Large/complex train setup issues
Posted: Fri Dec 16, 2022 11:22 am
I have an issue with a complex train setup. For a larger base, I build a train system with 4 stations for every type of train.
Each train type only carries one specific material and has a schedule like this:
1. depot station for empty trains outside the main base
2. loading station
3. depot station near consumers
4. unloading station
Overview is like this:
Example schedule:
Train limit of loading stations is as many as trains can be completely filled by the station buffer chests (usually 0..4)
Train limit of depots is the number of lanes of the depot waiting area.
Train limit of unloading stations is 2 if at least 1 train can be fully unloaded, 1 otherwise. So always at least 1 train is at the station.
Works good in general for 1 big depot per material, however the issue is if I start to create multiple depot stations in different areas of the base.
1. Trains will only drive to the nearest depot station, and only if it is full they will drive to the other depot stations. This vastly increases the amount of trains that are required and much dead material is laying around in the trains.
2. And worse, it sometimes happens that a train drives through one depot, but targets an unloading station behind one other depot at the other end of the base, which twarts the usage of depots near the unloading stations. And these "rogue" trains congest the tracks and the waiting areas of the depot stations, where they still have to drive through (again) to reach their target.
What is the common solution for these two issues? How is my train limit concept or depot concept flawed?
I have ideas how to improve, but I'd like to see other working examples.
One idea is to establish a circuit communication between depot stations that dynamically adjust their train limits, that take the train limits of the unloading stations behind them into account, so trains are distributed more evenly among them. This solves the first, but probably not the second issue.
Or create separate naming spaces and schedules even for the same materials, so there is always only 1 depot station for every naming space. However, this will vastly increase the amount of trains and you lose the synergy of supplying different consumers from the same producers. This solves both issues but vastly increases the required amount of producers (loading stations) and trains.
Or move the waiting areas from the depot station directly to the loading and unloading stations. The depot stations get no waiting area any more and change their role to only uncouple the loading stations from the unloading stations. This solves both issues, however it needs a large amount of space directly in front of busy unloading stations, which is not nice for some tiled smelter array setups, and it vastly increases the amount of trains, since there is no common waiting area any more. Might be a solution for mines/producers, but not for unloading/consumers.
What is it what you do for this?
Each train type only carries one specific material and has a schedule like this:
1. depot station for empty trains outside the main base
2. loading station
3. depot station near consumers
4. unloading station
Overview is like this:
Example schedule:
Train limit of loading stations is as many as trains can be completely filled by the station buffer chests (usually 0..4)
Train limit of depots is the number of lanes of the depot waiting area.
Train limit of unloading stations is 2 if at least 1 train can be fully unloaded, 1 otherwise. So always at least 1 train is at the station.
Works good in general for 1 big depot per material, however the issue is if I start to create multiple depot stations in different areas of the base.
1. Trains will only drive to the nearest depot station, and only if it is full they will drive to the other depot stations. This vastly increases the amount of trains that are required and much dead material is laying around in the trains.
2. And worse, it sometimes happens that a train drives through one depot, but targets an unloading station behind one other depot at the other end of the base, which twarts the usage of depots near the unloading stations. And these "rogue" trains congest the tracks and the waiting areas of the depot stations, where they still have to drive through (again) to reach their target.
What is the common solution for these two issues? How is my train limit concept or depot concept flawed?
I have ideas how to improve, but I'd like to see other working examples.
One idea is to establish a circuit communication between depot stations that dynamically adjust their train limits, that take the train limits of the unloading stations behind them into account, so trains are distributed more evenly among them. This solves the first, but probably not the second issue.
Or create separate naming spaces and schedules even for the same materials, so there is always only 1 depot station for every naming space. However, this will vastly increase the amount of trains and you lose the synergy of supplying different consumers from the same producers. This solves both issues but vastly increases the required amount of producers (loading stations) and trains.
Or move the waiting areas from the depot station directly to the loading and unloading stations. The depot stations get no waiting area any more and change their role to only uncouple the loading stations from the unloading stations. This solves both issues, however it needs a large amount of space directly in front of busy unloading stations, which is not nice for some tiled smelter array setups, and it vastly increases the amount of trains, since there is no common waiting area any more. Might be a solution for mines/producers, but not for unloading/consumers.
What is it what you do for this?