Many stations, one name

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porcupine
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Re: Many stations, one name

Post by porcupine »

To follow-up, for anybody reading out there, I made a few tweaks. Latest station (4 car train, because 2 car train was making *way* too much traffic on the network once you had a few dozen trains running, short turns, etc).

Station:

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- red wire needs to be hooked up to your transmission, and the "i" needs to be changed to the signal you're using. I'm doing "i" for Iron, "c" for Copper, etc.

This setup seems to be pretty much ideal. When dropping the BP, you can thin it down to 1-2 belts total if desirable, and the station will evenly load, etc. (IE: if a balancer on an outpost is too spendy/unnecessary). This also works if you're running < 4 cars, because the extra chests will still sit empty (but it won't call a car until there are 4 cars worth, so you'll just have 1-3 cars of "dead" ore until you reclaim the station down the road, or expand, not a huge deal for most).

For the wait area, I tweaked it a little as well:

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- Again, the red wire on the high voltage pole needs to be wired into your network, where it can connect with the mines. This station has a 2 minute bleed valve configured, so every 7200 ticks, it'll let a car pass. That way cars that short turn, glitches that happen, etc. won't grind your setup to a halt. You can adjust it to whatever you want, just seconds * 60 basically for the bleed valve (aka the constant combinator set at 7200).
- Again, the wait area should have room for ~20 trains in a row, in whatever config you want (I have a long straight track, with a loop at the end). It's recommended you have different wait stations (IE: iron, copper, etc.) geographically separated, to ensure when they're all letting trains out of wait, they're not waiting on themselves. Also, having a fuel inserter at the wait, and adding "inactivity 1" for the wait conditions is recommended (as once the drop-offs are full, the trains will short circuit back to the wait stations, which can lead to trains never getting fuel if you're not careful, and running dry on the tracks like mine did).
- If you forget to wire stations (or assign them the wrong signal), you'll only get 1 train every 2 minutes if you're not careful.
- I dropped a constant combinator off each wait station (broadcasting "z=1" and "y=1", so when I got to the remote station, I could confirm there were no breaks in the line/I was seeing the wait stations signal, etc.).

Anybody tried these out yet?! It's been working slick for me so far, but I want feedback!

Xgkkp
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Re: Many stations, one name

Post by Xgkkp »

porcupine wrote: I mean what would your wait condition be on the train side?
I think the idea is that it would sit at it's last station, waiting for a destination to become available. I've had some issues implementing my version of how I understand this, however.

porcupine
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Re: Many stations, one name

Post by porcupine »

Xgkkp wrote:
porcupine wrote: I mean what would your wait condition be on the train side?
I think the idea is that it would sit at it's last station, waiting for a destination to become available. I've had some issues implementing my version of how I understand this, however.
That's why my method has a dedicated wait station/queue, so trains can pile up there when not in use. Since the wait station is always available (just not always unblocked), they don't exhibit the strange behavior you posted in your video.

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