I've made it a personal mission not to succumb to the most common cause of death in Factorio, and so far, I've avoided the achievement. I attribute that success to my train network design, which has built-in signals that warn which tracks have moving trains on them. Since the blueprints alone won't make much sense, and it's a bit hard to describe in words, here's a demo sandbox save file (with the blueprint book in it):
Train routes between stations must be unambiguous, a lot of bitwise math is required to run the rail network, an additional local circuit network is required for all the home stations, and it's a bit of a bear to learn how to use, but once you get the hang of it, it's relatively simple to set up, very safe, desync-proof, and surprisingly satisfying to watch.
I'd rather not ramble on endlessly about minutiae here in the first post, so I'll just open up for questions/comments.
This network has a train for every station, and divides those stations into schedules of one home station and multiple outpost stations. Resources are transported by allowing a pair of trains per schedule—one at home, and one at an outpost—to swap places.Crash & jam safe train exchange network (RHD LCC trains)
Crash & jam safe train exchange network (RHD LCC trains)
Last edited by Theikkru on Sat Sep 14, 2024 5:26 pm, edited 4 times in total.
Re: Crash & jam safe train exchange network (RHD LCC trains)
I've updated some circuitry to account for edge cases relating to the train pairs arriving at their destination stations at greatly disparate times, and added an extra example station to the save to demonstrate resource distribution to outposts (as opposed to the default of resource collection from outposts).
Here's a more zoomed out shot: Edit: fixed another circuit bug, and cleaned up some wires.
Here's a more zoomed out shot: Edit: fixed another circuit bug, and cleaned up some wires.