should be sufficient for most networks to handle deliveries. 367K subscribers in the factorio community. The local supply depot would be close to the request station and have 2-3 trains waiting there. If a train is low on fuel (a configurable threshold) when a schedule is created, a "Fuel Depot" stop is automatically added to the end of the regular scheduled delivery (or made as a single, exclusive route). Have two routes leaving the stacker. You decide which refuel and which depot stations a train should go to. Dear player, This mod introduces a more realistic way of building trains. Instead as soon as it leaves ‘Iron =>’ a new train from ‘Iron Stage’ heads to the now empty output station. Problem is that trains wont understand depot size and is I make a rule to limit train size, nothing happens. Currently, my trains have a fuel input at the main unloading platform that tops off their fuel while they are unloading. The trains themselves are not bound to a specific resource type or station. It alleviates the bottleneck problem while greatly reducing the 3 leg problem LTN introduces over vanilla. For depots you could either use a dedicated depot stop in your train schedule where you can also refuel all of the trains or use a different method which I will try to explain now: trains choose the station they travel to (when there are Each stop in the train depot has the same name, and every train has the same cycle of stops, so trains automatically slot into the first available slot at the depot. Key Features: 1. The Railway is one of the main transport methods in Factorio. Is there a way to force trains to repath just before entering the depot? how about that trick of hooking up a series of signals to a combinator to manipulate the pathing system? or some other oversight on my part about how to keep multiple trains from choosing the same depot station? I'm using a mod, Warehousing, that produces enormous storage containers that are 6x6 (default are 1x1 chests) and have 1800 [1] stacks of items. It have unloaders for ores, stone, coal, crude oil, uranium (with acid loader), loaders for building train, uranium fuel cell (to feed distant Valheim is a brutal exploration and survival game for solo play or 2-10 (Co-op PvE) players, set in a procedurally-generated purgatory inspired by viking culture. trains will then "skip" the outpost and go back to the depot and from there into the unload station. Easy way out is to Find blueprints for the video game Factorio. Steps to reproduce: 1. It's quick and simple and is by no means the definitive example of best practice when it comes to absolutely maximizing train movement. I just use quick branch outs off the main tracks near the train load/unload stations and have local bots deliver it to the final chests for loading of fuel onto train engines. 0 way to do this is to make your "depot" a stacker, so no stations in the depot itself. e. Also adds a combinator that sends a signal counting the number of trains scheduled for a station it is placed next to. another. 349K subscribers in the factorio community. 4. I don't know how it works exactly, I think it requires dynamically controlling the train limit. It will go to any Yesterday while playing Factorio I got into a situation where I needed to create a train depot and I noticed that in the current situation is not possible to do so without wiring Find blueprints for the video game Factorio. i found out how to turn on/off station, with logistic condition. This is from And then there's a train somewhere in that block. The trains would be sent from the Ore outpost to the external depot and held there until a slot was released at the local depot. Then, you just only call a train when all the buffer tanks are at 0. Just read the train composition signal (or assume fixed train layouts and do it blindly) to enable take mergele wrote: ↑ Thu Jul 01, 2021 5:49 pm You can have a train do a "Waiting station" -> "Pickup station" schedule. Moderator: Optera. I see so many complex circuit networks for calling trains but I simply use train limits and a depot holding area. The caveat is you have to be in the train. And in 14 hours straight since posting this I haven't had an instance of it. If you have a dual FACTORIO MEGABASE-IN-A-BOOKAdvanced Factorio Lets Play focused on making modular design for a Megabase. It slows down any individual train but it simplifies fuel delivery and most throughput slowdowns can be mitigated by adding another train or Hint: always use the one-way path signals. Show your Creations. 