... my ideea
TL;DR
Add a separate “automated train station” entity for a fully self-managing 1-item train network, so trains only need one schedule entry (plus a fuel top-up interruption).
What?
I ... can use the existing station for complex/manual setups.
Modes (based on circuit wiring):
Mode 1 ...
Search found 460 matches: +"train station" setup
Searched query: +"train station" +setup
- Sun Jan 11, 2026 4:45 pm
- Forum: Ideas and Suggestions
- Topic: New train station to automise cargo trains
- Replies: 1
- Views: 312
- Wed Jan 07, 2026 5:03 pm
- Forum: Bug Reports
- Topic: [2.0.55] Wildcards not syncing with cargo-types in train
- Replies: 2
- Views: 1125
Re: [2.0.55] Wildcards not syncing with cargo-types in train
... any-fuel wildcard, but want it to react to the train's cargo. I don't think this will work (this was ... using to then find a matching refuel drop-off station for the train to path-find to via interrupts ... priority systems.
I've made a identical train setup without the dynamic stuff and the train ...
I've made a identical train setup without the dynamic stuff and the train ...
- Wed Dec 31, 2025 7:38 am
- Forum: Gameplay Help
- Topic: Ribbon world train problem
- Replies: 5
- Views: 672
Re: Ribbon world train problem
... If you eliminate the need to enter the Stacker station from both ends you can simplify the design ... to both the east and west to try to cut down train congestion and have easier access to ores. A ... in practice has no way to be enforced in your setup because "many" trains can answer the call, even ...
- Wed Dec 31, 2025 2:04 am
- Forum: Gameplay Help
- Topic: Ribbon world train problem
- Replies: 5
- Views: 672
Re: Ribbon world train problem
... of the problem is that you expect the "closest" train to respond to a call to the "demand" or "supply" station, expectation that in practice has no way to be enforced in your setup because "many" trains can answer the call, even if they are not trains in the immediate nearby stacker but instead trains ...
- Mon Dec 22, 2025 8:42 am
- Forum: Gameplay Help
- Topic: how to make builder train
- Replies: 7
- Views: 1114
Re: how to make builder train
... signal sends the required items to the Builder Train station at the constructed mall.
This in particular goes a little beyond what you can automate in factorio without mods , if you are not willing ... outpost defense supply" . In the first one you setup everything you want the train to carry, and in ...
This in particular goes a little beyond what you can automate in factorio without mods , if you are not willing ... outpost defense supply" . In the first one you setup everything you want the train to carry, and in ...
- Sun Aug 17, 2025 9:38 am
- Forum: Gameplay Help
- Topic: How to tell if a train is in a station but not "stopped"?
- Replies: 3
- Views: 849
Re: How to tell if a train is in a station but not "stopped"?
... I can see to distinguish between an arriving train, a leaving train, and a train attempting to leave.
Yes, that's the essence of what's (not) possible with train station circuits. You cannot ... harvest as fast as the fastest buffer-to-wagon setup, but may be you're already satisfied if the ...
Yes, that's the essence of what's (not) possible with train station circuits. You cannot ... harvest as fast as the fastest buffer-to-wagon setup, but may be you're already satisfied if the ...
- Thu Aug 14, 2025 11:33 pm
- Forum: Gameplay Help
- Topic: Is there any word on skipping stations
- Replies: 13
- Views: 2278
Is there any word on skipping stations
... away the ability to a & b where (a) = disable a train station on a schedule AND (b) = skip that station.
So I can't have: A(load) -> b,c,d,e,f Unload. All I see in the forums when this is asked is "why ... gets destroyed. It WAS very easy before. Setup the schedule. If the station was disabled, the ...
So I can't have: A(load) -> b,c,d,e,f Unload. All I see in the forums when this is asked is "why ... gets destroyed. It WAS very easy before. Setup the schedule. If the station was disabled, the ...
- Wed Apr 30, 2025 8:29 am
- Forum: Gameplay Help
- Topic: help on Combinators
- Replies: 8
- Views: 1518
Re: help on Combinators
... output belt", I would modify your combinator setup like the picture below. The counter (the ... the logistics network to move items from the station to wherever you want? Output your train to passive provider chests instead of steel chests, then you're able to define exact amounts of items in ...
- Tue Apr 15, 2025 6:25 pm
- Forum: Gameplay Help
- Topic: Train delivery to defensive lines
- Replies: 9
- Views: 2744
Re: Train delivery to defensive lines
... sophisticated fully working circuit controlled station blueprint, since that would be a blackbox for ... none.
The key is the slot filtering feature of train wagons. You're able to middle-click every slot ... being unloaded - can be more.
This general setup ignores some details, for example you need ...
The key is the slot filtering feature of train wagons. You're able to middle-click every slot ... being unloaded - can be more.
This general setup ignores some details, for example you need ...
- Tue Apr 15, 2025 4:44 pm
- Forum: Gameplay Help
- Topic: Train delivery to defensive lines
- Replies: 9
- Views: 2744
Train delivery to defensive lines
Hello !
I've been wanting to make a simple train setup to push ammo, repair kit, walls and such from a central Supply Train Station to my different Defensive line stations. The train is a one wagon, one fluid wagon fill with light oil.
I have zero understand of logic circuit or nearly zero (basically ...
I've been wanting to make a simple train setup to push ammo, repair kit, walls and such from a central Supply Train Station to my different Defensive line stations. The train is a one wagon, one fluid wagon fill with light oil.
I have zero understand of logic circuit or nearly zero (basically ...
