Following Trains on Single Track Lines With Prototype Demo
Posted: Mon Sep 12, 2022 4:33 pm
This is a prototype design I have been toying with to achieve something we do IRL all the time.
Imagine that we have our main base area and out somewhere in the distance we have an outpost and that these two things are connected by single track with bi-directionally running trains.
In factorio land, we handle that with a chain signal and only one train is allowed on that stretch of track at a time.
IRL, there really isn't any sort of problem with sending several trains down that line at the same time so long as they're all running in the same direction.
So, I built some circuit stuff to emulate this behavior.
The overall layout. Imagine the southern facility is the main base. The rest are some sort of nebulous outposts that do something.
Demonstration of a flat crossing. Trains on one line are currently running from outpost B to the east and then south. Trains on the other line are currently running from the south to the north. A closer look at the crossing above. Demonstration of a merge/split. Both visible trains are heading south.
Anyways, I'm pretty curious to know people's thoughts on this. As it stands, I started this for fun and it's mostly working but a little rough and there's at least one bug still in the system. In factorio terms, I don't think this is actually practical so I will might stop working on it but lemme know what you think. I'm a little on the fence. It was fun to build and watch.
Demo Blueprint attached below.
Instructions.
Get the creative mod if you don't have it.
Start a new game in sandbox mode with all the terrain and biters and stuff disabled and then enable cheats.
Plonk down a super radar 2 to generate the chunks. It may take a minute or two to finish.
Place the blueprint.
Start up the trains.
I suggest you save here.
Reconnect the deliberately broken piece of track by the depot to get them all going.
Known issue - It is possible for trains running on the Outpost C and outpost D line to deadlock due to a logic bug. I think I have an idea how to fix it, but that's a thing for another day maybe.
Edit - it seems that the other lines can very rarely jam too. I'm pretty sure this is caused by the delay induced by the combinators. I have an idea for how to fix it but won't right now. It's just a mostly working prototype.
factorioprints blueprint link
Imagine that we have our main base area and out somewhere in the distance we have an outpost and that these two things are connected by single track with bi-directionally running trains.
In factorio land, we handle that with a chain signal and only one train is allowed on that stretch of track at a time.
IRL, there really isn't any sort of problem with sending several trains down that line at the same time so long as they're all running in the same direction.
So, I built some circuit stuff to emulate this behavior.
The overall layout. Imagine the southern facility is the main base. The rest are some sort of nebulous outposts that do something.
Demonstration of a flat crossing. Trains on one line are currently running from outpost B to the east and then south. Trains on the other line are currently running from the south to the north. A closer look at the crossing above. Demonstration of a merge/split. Both visible trains are heading south.
Anyways, I'm pretty curious to know people's thoughts on this. As it stands, I started this for fun and it's mostly working but a little rough and there's at least one bug still in the system. In factorio terms, I don't think this is actually practical so I will might stop working on it but lemme know what you think. I'm a little on the fence. It was fun to build and watch.
Demo Blueprint attached below.
Instructions.
Get the creative mod if you don't have it.
Start a new game in sandbox mode with all the terrain and biters and stuff disabled and then enable cheats.
Plonk down a super radar 2 to generate the chunks. It may take a minute or two to finish.
Place the blueprint.
Start up the trains.
I suggest you save here.
Reconnect the deliberately broken piece of track by the depot to get them all going.
Known issue - It is possible for trains running on the Outpost C and outpost D line to deadlock due to a logic bug. I think I have an idea how to fix it, but that's a thing for another day maybe.
Edit - it seems that the other lines can very rarely jam too. I'm pretty sure this is caused by the delay induced by the combinators. I have an idea for how to fix it but won't right now. It's just a mostly working prototype.
factorioprints blueprint link