0. The subdivision of the intersection with chain signals means that trains entering the train station depot to the Follow these simple rules to get you started: Place a chain signal at any place where a train will enter an intersection. Moderator: ickputzdirwech. But it's worth the 2min human time savings from manually moving each train to its depot. I personally didn’t simply because I had already handled refueling before I started messing with dynamic limits. No, he is asking for his trains not to clog up the rail network when nothing needs their cargo. Put the train into auto-mode. It should start working without any problems. Updating Factorio so I can get the blueprint, hit me up on Discord, will PM you. When the train is traveling to the depot, the builder will instantly start creating a new train. To tell LTN a station is a depot, send the lamp an "is depot" signal. ) Set the train's destination to the Depot, and add a 5-second inactivity condition. there were just too many products to maintain any sort of long-haul 1-car setup. As pointed out by u/Flouyd, the settings for LTN can be tweaked in the mod settings menu (under Map settings) to change its behaviour. nuclear. Explore the list of Have a car show planned in Connecticut in 2025? Send the details to budw@ride-ct. 800. Surface: Your supply is limited to the surface you are on. Something like “Vanilla Logistic Train Network” as linked elsewhere in the 𝐃𝐞𝐬𝐜𝐫𝐢𝐩𝐭𝐢𝐨𝐧𝗨𝗻𝗱𝗲𝗿𝘀𝘁𝗮𝗻𝗱𝗶𝗻𝗴 𝗙𝗮𝗰𝘁𝗼𝗿𝗶𝗼 𝗦𝗲𝗿𝗶𝗲𝘀As I play the games I love and find more If a train is low on fuel (a configurable threshold) when a schedule is created, a "Fuel Depot" stop is automatically added to the end of the regular scheduled delivery (or made as a single, exclusive route). Reply reply ItsNino13 • def gonna try it, its just a train carrying solid fuel for example and dropping it off right every factorio player has experimented with the logistics of utilizing a centralized fueling depot and programming the train to somehow go there to fill up. I have set the wait condition for the Train Depot stops to be "Circuit Condition: Then when a train is arriving to Load depot (every train have to load eventually) - it also getting refueled. The train is given coordinates of the station to travel to. The train starts from the depot when assigned by LTN pathing. If you feel a comment is inappropriate, click the red flag at the top right of the offending comment. Dual or single headed. Factorio version: 0. (it won't go anywhere, it doesn't have fuel yet) 4. Fixed crash when deleting stations My train limits are dynamic, so a new train is summoned to the station as soon as the current one is empty. Second from top is dedicated for fluid train and out of interest for now. We solved this by making sure each train had a depot, so my 1-4-1 Main depot has 19 trains, and my 1-4-1 chipsfactory depot has 12 trains. (Thus the system is getting to a point eventually when all the refuel stations are full and train is just waiting on "Fuel load" stop. They are cheap to build and minimizing the distance bthe train has to travel will increase overall throughput per train. It is published on the Factorio mod portal in . The train fills up, then travels to Disabled or 0-limit-stations don't get skipped but the train "bugs out". New comments cannot be posted. No politics. Its train limit equals the number of lanes it has. In the attached save file I've created three scenarios: * Left: A train with a regularly scheduled stop - This works as expected: a stable signal of the train contents My many-many station setups with dynamic train limits and pathfinding penalties are joy to use :) example. if it only finds one active station in a train's schedule it will add the depot station to it. and can't fulfill the order and so no trains can be sent until a new train arrives in the empty bay. In your current setup the train in depot tries to do this but can never find a free path because there are Set the combinator to "everything = 0" output "Depot 1" This way a train arriving at the depot with loaded item will not leave (LTN itself clears the path to only have the depot in list) and having items in cargo will remove the depot tag and LTN is not able to set a new path. In base there is smaller network with smaller trains (2 locomotives and 1 waggon). penalties and even distribution in action. There's the Whistlestop mod or whatever, but I really hope that Wube's next project is a full blown train management When im calling a train aka walk near a gate i sent a circut signal to the train to Start and disable all train Station exept the one im standing at. Ideas and Suggestions. Version Game Version Download Release Date I hope this helps someone out there who doesn't understand trains and how signals work. Auto fuels every locomotive in the yard. But as I scaled up and experienced supply shortages, I decided to switch the system to LTN. C. In the last couple weeks i had a little more time then usual, so i tried something new in my latest play through. com/Consider supporting me on Ko-fi!https://ko-fi. Stations disable if full, utilizing circuit network. Then i choose a lokation i want to go to via You want to create a train filled with