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[modded] rail yard with "real shunting action!"

Posted: Sat Mar 02, 2019 4:25 am
by corgski
Mind you, this isn't practical at all with vanilla recipes since fuel and locomotives are so cheap, but I'm still proud I worked this out!

vid: https://www.youtube.com/watch?v=oe1bUSDDeKs

mods:

https://mods.factorio.com/mod/Inventory%20Sensor
https://mods.factorio.com/mod/Automatic_Coupler_016
https://mods.factorio.com/mod/Dispatcher

Version 1 uses fully asynchronous input with timed, serialized outputs which results in some issues (for example, two trains being dispatched to the same unloading bay in the video above.) I'm looking forward to working on a version 2.0 which will work fully synchronously, sampling the input every x ticks and operating on it more like a modern microcontroller would - this should resolve some of those timing issues at the expense of a little bit of throughput.

Blueprint to come monday evening once I'm back from my business trip.

Re: [modded] rail yard with "real shunting action!"

Posted: Fri Mar 22, 2019 9:11 pm
by robot256
This is pretty great! How did you do the schedules for the yard engines? Is there a different engine to do pick up and drop off at the unloading station, or are they both in the same schedule?

Now I have to stop procrastinating and post a video of the classification yard I've been working on. ;)

Re: [modded] rail yard with "real shunting action!"

Posted: Wed Apr 03, 2019 1:22 pm
by tumblerino
Cant wait for that blueprint, the concept looks promising and appeling!