How to build "chained" depot

Adds new train stops forming a highly configurable logistic network.

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BubaVV
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How to build "chained" depot

Post by BubaVV »

Hi all. Need some help about implementing of larger train yard, with several depot stops sitting on the same branch. For now, i managed to implement correct departure via depot priority - higher close to exit, and arrival - stop close to enter (left at screenshot) disabled via red wire if further stop is empty.

Question: is it possible to "ping" train which is staying at depot to redirect it closer to exit. If i click depot station button in train schedule, it wakes up and move forward to next station



General view of depot. Traffic in depot is from left to right. Lowest line is service for fuel support. Second from top is dedicated for fluid train and out of interest for now. It is designed the same way, but has separate name. Branches 1 and 3 are depot with 4 train stops with the same name
screenshot-tick-27082822.png
screenshot-tick-27082822.png (4.61 MiB) Viewed 1091 times

Detail of train stop. Top left stop is disabled because top right is free. Middle left is enabled and waiting for train
screenshot-tick-27080248.png
screenshot-tick-27080248.png (3.44 MiB) Viewed 1091 times

Top left train waiting at disabled stop, but next stop on this branch is enabled and open. Is it possible to pull this train forward?
screenshot-tick-27089898.png
screenshot-tick-27089898.png (4.36 MiB) Viewed 1091 times

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Optera
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Re: How to build "chained" depot

Post by Optera »

Only use one train stop per track.
2019-04-09-13-27-02-3163737 cropped.png
2019-04-09-13-27-02-3163737 cropped.png (69.63 KiB) Viewed 1078 times

PS:
Set LTN to terminate deliveries at requester, so trains in the stacker only have the depot as destination.

For trains to properly fill a stacker you might have to set train_waiting_at_signal_tick_multiplier_penalty = 0.
Train Pathfinder Penalty Tweaker 2 seems to allow access to pathfinder parameters.

mrvn
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Re: How to build "chained" depot

Post by mrvn »

Two important things for this design:

1) Place a chain signal before the entry into the depot. That way trains that get stuck and can't enter the depot for whatever reason will pick another train stop to go to. Without this they would start to enter the depot and then get stuck already on one of the branches with no way to go anywhere else.

2) Set the train limit for each depot stop to the number of trains that fit at the stop. That way the trains will pick a train stop with space early and won't have to wait at the chain signal to change targets.

I think the later removes the need to tweak the penalty. The chain signal is really just for when a player sends a train to the depot manually. There should never be to many trains as any stop with the limit.

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Optera
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Re: How to build "chained" depot

Post by Optera »

Good points.

Just to clarify
2) Set the VANILLA train limit for each depot stop to the number of trains that fit at the stop.
LTN limits are ignored for depots.

Yes, that will make changes to pathfinder variables obsolete. I'm still thinking in 0.18.

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