all the stuff needed for an outpost, filtering = good quantities of each item that can be filled automatically You can use a single train for a full craft. Factorio version: 1. Skip to main content. Note the full signals on the wait split. Train schedule is just load -> unload. All the depots are named the same if this is relevant. Simple, and very effective. But I wanted to have a local and external supply depot. It explains how to setup train stops to auto-disable. Thanks! This is the first time I've seen an unconfigured LTN depot stop and the failure mode is really interesting so thank you! Had you turned on "schedule completes at requestor" (which I usually don't recommend) you would have ended up catching this a lot earlier because whatever train pathed to that particular stop would have gone idle at that point. The depot will use the correct quality items. Setting train limit to 0 is the way to go. Research it, then build it, supply it with locomotives and wagons, hook it up to your circuit network, and send it a T signal set to the ID of the train you want it to clone and it Afaik you should not disable train stations by circuit logic as this would make trains stop midway on track if the last remaining station gets disabled therefore blocking all other traffic too. #2 I deleted S2 and I have only S1 Reconnected. LTN Depot: signal-D: signal-E: signal-P: signal-O: Details. Commenting means For a long-distance train trip or to travel across the country, you’ll need to first travel to Boston, New York City or Washington D. This is a basic guide to help educate you on how signals work and some of the pitfalls and things to look out for. It slows down any individual train but it simplifies fuel delivery and most throughput slowdowns can be mitigated by adding another train or If there is a provider station that is signaling that it is ready to provide X resources, then a job is created; a train is picked from the station that travels to the provider, loads up, travels to the requestor, unloads, then goes back to the depot. AM2. ). 98 votes, 22 comments. The distances in Factorio are just too small compared to the waiting times, that this is really relevant. 2K users. Or even better setting train limit to how many trains the station could fill/empty. And no, blueprinting the train stop name isn't a viable solution because LTN sends trains to the wrong depot. Factorio Prints. There is very little written or said about this new system, but from what I gathered you only have to insert item/resource icon into train station's name and set that same name as target in This mod sends idle/blocked trains to the depot to get them out of your way. 17 - 1. The trains are created inside a building instead of manualy placing them down. once a second train station becomes active again the mod will send the train there and remove the Factorio Rail Yard. Adds new train stops forming a Otherwise you'd just put a conventional stacker in front of your unload stations instead of trying to do a depot. Straugh Burner Inserter Posts: 9 Joined: Wed Oct 27, 2021 12:52 pm. This mod sends idle/blocked trains to the depot to get them out of your way. As in: where to put idle trains to wait when they have no assignment at all. Named for Project Cybersyn of Allende's Chile, with just this mod you can coordinate the economic inputs and outputs of your entire megabase. Copy link. Designed for efficiency and convenience, this mod ensures that your trains are always ready to roll. Behold one of the most feature-rich and performant train logistics network mods Factorio has to offer. zip format. Here I create a Fuel specific station for drop off and 1 roboport (or enough to cover all stations at this base)and a single stack of bots (more Taking the pain out of train wait. Train length which also strongly influences throughput (4-8-0 can sustain about 2. com | Forums | Wiki | Mod Search mods Automatic Train Depot. Factorio. you can have a depot for empty trains in the schedule before the loading station, and a different depot for full trains before the unloading station. Now, I did try diagonal, but this doesn’t work for 1-1 trains because you can only fit two inserters along the length due to the first train car not being able to be completely diagonal. This signal is made when RF in one of the refueling device has less then 5 RF, whch means . Then they fulfill the next request and start the loop again. Other than this, I have a depot block with multiple train parking lines where they get refueled. by RIncewind42. I have set the combinator at every stop to Limit trains=1. com for inclusion in RIDE-CT’s 2025 Connecticut Car Show Calendar. I wasn't sure if they should be manual or automatic so I set one of each. In the depot-less push network, the pickup stations are the waiting depot, just distributed across the map. Have the interrupt