Stacker using stations

Smart setups of railway stations, intelligent routing, solutions to complex train-routing problems.
Please provide - only if it makes sense of course - a blueprint of your creation.
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Miravlix
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Stacker using stations

Post by Miravlix »

The argument is something like this:

Waiting at Signal = bad
Waiting for Signal at station = good

Not sure if it's true, but it's made me create a stacker that each parking spot has a station the train can idle.

Image (Click image for larger version)
Blueprint book
Blueprint Station Stacker - Command and Control + First station.
Blueprint Station Stacker - Repeatable station that is put on top of the last station placed to link to the next.
Blueprints for the stacker station entrance, one for the station counter (Bottom right red wired pole at the C&C) and first stations entrance rail signal + green wired pole and one for adding stations.
Blueprint Example 2-4-2 stacker.
Blueprint full test setup with loading/unloading and stacker stations connected (Require Creative Mode mod for the loader station and that visually challenging rail networks is something you can handle.)

Deciding when to release a train is simple, is any of our destination stations rail signal green, the fun is making sure that the stations rail signal, isn't still green when we move on to check if we should release another train. In this simple mark one version, it's required that the released train can reserve the station by turning the rail signal yellow, so we quickly stop being told the station is open.

Only used stations is used for timing the release of trains, you can have 300 stacker stations with 3 trains and it still release the trains as fast as if it had 300 trains.

The light at each station is turned of if the station is empty, white if nothing is going on, red/yellow/green when the station is being processed. If the light is green it will release the train at that station, as the train starts to move and reserve the station it turns yellow and red when the station i in use.

At the command & control center one light turns green when the unloading station is open and the other turn red when you activate the constant combinator, making sure you have a visual indicator that the stacker is currently blocking releasing trains.

The bottom left big electric pole (Green wire), must be connected to the unloading stations entrance rail signal. The bottom right (red wire) leads to the rail signal at the entrance of the stacker station, it's used to count the number of stations in the stacker.

Each station also use their own rail signal (Green wire pole upper left), to figure out if they are open or closed, allowing them to smartly (...) decide if they should do any work.

If you turn on the constant combinator, the stacker stops releasing trains. Take that rail signal based stacker. :P

Image

The future of this thing seems beautiful, mostly because it's all based on imagination and why imagine something ugly?

Mark Two Ideas:
Timer based destination station handling, so you can place the stacker anywhere in the world, independent of any destination stations locations. Want to sent 100 trains to a collection of mining outposts, but is worried about sending more than one to a station and risking blocking up important rail estate, no problem, you can have one giganormous stacker they can all wait in.

Multiple types of trains all mixed in the same stacker, but only the type appropriate for the destination station is released, no releasing your iron trains because the copper one is open. This could also lead to priority, we are short on iron, let's release all the iron trains until the iron unloading stations is full.

FIFO aka First In First Out ordering, avoids that trains get stuck in the stacker.

Miravlix
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Long Handed Inserter
Posts: 63
Joined: Wed Jun 01, 2016 8:48 am
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Re: Stacker using stations

Post by Miravlix »

Smart Stackers, the gateway to a balanced tomorrow, get yours today!

Unlimited number of trains pr. stacker, due to recursive nature of it.

This version has First In First Out logic, so your outpost will be drained in a balanced manner, instead of the problems of a normal stacker.

Trains can park in the stacker when the outpost is out of stuff, so no more running all over to locate empty trains.

Trains can park *period* in the stacker, by turning on the C&C's control box, this will change one light to red, to remind you to turn it off when you get tired of watching parked trains.

Since the train is parked at a station, you don't get stander stacker issues where the train is stuck at a signal, because it choose a station that got used from the other side of the map.

CC&C + First Station
Edit: Fixed a bug in the first posted version, that resulted in one train getting permanently stuck in the stacker.
BluePrint String
BluePrint String
I left in the Control boxes to indicate what signals is wired where.


Complete Example of a 1-2-1 Four Lane Stacker.
BluePrint
You set up a train to use the stacker, something like:
Loading - Wait until full or 5 inactivity
Stacker - Circuit G > 0 and Cargo Iron/Copper/Coal/Stone > 0 (This make the train park in the stacker if the mine is empty)
Unloading - Wait until empty

The stacker need a unblockable path to the unloading stations, if it can't turn the station's signal yellow when it is released from the stacker, you risk multiple trains getting released at once.

Having more than one station serviced by a stacker is quite possible, even using one stacker for coal/stone trains, but it is not covered here.
Pitcure

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