First of, let me just say, this game is amazing, no questions asked
![Smile :-)](./images/smilies/icon_e_smile.gif)
tl;dr - The length of train cars in terms of tiles changes depending on whether it's on a vertical or horizontal track. This can result in blueprints of train stations not working right depending on orientation.
More details:
As I moved to the later parts of the game I started having more and more remote stations that e.g. mine some ore or oil, and a train is used to transport everything back to the main station where it gets unloaded for processing. To facilitate building these faster and having some essential supplies stocked in every remote station, I designed a blueprint for what I call a supply station. What I mean by that is that I have one special train running that stocks up on all sorts of supplies at the main station (train tracks, electric poles, walls, lasers, even roboports and robots, and lots of other stuff), and then at remote stations I place a blueprint that unloads the train using smart inserters into active provider boxes, where the smart-inserters (a) only unload a specific type of item and (b) have a logistic network condition to not unload more if there are already N items of that type stored in the logistic network. To make this all work I load each specific item into a specific wagon (of which I have 4), and I additionally restrict which slots in the wagons are allowed to be used for which type of resource (to avoid e.g. just filling it with one type of resource). To maximize how many different types of resources I can ship with each wagon, I put the maximal number of inserters on both sides of each wagon, which is 7 when the train is horizontal. This setup works great and I have it deployed in multiple locations. However, then I rotated it by 90 degrees, i.e. the unload station was vertical instead of horizontal and things got weird. Some items didn't get unloaded, until I noticed that it seemed like my smart inserters weren't properly aligned with the wagons in this vertical setup, although I used the same blueprint.
Indeed I was able to confirm that the relative length of train cars changes depending on whether a track is horizontal or not. I created a simple horizontal track, put 5 connected wagons on it, and marked it's beginning and end using inserters (see attached file "horizontal train.png"). Then I made a blueprint of that, rotated it by 90 degrees, and had that built. Then I put the same 5 wagon's on that track, aligning one end with the inserters. Notice how the other end doesn't even get close to reaching the other inserters (see attached file "vertical train.png"). So, the train "got shorter"
![Sad :-(](./images/smilies/icon_e_sad.gif)
I have to assume this is a bug, or possibly done on purpose to make trains look better in the vertical perspective? Did anybody else have similar experiences? How did you deal with it?
Also, slightly separate, does somebody know a better way to unload that I wouldn't need a smart inserter per resource while still only unloading until there is a reasonable stock in the remote base? I haven't really used the red/green cables yet, could those possibly be used to achieve the same thing but using the same smart inserter to unload a bunch of different resources?
Thanks! Awesome game
![Smile :-)](./images/smilies/icon_e_smile.gif)
![Smile :-)](./images/smilies/icon_e_smile.gif)