condition "no destination or no path" and set the train to a depot station. With volume like this just call the trains to arrive a few seconds early so draining the buffers clears any imbalance, even if you manage to fall behind on your pickups and let the n/12-remainder imbalance accumulate for hours a thousand item imbalance clears in seconds. It is designed the same way, but has separate name. It as in topic train just doesnt stop at station , it get its order normally then drive to station but doesnt stop there and go back to depot then get order again i use 2 way trains so when it is for that brief moment at station it tries to load but train just drive away Stepping on the gate at the farthest Call from the depot had the train go to the red signal of the closest, stay a couple seconds and back up to the right one afer that. com. If the train leave the requester station with product it adds in the "Cleanout Stop" and then it goes back to the LTN Depot. In my experience if you have two depots with the same name trains might end up all trying to go to the nearest depot and then overflow onto the main tracks when there is no more space. The depot need to be big enough to store the additional trains that cannot go anywhere, if the limit is lower than the maximum. This mod automatically schedules train transports between supply and demand stations, and sends trains to the depot after every transport. Train Depot. All trains have schedules that look like Depot -> Provide -> Request. Train refueling at a depot in vanilla Factorio using surprisingly few combinators. Put a train on the tracks with one locomotive and one cargo wagon. Also, i'm using circuit network to enable/disable refuel stations when they are close to full capacity. now schedule on trains. I ended up moving to many smaller depots approach, actually having a small 2-3 train depot in each production city block. docjade. Just add a 2 second of inactivity wait timer to the train depot schedule and have them fill up there. 139 votes, 72 comments. You need a depot. I make this with my Fuel train. . factorio. The Depot's light, which was green, will turn blue, indicating that the train is ready for Otherwise you'd just put a conventional stacker in front of your unload stations instead of trying to do a depot. It’s very simple but I’m wondering why I should explore more advanced train circuit network configurations. When train gets a job, it leaves depot and may visit some stackers on the way. I understand the basics: All depot parking stops are named the same, and trains will just pick the next available parking bay. This mod Train Stop can output the contents of the stopped train's cargo. But I figured the mod would help others who don't know how to optimize LTN perfectly and to allow a fallback. Send your train to the depot on automatic and LTN will consider it a train it can use. This makes things very nice for me, since I no longer need to label all train stops individually. Also, use circuit Hi, quick question, which the new train system, do I get it right, that interruptions allow for routing based on cargo, but let's say I have way too many copper mines -> what prevents all trains stocking up copper without a place to Each stop in the train depot has the same name, and every train has the same cycle of stops, so trains automatically slot into the first available slot at the depot. 2nd Identify places of common intersect. 2. Post by ruhroh » Mon Dec 09, 2024 10:19 am. You can only access items that were uploaded on the same surface you are building on. Similar in functionality to the famous Logistics Train Network mod, but with a much broader scope. But in case you mean an off-ramp for a railway in a one-way right-hand drive network, you can signal it like Community-run subreddit for the game Factorio made by Wube Software. Definitely #4. Trains can be placed with blueprints now, and they keep their schedules, which is super useful, but they get placed in manual mode. I am building a train-connected base, geared around city blocks a-la Nilaus. 11 Date: 27. 6 stack inserters move from belts to a warehouse and another 6 to the train, or vice versa for unloading. Here, for the two-way track, the use of chain signals is to prevent another train from entering the two way portion. com | Forums | Wiki | Mod Mods. this is wasteful, it wastes both time and fuel. When i reach the point where the depot is creating too much traffic, i will copy and paste it at another point in the factory and the trains just go to whichever depot is closer and/or open. Eight. 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 ItsDarthChaos wrote:Really, in the long run just having a fuel depot that your trains need to route to in their routine with, like, a 10 second timer isn't THAT bad. The image is not the best. wfl idcwcm ysfr mxhuq rmzd rjb qdrn ajjm xjz rwo