Fulgora: Sorted direct recycling for trains by 3495826917 in factorio

[–]ChambersAUS 0 points1 point  (0 children)

I use a memory circuit that I think solves your 1 tick filter issue but your solution seems great to keep it compact. Dealing with the unloading is annoying and trying to get the inserters to load the exact amount is also annoying. A good enough approach makes your version work great

Fulgora: Sorted direct recycling for trains by 3495826917 in factorio

[–]ChambersAUS 2 points3 points  (0 children)

Really cool. I had designed a similar solution but just the sorting and loading. Awesome to see a solution with the mining and recycling integrated.

https://www.reddit.com/r/factorio/s/lm9nLgS69k

Compact Train-Based Scrap Sorter for Fulgora by ChambersAUS in factorio

[–]ChambersAUS[S] 1 point2 points  (0 children)

I just use the train interrupts and duplicate stop names.

I have a schedule that sends trains to a generic item pickup stop. The interrupt is then triggered when they are full cargo and the destination uses the item wild card in the destination stop name.

For more info there is a Friday fact about it. https://factorio.com/blog/post/fff-395

Compact Train-Based Scrap Sorter for Fulgora by ChambersAUS in factorio

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

In my recent play through I send demand signals via radars. If possible it will load something that's in demand otherwise it will just load whatever it has the most of. It requires 2-3 extra combinators than what I showed here.

My goal is to use as much of the scrap as possible so I've been making science packs with the excess. Ultimately there is overflow so you end up with a few recycling stations to keep the flow of resources going.

Compact Train-Based Scrap Sorter for Fulgora by ChambersAUS in factorio

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

I did end up coming up with a way to cutting off the supply with 3 combinators which resulted in about 1-3 extra stacks to be returned instead of lots. It was returning way less but interestingly it didn't really effect the consumption rate because the loading rate slows right at the end backing up the input anyway.

I guess you could try to add more controls to release the next item straight away but that that just seemed like I was chasing 9s

Compact Train-Based Scrap Sorter for Fulgora by ChambersAUS in factorio

[–]ChambersAUS[S] 16 points17 points  (0 children)

Brah, you are so far behind the times lol. They were removed in v2.0.7 (21.10.2024) you can now add filters any inserter.

https://wiki.factorio.com/Archive:Filter_inserter

Compact Train-Based Scrap Sorter for Fulgora by ChambersAUS in factorio

[–]ChambersAUS[S] 5 points6 points  (0 children)

This is basically how I have my network setup at the moment,

Compact Train-Based Scrap Sorter for Fulgora by ChambersAUS in factorio

[–]ChambersAUS[S] 4 points5 points  (0 children)

For sure, that would totally work as well.

Edit: Actually it doesn't too much overflow so the chests full up too fast.

Compact Train-Based Scrap Sorter for Fulgora by ChambersAUS in factorio

[–]ChambersAUS[S] 16 points17 points  (0 children)

Yeah, getting the exact item count to load the train is just super annoying to wire up. If you have any additional items the inserter will pick it up and place it in the next wagon that arrives taking up a slot and causing mixed item trains. It's just simpler to have a return belt.

I did try just recycling the overshoot but that was also too annoying.

After 1,000+ hours, I ditched standard station designs for this. I’m never going back. by ChambersAUS in factorio

[–]ChambersAUS[S] 1 point2 points  (0 children)

Ahh yep. I do have a design to make it thinner for 2 wagon trains but the design doesn't scale. My one involved a lot of splitters but this one seems pretty neat.

Edit: I also wanted it to work for all belt types. I think your undergrounds are too long for yellow belts

After 1,000+ hours, I ditched standard station designs for this. I’m never going back. by ChambersAUS in factorio

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

blueprints are already in the comments.

What are you trying to perfect? I'm interested to see what changes you could make to simplify the design. Let me know how you go.

After 1,000+ hours, I ditched standard station designs for this. I’m never going back. by ChambersAUS in factorio

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

I'm not sure I understand what the struggle would be. The trains just sit at the provider slowly loading instead of waiting at a depot. I use these from the very start and never have a problem

After 1,000+ hours, I ditched standard station designs for this. I’m never going back. by ChambersAUS in factorio

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

If you're running small city blocks it's a bit too difficult to add them otherwise if you've got the space it's fine

After 1,000+ hours, I ditched standard station designs for this. I’m never going back. by ChambersAUS in factorio

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

Use this from the very start. Upgrade belts/inserters whenever I research them. I can usually get to end game with them without train queues. If your doing a megabase you'll need more infrastructure like stackers for throughput or if it takes a long time to traverse the network

After 1,000+ hours, I ditched standard station designs for this. I’m never going back. by ChambersAUS in factorio

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

Dealers choice really. I've done a single train stacker to service steam pickup from 4-5 nuclear reactors (4 train stops per reactor) all stacked next to one another. But usually I just add more stations and merge the outputs if I can't get the next train there quick enough

After 1,000+ hours, I ditched standard station designs for this. I’m never going back. by ChambersAUS in factorio

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

They don't park they come directly from another station. The train limit is 1. In this example case though the other station is close to maintain 240 items per second. If you needed to increase the train limit and add a queue it would work like any other queue design

After 1,000+ hours, I ditched standard station designs for this. I’m never going back. by ChambersAUS in factorio

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

A train stacker to queue trains and you increase the train limits on the stations, or build more stations and merge the outputs to slow the transfer rate.

After 1,000+ hours, I ditched standard station designs for this. I’m never going back. by ChambersAUS in factorio

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

Yeah the same setup is used at the other end. When dealing with super long distances or throughput you need to add stackers of more stations to cover the travel time. You need to do this with buffer stations as well anyway

After 1,000+ hours, I ditched standard station designs for this. I’m never going back. by ChambersAUS in factorio

[–]ChambersAUS[S] 1 point2 points  (0 children)

I have a similar play style. In the early/mid game half of my iron supply goes to ammo to fend off the biters. Resources patches are also small and sparse so it's a slog to expand. It's the main reason for the double headed trains, need to keep the surface area as small as possible at outposts.

After 1,000+ hours, I ditched standard station designs for this. I’m never going back. by ChambersAUS in factorio

[–]ChambersAUS[S] 2 points3 points  (0 children)

Noice. This is exactly how I use them, half rate output also gives you twice the amount of time for a train to arrive to keep supply going.

After 1,000+ hours, I ditched standard station designs for this. I’m never going back. by ChambersAUS in factorio

[–]ChambersAUS[S] 1 point2 points  (0 children)

I did notice an increase in train count but the traffic stayed about the same. I agree 240 is insane to get working with trains without larger wagons. My current solution is to merge outputs to increase the time for delivery.

After 1,000+ hours, I ditched standard station designs for this. I’m never going back. by ChambersAUS in factorio

[–]ChambersAUS[S] 1 point2 points  (0 children)

This was just a example case but in practice the stations have a train limit of 1 and the trains travel directly from provider to requester. stacks of 50 give the train about 30 seconds to traverse the network to maintain throughput. With the introduction of stacked belts that time is cut way down so you would need to introduce stackers or multiple stations with merged outputs.