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New train station to automise cargo trains

Posted: Sun Jan 11, 2026 4:45 pm
by Green Cat
Due to communication issues i used the AI to write my ideea
TL;DR
Add a separate “automated train station” entity for a fully self-managing 1-item train network, so trains only need one schedule entry (plus a fuel top-up interruption).
What?
I suggest adding a new type of train station that is separate from the current station (not a replacement). The point is full automation with minimal configuration, so it intentionally has fewer features than the current station.

Core rule: this station is for single-item cargo trains. Each train using this system must carry exactly one item type (or one fluid type), and the station enforces that. If a train arrives with a different item than the station expects, it should either show an error or immediately route the train to unload that wrong cargo somewhere appropriate.

Trains using this station only need one schedule entry: “go to Automated Train Station”. No conditions like empty/full, no wait conditions, no manual logic. Fuel is handled separately via interruption (standard), or optionally via a special mode described below.

Automation on arrival (item wagons): the station automatically applies wagon filters so inserters cannot load the wrong thing. The filter is set from the first item signal provided via GREEN circuit (read as “this is the pickup item for this station”). If it is a liquid train, no filters are applied.

Stall detection: if the train is not filling (cargo not getting full) and a time limit passes, the station warns that something is wrong (missing input, blocked belt, no inserters, etc.). A checkbox should exist to disable this warning per station.

Routing logic idea:
If the train is full at a pickup station, it should look for a delivery station that requests that same item via RED circuit. If none exist, the train waits where it is (so it becomes available when demand appears).
If the train unloads to empty, it then searches for any pickup station advertising the same item. If one exists, it goes there. If none exist, it removes wagon filters and tries to go to any pickup station (any item). If none exist, it goes to a depot until one becomes available.

Default capacity: every automated station defaults to allowing 1 train, to reduce mixing and avoid multi-train edge cases. The limit can still be manually increased if someone wants higher throughput, or they can use the existing station for complex/manual setups.

Modes (based on circuit wiring):
Mode 1, depot mode: no circuit connected. Acts as a waiting/parking station for automated trains.
Mode 2, pickup mode: GREEN circuit connected. The first signal on green defines the single item this station provides for pickup. Trains arriving here get wagon filters set to that item.
Mode 3, delivery mode: RED circuit connected. The first signal on red defines the single item this station currently wants delivered. If there is no red signal, the station is closed. A selector combinator can enforce one item request at a time if the factory wants multiple different items delivered over time.

Both RED and GREEN connected: unclear. Simplest rule is to disable the station (to avoid ambiguous behaviour). Optional alternative: treat “both connected” as a dedicated fuel-check station (special-case), where the station can read train fuel and, if below a configurable threshold, route the train to refuel. If no such special station exists, refuelling stays handled by interruption as normal.

Downsides (intended trade-offs): less fine control, one train per station by default, and one item per station. This is deliberate: it sacrifices flexibility to make a place-and-connect automation system for modded item-heavy games, with minimal manual setup and fewer ways to accidentally misconfigure trains/stations.
Why?
It increases Factorio’s value by enabling a fully automated, low-configuration train logistics layer that stays separate from the existing, flexible station system. For large modpacks with many items, it reduces manual train schedules, reduces station naming/management, prevents accidental mixed cargo through enforced filters, and provides clear failure signals (stall warnings) when something breaks, while still letting advanced/manual users keep using the current station for complex cases.

Re: New train station to automise cargo trains

Posted: Sun Jan 11, 2026 5:18 pm
by crimsonarmy
Something like what you are asking for here is already doable with just interrupts. Not sure why such a complicated new entity would be needed.