Train Overview - Only 1 Train Per Schedule
Posted: Thu Feb 11, 2021 4:29 pm
Based on the new Train Overview, I take it most players don't set up their train networks the same way I do. With the new Train Overview, train "schedules" are shown on the left-hand panel, and all trains for any selected schedule show up in the right-hand panel. This doesn't work out so well for me, as I rarely ever have more than 1 train on the same schedule, so the right-hand panel is mostly wasted space. I thought it might be interested to discuss how I set up my trains, which has always worked well even in a very large base, and see what thoughts others have on it. Can anyone convince me I should do it some other way? Also, you might just find this interesting, if you have never done it this way.
Here is how I set up my trains:
First, some terminology for the discussion. Consider a "site" to be a place where trains come and go from that produces a single item. Thus, in most cases, there are one or more input products to the site (usually more than one), and one output product. However, in the case of a mining site, there are no input products, as the input is coming from the mining drills.
When I set up a site, I set up a lane for each input product (uniquely named), a lane for the output product, and a few sidings for trains in waiting. After the site is constructed, I create one train for each input lane; those trains are uniquely assigned to supply that input lane. That's the core of my network design, and it means I almost never have more than one train on the same schedule, as each train has a unique station it is supplying. Rarely ever do I need more than one train to supply an input; in almost all cases, I find a single train can keep that site supplied with the input product.
When setting up the route for a train supplying an input, it is set to stay at the uniquely assigned input drop off station until it's cargo is empty. When picking up more product to deliver, on those stations there are multiple criteria for leaving the station: one criteria being if cargo is full, but usually at least one other criteria for leaving before cargo is full so that it shares the resource with other trains better if the site is not producing enough product to meet demand.
With this setup, the input lane for an input a train is assigned to supply is essentially that trains parking spot. If the site isn't very busy, the train will remain parked in the input lane, waiting for it's cargo to be empty. That's fine (and normal), because I typically only need that one train on that input, and the train doesn't consume resources while parked. If I really need an extra supply train for one input lane, I will create an extra siding for the extra train to park on when the site slows down. All other sidings at a site are for two purposes only -- to provide parking for trains waiting to pick up supplies from the output lane, and a parking spot for my taxi train when I'm personally visiting a site.
I think this is inefficient in terms of number of trains, as I will have a lot of trains just parked on slow inputs. But the trains aren't really that expensive to build, and they aren't consuming resources while parked, so I don't really have any issue with all the parked trains. I suppose another possible problem is too many trains active at once may be a possibility potentially causing deadlocks on the highways, if I push my mega-factory to it's limit with research, but in practice I've never run into this problem.
So that's it. Each train dedicated to a single input lane on a single site. That's my network. No fancy controls, and it has always worked well. At this point, the only thing that doesn't seem to work well for me is a Train Overview that categorizes trains by schedules, as each train's schedule is unique due to it's input lane assignment.
I suppose if the devs wanted to discourage this behavior, they could make trains far more expensive to build, or make them consume fuel while parked, as those things would make me reconsider my setup. But I kind of like it the way it is. It would be nice, though, if this isn't something devs want to discourage, if they could add multi-select of schedules on the Train Overview (where it shows trains of all selected schedules on the right-hand pane).
Here is how I set up my trains:
First, some terminology for the discussion. Consider a "site" to be a place where trains come and go from that produces a single item. Thus, in most cases, there are one or more input products to the site (usually more than one), and one output product. However, in the case of a mining site, there are no input products, as the input is coming from the mining drills.
When I set up a site, I set up a lane for each input product (uniquely named), a lane for the output product, and a few sidings for trains in waiting. After the site is constructed, I create one train for each input lane; those trains are uniquely assigned to supply that input lane. That's the core of my network design, and it means I almost never have more than one train on the same schedule, as each train has a unique station it is supplying. Rarely ever do I need more than one train to supply an input; in almost all cases, I find a single train can keep that site supplied with the input product.
When setting up the route for a train supplying an input, it is set to stay at the uniquely assigned input drop off station until it's cargo is empty. When picking up more product to deliver, on those stations there are multiple criteria for leaving the station: one criteria being if cargo is full, but usually at least one other criteria for leaving before cargo is full so that it shares the resource with other trains better if the site is not producing enough product to meet demand.
With this setup, the input lane for an input a train is assigned to supply is essentially that trains parking spot. If the site isn't very busy, the train will remain parked in the input lane, waiting for it's cargo to be empty. That's fine (and normal), because I typically only need that one train on that input, and the train doesn't consume resources while parked. If I really need an extra supply train for one input lane, I will create an extra siding for the extra train to park on when the site slows down. All other sidings at a site are for two purposes only -- to provide parking for trains waiting to pick up supplies from the output lane, and a parking spot for my taxi train when I'm personally visiting a site.
I think this is inefficient in terms of number of trains, as I will have a lot of trains just parked on slow inputs. But the trains aren't really that expensive to build, and they aren't consuming resources while parked, so I don't really have any issue with all the parked trains. I suppose another possible problem is too many trains active at once may be a possibility potentially causing deadlocks on the highways, if I push my mega-factory to it's limit with research, but in practice I've never run into this problem.
So that's it. Each train dedicated to a single input lane on a single site. That's my network. No fancy controls, and it has always worked well. At this point, the only thing that doesn't seem to work well for me is a Train Overview that categorizes trains by schedules, as each train's schedule is unique due to it's input lane assignment.
I suppose if the devs wanted to discourage this behavior, they could make trains far more expensive to build, or make them consume fuel while parked, as those things would make me reconsider my setup. But I kind of like it the way it is. It would be nice, though, if this isn't something devs want to discourage, if they could add multi-select of schedules on the Train Overview (where it shows trains of all selected schedules on the right-hand pane).