Is there a train in the station? (and other train help)
Posted: Thu May 14, 2015 11:06 am
I'm planning on starting on a real railroad binge (only did little ones so far), and looking for good ideas to use. Hoping that some wheels I wont have to invent.
1. anyone have a way of knowing (for the circuit network) that a train is in the station? need this to limit the smart inserters from taking stuff out/putting stuff in at the very last moment the train is in the station (this seems to be a problem in a bunch of the methods i'd like to use).
2. need advice on how to handle refueling of trains. separate refueling station, or an inserter at the main base that puts fuel into the locomotives, or small refueling setups at each stop that need to be supplied by the very trains that they're feeding.
3. What items should be brought to the outposts by every train (thinking of a bit of reserved space in first car of each train that carries essential resupplies to all outposts). walls, lasers, construction bots, electric poles, repair kits... is there anything i'm missing?
In general, i'd like an opinion from those who have done rail systems on the setup I plan to use... maybe you've tried something I think is a good idea and have found flaws that I don't see yet. might save me from needlessly building/setting up something useless (i'd appreciate it).
1. One way rails only. every path is two lines, one in each direction.
2. Two engines (same direction) and 4 cars on each train. probably engine-4 cars-engine
3. Three way intersection only. considering the length of my trains I think building large enough circle intersections to avoid the problems that they seem to have seems unwieldy.
4. signals along the tracks every 7-8 car lengths (a bit longer then the trains, but basically train length), so that one train can almost follow the one in front of it at min distance.
5. don't have a specific design in mind yet, but for stations planning loading on one side of car, unloading on the other, most likely powered by substations (so that poles don't interfere with inserters and belts)
6. I'm hoping I can make it so that any car can have anything loaded into it, and separate the cargo by changing what stations the trains go to, but I cant figure out a way to do that with the first car (that I would like to carry resupplies for the outposts AND some cargo). If someone doesn't suggest some method of controlling what gets placed into a wagon (other than assigning filters to the whole wagon), i'll have to designate the first car for specific cargo (which really plays havoc with my oil trains, might have to not use first car of oil trains).
Some info I didn't run into, though suspect its probably in the wiki or forum.
How much fuel does the train burn? Is it a safe bet to assume that atleast one piece of fuel will be burned up between two stations, and how far apart do they have to be (how long a ride lets say)? I would like the trains to run on solid fuel but if each of those takes for ever to burn up and I decide to use the fuel as a marker for when a train is in the station, then I might have to go to wood if burns faster.
Some of the loading/transport logic seems MUCH easier if I know that when a train is unloaded, it is FULLY unloaded (including all the supplies and so on). Is doing something like this (and recycling the unneeded stuff back onto the train) worth trying to set up, or will this be way too cumbersome, and I should just find better logic for the loaders?
How long does it take a full row of inserters (or two rows if that's worth doing) take to unload a fully loaded car into chests(and load, if its not same time)? How long do you generally make your trains wait at stations?
One ore unloading station at the main base, or one for each ore type? sorting it out seems like an easy thing to do before it gets to smelters, but would then probably have to have more then one station feeding into the sorter anyway (once the number of trains goes up) and then might as well designate stations and not sort at all. cant decide.
any advice from those who have built train systems is highly appreciated, I like to know what i'm building before I invest a bunch of time into it.
1. anyone have a way of knowing (for the circuit network) that a train is in the station? need this to limit the smart inserters from taking stuff out/putting stuff in at the very last moment the train is in the station (this seems to be a problem in a bunch of the methods i'd like to use).
2. need advice on how to handle refueling of trains. separate refueling station, or an inserter at the main base that puts fuel into the locomotives, or small refueling setups at each stop that need to be supplied by the very trains that they're feeding.
3. What items should be brought to the outposts by every train (thinking of a bit of reserved space in first car of each train that carries essential resupplies to all outposts). walls, lasers, construction bots, electric poles, repair kits... is there anything i'm missing?
In general, i'd like an opinion from those who have done rail systems on the setup I plan to use... maybe you've tried something I think is a good idea and have found flaws that I don't see yet. might save me from needlessly building/setting up something useless (i'd appreciate it).
1. One way rails only. every path is two lines, one in each direction.
2. Two engines (same direction) and 4 cars on each train. probably engine-4 cars-engine
3. Three way intersection only. considering the length of my trains I think building large enough circle intersections to avoid the problems that they seem to have seems unwieldy.
4. signals along the tracks every 7-8 car lengths (a bit longer then the trains, but basically train length), so that one train can almost follow the one in front of it at min distance.
5. don't have a specific design in mind yet, but for stations planning loading on one side of car, unloading on the other, most likely powered by substations (so that poles don't interfere with inserters and belts)
6. I'm hoping I can make it so that any car can have anything loaded into it, and separate the cargo by changing what stations the trains go to, but I cant figure out a way to do that with the first car (that I would like to carry resupplies for the outposts AND some cargo). If someone doesn't suggest some method of controlling what gets placed into a wagon (other than assigning filters to the whole wagon), i'll have to designate the first car for specific cargo (which really plays havoc with my oil trains, might have to not use first car of oil trains).
Some info I didn't run into, though suspect its probably in the wiki or forum.
How much fuel does the train burn? Is it a safe bet to assume that atleast one piece of fuel will be burned up between two stations, and how far apart do they have to be (how long a ride lets say)? I would like the trains to run on solid fuel but if each of those takes for ever to burn up and I decide to use the fuel as a marker for when a train is in the station, then I might have to go to wood if burns faster.
Some of the loading/transport logic seems MUCH easier if I know that when a train is unloaded, it is FULLY unloaded (including all the supplies and so on). Is doing something like this (and recycling the unneeded stuff back onto the train) worth trying to set up, or will this be way too cumbersome, and I should just find better logic for the loaders?
How long does it take a full row of inserters (or two rows if that's worth doing) take to unload a fully loaded car into chests(and load, if its not same time)? How long do you generally make your trains wait at stations?
One ore unloading station at the main base, or one for each ore type? sorting it out seems like an easy thing to do before it gets to smelters, but would then probably have to have more then one station feeding into the sorter anyway (once the number of trains goes up) and then might as well designate stations and not sort at all. cant decide.
any advice from those who have built train systems is highly appreciated, I like to know what i'm building before I invest a bunch of time into it.