[1.1.1] Limited Stations cause Train pathing issues.
Posted: Thu Nov 26, 2020 4:09 am
Setup:
A rail network split off with 2 stations that have 4 rail lanes associated with them. Each station allows access to it via a set of logi gates at the intersection that is closed unless there is a need for the material in at that build
Station 1 is for green chips and is only connected to lanes 1,2, and 4. Limit 1 train
Station 2 is for Red chips and connects too all 4 lanes, green chips are produced onsite. Limit 1 train
Rail Lane 1 allows Iron trains through, this is closed to either station unless the station requests it by sending an Iron signal on the red line coming from the station area. This happens if there is less then 5000 Iron in the logistics storage
Rail Lane 2 allows Copper Trains through, this is closed to either station unless the station requests it by sending an Copper signal on the red line coming from the station area. This happens if there is less then 5000 copper in the logistics storage
Rail Lane 3 allows Plastics trains through, this is closed to either station unless the station requests it by sending an Plastics signal on the red line coming from the station area. This happens if there is less then 5000 Plastics in the logistics storage. Please note that this station does not connect to station 1 at all.
Rail Lane 4, this lane does not close as this is for pick up trains and PAX trains.
I have encountered the following two scenarios;
1.) Station 1 has requested the Plastics train, there was no way for it to get to that station directly. The train was wanting to look through Station 2, but was not able to (fortunately) because Station 2 did not need any Plastics so the train could not loop through and use the 4th lane to contaminate my green chip area. Please note that the stations were not set up to disable themselves when they did not need anything. Both the Iron and Copper lanes were opened for the station, but the station was fixated with the Plastics train. As apart of the troubleshooting, I re-set up the deciders to enable/disable each station.
Both station are set to enable if 5000 of anything is needed AND there is no train in the station already.
2.) Current issue: Station 1 needs nothing so all lanes are closed for the moment. Station 2 needs both Iron and Copper, however the Station is calling for the Plastics train, even thought the signals for the plastics lane are closed. This can create a scenario where supplies get stuck along the tracks and copper/iron are wanting to go to station 1. I have saved the factory in this state and will be hosting it here: https://1drv.ms/u/s!AlpZQdyrEQxIiPAzYAz ... A?e=VUPIWA
Notes: The logic mess at each station turn off is an attempt to create the functionality of a chain signal that one can open/close. Each Lane has an open/close at the end of each yard that is opened when a station need a resource. The 'random' Cargo Wagons at the dead-ends of this area are there to make it easier to work with the logic mess, without it, they would never close. And yes I am transporting in water for my nuclear power plants by train.
As I was typing this, station 1 started to request iron, however the copper train keeps trying to go there because the yard is open for station 2, but station 2 keeps wanting plastics, which may never actually get there with the factory off. (no research)
Actual chain signals that I could open/close would be the easiest fix for my set up btw :p.
A rail network split off with 2 stations that have 4 rail lanes associated with them. Each station allows access to it via a set of logi gates at the intersection that is closed unless there is a need for the material in at that build
Station 1 is for green chips and is only connected to lanes 1,2, and 4. Limit 1 train
Station 2 is for Red chips and connects too all 4 lanes, green chips are produced onsite. Limit 1 train
Rail Lane 1 allows Iron trains through, this is closed to either station unless the station requests it by sending an Iron signal on the red line coming from the station area. This happens if there is less then 5000 Iron in the logistics storage
Rail Lane 2 allows Copper Trains through, this is closed to either station unless the station requests it by sending an Copper signal on the red line coming from the station area. This happens if there is less then 5000 copper in the logistics storage
Rail Lane 3 allows Plastics trains through, this is closed to either station unless the station requests it by sending an Plastics signal on the red line coming from the station area. This happens if there is less then 5000 Plastics in the logistics storage. Please note that this station does not connect to station 1 at all.
Rail Lane 4, this lane does not close as this is for pick up trains and PAX trains.
I have encountered the following two scenarios;
1.) Station 1 has requested the Plastics train, there was no way for it to get to that station directly. The train was wanting to look through Station 2, but was not able to (fortunately) because Station 2 did not need any Plastics so the train could not loop through and use the 4th lane to contaminate my green chip area. Please note that the stations were not set up to disable themselves when they did not need anything. Both the Iron and Copper lanes were opened for the station, but the station was fixated with the Plastics train. As apart of the troubleshooting, I re-set up the deciders to enable/disable each station.
Both station are set to enable if 5000 of anything is needed AND there is no train in the station already.
2.) Current issue: Station 1 needs nothing so all lanes are closed for the moment. Station 2 needs both Iron and Copper, however the Station is calling for the Plastics train, even thought the signals for the plastics lane are closed. This can create a scenario where supplies get stuck along the tracks and copper/iron are wanting to go to station 1. I have saved the factory in this state and will be hosting it here: https://1drv.ms/u/s!AlpZQdyrEQxIiPAzYAz ... A?e=VUPIWA
Notes: The logic mess at each station turn off is an attempt to create the functionality of a chain signal that one can open/close. Each Lane has an open/close at the end of each yard that is opened when a station need a resource. The 'random' Cargo Wagons at the dead-ends of this area are there to make it easier to work with the logic mess, without it, they would never close. And yes I am transporting in water for my nuclear power plants by train.
As I was typing this, station 1 started to request iron, however the copper train keeps trying to go there because the yard is open for station 2, but station 2 keeps wanting plastics, which may never actually get there with the factory off. (no research)
Actual chain signals that I could open/close would be the easiest fix for my set up btw :p.