- Fri Apr 04, 2025 10:30 pm
- Forum: Duplicates
- Topic: Train "Circuit" Conditions Require "Send to Train" Enabled
- Replies: 1
- Views: 569
Train "Circuit" Conditions Require "Send to Train" Enabled
When setting train schedule you can trigger on a circuit value. If a train station does not have the "Send to Train" option enabled, which requires a red/green wire, the train is halted. The check seems ... as I am aware.
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Below is a simple test I setup. It has two small tracks. The only difference ...
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Below is a simple test I setup. It has two small tracks. The only difference ...
- Fri Apr 04, 2025 5:28 am
- Forum: Logistic Train Network
- Topic: Train limit not working
- Replies: 9
- Views: 7227
Re: Train limit not working
... also having similar problems with this; I have stations set to limit 1 train, but quite frequently I'm getting a train in a station, and another backed up outside. I've even been in a situation where I ... This is an issue i'm curently facing.
On my setup, i've configured it so that trains wait at the ...
On my setup, i've configured it so that trains wait at the ...
- Sun Mar 30, 2025 12:36 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.42] Crash replacing train stop ghost with LTN version "Failed to get EntityGhost"
- Replies: 3
- Views: 2201
[Genhis][2.0.42] Crash replacing train stop ghost with LTN version "Failed to get EntityGhost"
... with LTN 2.3.2 crashes when replacing a regular train station ghost with an LTN station ghost in map view.
log snippet:
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF96A39E8D7 ... direction=West, force=player, surface=nauvis, setup=false, owned-by-ghost=true, to-be-deconstructed ...
log snippet:
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF96A39E8D7 ... direction=West, force=player, surface=nauvis, setup=false, owned-by-ghost=true, to-be-deconstructed ...
- Fri Mar 21, 2025 10:49 am
- Forum: Not a bug
- Topic: [2.0.41]Blueprint system doesn't copy fuel already used
- Replies: 1
- Views: 402
[2.0.41]Blueprint system doesn't copy fuel already used
Prerequisites:
Section of train tracks with at least one station
Steps to reproduce:
1. Place train down not on train station
2. Insert a singular unit of fuel
3. Make train go to the station thus consuming fuel and having it as a red bar
4. Make a blueprint of this setup that includes train
Expected ...
Section of train tracks with at least one station
Steps to reproduce:
1. Place train down not on train station
2. Insert a singular unit of fuel
3. Make train go to the station thus consuming fuel and having it as a red bar
4. Make a blueprint of this setup that includes train
Expected ...
- Sun Mar 09, 2025 10:46 pm
- Forum: Logistic Train Network
- Topic: Train limit not working
- Replies: 9
- Views: 7227
Re: Train limit not working
I am still using old school train stations where all trains are parked when not in service. All train stations have train limit 0 at all times, except when decider combinators sets it higher for example ... undisturbed.
There is no mistakes in this setup, it works well, I can recommend this if you ...
There is no mistakes in this setup, it works well, I can recommend this if you ...
- Thu Feb 27, 2025 1:44 pm
- Forum: Minor issues
- Topic: [2.0.13] Ctrl+z after copying train station settings doesn't undo the automatic train schedule change
- Replies: 2
- Views: 815
Re: [2.0.13] Ctrl+z after copying train station settings doesn't undo the automatic train schedule change
The architecture of undo isn't really setup for situations like this, which I think are quite minor
- Fri Feb 21, 2025 11:11 am
- Forum: Gameplay Help
- Topic: Can't leave caches for local network to repair defences unless I remove all logistics drones
- Replies: 2
- Views: 702
Re: Can't leave caches for local network to repair defences unless I remove all logistics drones
... for example arrange a handover of items with trains or belts. Supplying outposts by train is a common task and there are many discussions and example solutions for a proper train+station setup.
- Sun Jan 26, 2025 6:47 pm
- Forum: Ideas and Suggestions
- Topic: Train Station should be allowed to change name by circuit
- Replies: 2
- Views: 1082
Re: Train Station should be allowed to change name by circuit
While not actually changing the name of the "Train Stop" entity itself, you can sort of implement support for multiple Products within a long Rail Block / Station group by using some Combinator ... Tv9w9AaXsFlw/IDGPI593ycRD/jh8D9g7XkB
This setup waits until there are at least 1,000 Items in ...
This setup waits until there are at least 1,000 Items in ...
- Tue Jan 21, 2025 2:46 am
- Forum: Ideas and Suggestions
- Topic: Allow "Rail Support Foundations" to affect ramps
- Replies: 2
- Views: 1032
Allow "Rail Support Foundations" to affect ramps
I have a fairly dense setup on a couple of small Fulgora scrap islands, where the train station just barely fits with a ramp going into the island. To compensate for this, I built a small rail network with a double-headed train (even though I rarely do that), assuming that later down the line the "Rail ...
- Sun Jan 12, 2025 9:08 am
- Forum: Gameplay Help
- Topic: Why can I not signal here, despite there would be room?
- Replies: 0
- Views: 841
Why can I not signal here, despite there would be room?
Hello,
I started with some simple train station setup in the base with two small 4 wagon train stations with waiting lines per 32x32 chunk that lead out to a line to get out of the station area.
Once I noticed that a single rail spacing between two rails would not work well outside the base for placing ...
I started with some simple train station setup in the base with two small 4 wagon train stations with waiting lines per 32x32 chunk that lead out to a line to get out of the station area.
Once I noticed that a single rail spacing between two rails would not work well outside the base for placing ...