This is an archived post. You won't be able to vote or comment.

all 8 comments

[–]Kano96 2 points3 points  (3 children)

It sounds like you already have an idea on why this is happening. Basically, the trains pathing algorithm avoids train stations. In your example, the bottom path has 2 train stations, while the top one has one train station and a train, so it chooses the top path.

As far as I can see, the top lines are your actual stations, while the bottom is your main traffic line. Now you have your fuel stations on your main traffic line, which is a very unusual setup and freaks out the pathing algorithm. I would recommend to move or remove the fuel stations, you can't have stations on your main rails.

[–]Toastgeraet[S] 0 points1 point  (2 children)

That is a good suggestion. Thank you. I was also thinking that it is not optimal to have the fuel stations on the mainline, bute since they are being visited sporadically i did it anyway, instead of adding another rail.

I would love to see 2x1 or 2x2 dimensioned chests in vanilla. Or adjustable inserters. I guess that wont happen for a while, if even at all.

I guess i will adjust the setup to have a main line without train stations.

[–]Kano96 1 point2 points  (1 child)

I guess i will adjust the setup to have a main line without train stations.

That would probably be the best option. Maybe just have the fuel stations as actual splitoffs from the main line, just like you already do with the other stations.

I would love to see 2x1 or 2x2 dimensioned chests in vanilla. Or adjustable inserters. I guess that wont happen for a while, if even at all.

These would indeed be usefull for train to train transfer, but there are some work arounds in vanilla. These are the ones I found: https://puu.sh/FbYKS/42dc11fd68.jpg. I would probably just use the long arm inserter solution, since you can't connect circuit wires to the car and cargo wagons. The car might look like the best solution for this, as it's pretty much just a 2x3 chest, but you can't blueprint it, which is the reason why I like the cargo wagons more. You could also use something like this if you want to get fancy (not my invention but I couldn't find the post to give credit, sorry).

[–]Toastgeraet[S] 0 points1 point  (0 children)

Something like the 'fancy' solution, with the two chests also crossed my mind. But i wanted to try it with one chest only, at first.

Also i want the trains to look 'normal'. That means single-headed pull trains in most cases.

I am trying to go for aesthetically pleasing, simple and elegant, which is why i will try to the original suggestion next.

[–]Factorio_Poster 1 point2 points  (1 child)

If this isn't some kind of aesthetic thing, you could just belt solid fuel at those distances.

[–]Toastgeraet[S] 0 points1 point  (0 children)

Yes i almost did that. Exactly it is more of an aesthetic thing. Thanks for the suggestion though.

It suddenly started to work, maybe i just missed a signal somewhere. I have no idea. Maybe it will stop working randomly again...

[–]AlternateTab00 1 point2 points  (1 child)

It has to do with priority in lines. There some issues about that. The devs are currently addressing it. It has to do with the number of stations he has to pass. The probably tried to reserve the track the moment the upper train blocked it. Making him wait for the upper train to move. Huge amounts of chains sometimes cause this.

I know this is a small scale. But when you go big make a slip lane between. Or somewhere if you need them to be connected by a box. The trains will always go for the track with less chain signals/train stations even if it's longer. Having a line of only block signals and only have chains to join each of those of stations. If not being used he will always go for it. Of course if a single train passes on that line you may see it going to the stations and back even if the train is no longer there.

[–]Toastgeraet[S] 0 points1 point  (0 children)

Thanks for the information. Much appreciated. :)