really nice, and it mostly works well.
the smelters and assemblers could get some upgrades to work faster, but mostly the main bus (single red belts for iron, copper and steel) seem to be the bottleneck. i have modified the basic factory with creative mode :-) and after upgrading to assembler mk3 (and smelters) with speed3 modules and blue belts for the main bus (some parts even double blue belts) and also adding more green circuit assemblers, nothing has to wait any longer :-)
but while looking at some more details near the requester station, i saw that they have several problems (not gamebreaking, but ugly and/or harmless bugs):
- LTN only considers a delivery order to be finished when the train is back again at any depot. since you have only one depot, 1 train finishes properly, and the other 4 trains are waiting with unfinished orders after unloading. to fix that, you can add a depot right behind each single requester stop instead of having one common depot for all trains, so that (after unloading) trains can advance 2 tiles to the depot and properly finish their LTN order.
- currently, you don't notice the effect since trains leave the depot and get new orders often enough, and thus no timeout is shown. but i think that these many orders are mostly caused by the "strange" programming of the requester stations. is that intended (see below)?
- you have 8 requester chests for every resource, resulting in 19200 storage in those chests, and you also have set this exact amount as the goal. when the current amount is below a threshold, you send the signal for requesting items to the requester stations which you have chained. thus all five stations have a request for 1k resources when they really need 1k total only. this causes all 5 trains to be sent to get a delivery of 1k each (and the same resource for all trains!) when it might be good enough to send 1 or 2 trains only, and then send the 3rd train for another resource. THIS is also the reason why trains get no timeout: even when only one train is needed (and the other trains could wait, and then get a timeout), all 5 get orders.
depending on how fast the trains return and how much is used in the meantime, the network can end up with up to 24k+. this is not harmful since you have 4x8 storage chests which can buffer the additional 4x4k+, but is this intended?
- the storage chests are located next to the requester chests, but they will get random resources when buffering, and thus eg copper can end up on the opposite side next to iron, requiring bots to fly back and forth an additional unnecessary time. by chaining more requester chests (eg simply having one new requester behind each existing requester, with an inserter between them, instead of two rows of storage chests), resources would immediately be stored near the correct belt. and if you don't send all trains to get 5x1k instead of few trains to get what is really needed for 19200, you wouldn't have any such surplus at all, and thus not need the additional storage chests as buffer.
I thought they only do that at regular signals, and keep their old path on chain signals?
After a delay a train at a chain signal will take an alternate route if possible.
It won't do that at a rail signal, since rail signals are binary; ...
binary? you mean only red and green!? indirectly yes, but the real
scandalreason is that a waiting train at a normal signal never has alternatives but must go through that signal, and thus repathing makes no sense for that train. but for a waiting train in front of a blue chain signal there is a split with the planned route red, but at least a second route with a green signal exists that can be checked whether it leads to the same destination. i don't know whether trains only check on blue or also on red chain signals, but checking on red and green chain signals would make no sense (just like at normal signals).