Dedicated to train limits - 2.9K SPM no mods diagonal grid
Posted: Mon Mar 22, 2021 7:31 pm
My humble abode, no mods, only cheat is turning biters off at 120h because I'm terrible at firewalls and spend 3/4 of the time taking care of the buggers.
Water is collected at the lake, oil from jacks, all the ore comes in 64 wagon trains. A lot of trains.
Years ago I wanted to build a base like this, before train limits. No use of depots, just trains going from [resource] IN to [resource] OUT no matter how many stations you build of one type, or how many trains are on the route.
Enter train limits. A one line single value option that made it all possible with a simple rule: number of trains per route is the sum of train limits per route - 1. Add one train to much and it will deadlock, but -1 means there's always one free spot to move to, and it works beautifully. A few less is better for the high traffic routes to let trains pick a station close by.
When supply is bigger than demand, the free spot will be at an OUT station, while all IN stations always have a refill train assigned. I decided to go for a train limit of 2 for most stations, but with chest buffer and this system, I could easily get away with a train limit of 1 for almost all station in the map, halving the number of trains.
A walkthrough from start to finish (in terms of produce), ore mining:
Smelting happens in 112 furnace blocks. 16 Ore wagons feed 8 columns/belts into 4 plate wagon, no balancers needed!
In total there's 5 iron, 8 copper and 15 steel blocks. Electronic Circuits (8x). They're needed in a lot of places in relatively small amounts so 1-1 out was handy for them and I could make full use of station capacity. Advanced Circuits (7x). Refinery (4x), slightly overbuild, it would've been better to refine crude in two blocks and do the cracking in their own, but it works. Plastic (4x). 2.9k spm, I planned it for 3360 spm but forgot to adjust beacons for smelters from 12 to 8 a piece so underbuilt the smelters and couldn't (bother to) redo it. The little dip due to 24 pieces of copper ore not getting unloaded from one of the trains and not noticing for an hour..
Water is collected at the lake, oil from jacks, all the ore comes in 64 wagon trains. A lot of trains.
Years ago I wanted to build a base like this, before train limits. No use of depots, just trains going from [resource] IN to [resource] OUT no matter how many stations you build of one type, or how many trains are on the route.
Enter train limits. A one line single value option that made it all possible with a simple rule: number of trains per route is the sum of train limits per route - 1. Add one train to much and it will deadlock, but -1 means there's always one free spot to move to, and it works beautifully. A few less is better for the high traffic routes to let trains pick a station close by.
When supply is bigger than demand, the free spot will be at an OUT station, while all IN stations always have a refill train assigned. I decided to go for a train limit of 2 for most stations, but with chest buffer and this system, I could easily get away with a train limit of 1 for almost all station in the map, halving the number of trains.
A walkthrough from start to finish (in terms of produce), ore mining:
Smelting happens in 112 furnace blocks. 16 Ore wagons feed 8 columns/belts into 4 plate wagon, no balancers needed!
In total there's 5 iron, 8 copper and 15 steel blocks. Electronic Circuits (8x). They're needed in a lot of places in relatively small amounts so 1-1 out was handy for them and I could make full use of station capacity. Advanced Circuits (7x). Refinery (4x), slightly overbuild, it would've been better to refine crude in two blocks and do the cracking in their own, but it works. Plastic (4x). 2.9k spm, I planned it for 3360 spm but forgot to adjust beacons for smelters from 12 to 8 a piece so underbuilt the smelters and couldn't (bother to) redo it. The little dip due to 24 pieces of copper ore not getting unloaded from one of the trains and not noticing for an hour..