I don't want one station per cargo as that would take up way more space. The (old)design can handle 31 different cargoes (though i would expect it to handle 6 or so without completely bogging down) which would take up at least 10 spaces wide per platform whereas the old design takes up 14 spaces wide for all cargoes. Say you have 6 cargoes. Per caro stations would take up at least 60 tiles in width and with this design it takes up 14 tiles in width.
Also, having all cargoes in the same <warehouse> makes it easier to manage upstream.
I made another iteration once i realized (or rather remembered again) i could abuse inserters to pick signals.
![Image](https://forums.factorio.com/images/ext/a23e95e3d0d6867da26dca3cfc001b7f.jpg)
Mods: bobinserters_0.17.10, WideChests_2.2.2, LogisticTrainNetwork_1.11.6, OpteraLib_0.1.8
READ NOTES FURTHER DOWN BEFORE USE
Also, WideChests (A.K.A Merging chests) need to be capable of handing 3x61 size warehouses. That is, max width/height must be set greater than 60 and you must set max chest area to 183 or greater (i have mine set to 256 max width/height and whitelist set to "1xN 2xN 3xN Nx1 Nx2 Nx3" and max chest area to 768)
Some things have changed...
- Signal picker is now entirely based on the "inserter trick" reading the hand contents of an inserter to pick one signal out of many.
- Due to how inserters work, picked signal will flicker on and off so effectively the signal picker clocks at 30 Hz. This can be remedied at the expense of increased complexity but 30 Hz is good enough.
- Sync circuit now starts every time inserters are triggered and counts for 5 "picker pulses" (Effectively 10 ticks, it can be PROBABLY be reduced to 9 ticks with a non-pulsing picker... At the expense of increased complexity)
- Estimated throughput per platform is now 24*12*6 = 1728 items/second. (The theoretical maximum is 24*12*(60/9) = 1920 items/second)
Of course there's other limitations at play here, such as train acceleration and the "2 second inactivity" in the trains schedule. But i would guesstimate the station (for a single wagon train and stack size 100) has a throughput of around 518 items/s or 11.5 blue belts worth.
- There is now a loading indicator.
![Wink ;)](./images/smilies/icon_e_wink.gif)
- Configuration is no longer necessary. As long as all available items exist in the warehouse on the right, the picker circuit will trigger the rest.
NOTE:
The station isn't hooked up to the warehouses, this station will NOT provide until you do that.
Also, there is a chest balancer using logistics drones but you technically don't need that. What you do need to ensure though is there is at least some extra left over in the left side of the warehouse as that side will always take the most items. (provide threshold could ensure this, also a constant instream of items could ensure this)
If you decide to not use the provided balancer (which technically isn't part of the station) you must ensure that the left side (that is, the trains right side) gets more items than the right or the left side will eventually unbalance itself as that is the side that adds the last 12 items to the train.
The design hasn't been tested on all possible train compositions or item combinations.
The last test is a L1C3 train (loco, wagon, wagon, wagon) with this schedule:
![Image](https://forums.factorio.com/images/ext/d737e46a1b01b0722aea11b269a1bcbe.png)
Also note, there's no rail signals in this BP. That's an oversight on my part and technically the loading indicator isn't needed for the station to work. I usually put my exit signal right after the station and my entry at the last platforms medium pole. Throughput is everything!
EDIT: Oh BTW, there is one unused combinator that is a clock that starts running when a train enters the station. You can use this if you wanna measure the time spent loading or you can remove it. It runs on "enc positions of any loco" and outputs C. Where it is i will let you figure out but it's on the right side next to the loco.