[modded] rail yard with "real shunting action!"
Posted: Sat Mar 02, 2019 4:25 am
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.
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.