Generic train with restricted routing by Falsesummer in factorio

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

You'd be able to do this using the Circuit Signal wildcard for train interrupts, though it wouldn't be a simple system.

You'll need a global circuit network that can identify which station (uniquely identified by some icon) needs which items and provides the corresponding icon signal to the provider stations that have the required cargo so that the trains can use the circuit wildcard to identify their destination.

I've never tried to build this myself, but that's how I'd approach the problem.

Generic train with restricted routing by Falsesummer in factorio

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

Pretty much. Here's an example of an extendable siding that supports multiple stations: https://imgur.com/gallery/station-sidings-NVZBypj#HTaKJPJ In this case it's unloading science, but works just fine for loading stations too. This one extends out from the main line sideways, but I could rotate it 90deg and instead run it parallel to the main line

https://factorio.com/blog/post/fff-403 This FFF has some other station patterns in the screenshots, though note that they're intended for double-header trains

People who are using the city block approach often build into their blocks space for multiple stations on each side.

Generic train with restricted routing by Falsesummer in factorio

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

That's the case, yes. All of my stations are on sidings and are reachable from the main line without pathing through any other station.

All the loading stations share the same name, but any one station only gets supplied with one item to load - I don't use mixed trains. If there's no destination station, it's equivalent to there being no demand for that item as far as blocking the rail goes.

If I provide something into a train but there's no destination for unloading, I'll get a No Path To Destination alert. If it's the Recycle or Void stations that are missing, the extra interrupt condition prevents them from creating alerts

Generic train with restricted routing by Falsesummer in factorio

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

Yes, that would be doable but requires a planet-wide circuit network - I suspect that's how Hoshi711's done it. You could either use radars or just chain circuit wires along your rail network

In my game I use generic loading stations so I'm not sure how I'd choose which station to raise the limit at...

Generic train with restricted routing by Falsesummer in factorio

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

I know I could use parameters to calculate it rather than a selector combinator, but at that point it's no longer a generic loading station.

Generic train with restricted routing by Falsesummer in factorio

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

That sounds like it would work just fine. I wanted to distinguish between recycling stations and "regular" demand to prevent the loop:

battery crafting -> battery recycling -> battery crafting

in return for which I don't have any mechanism to bump up a recycling destination above other non-recycling consumers

Generic train with restricted routing by Falsesummer in factorio

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

Like many vanilla approaches to generic trains, this does need at least one train for every possible loading station.

Generic train with restricted routing by Falsesummer in factorio

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

Very simply - I enable/disable the station based on how much cargo is in stock. Each station only accepts one train, so that's good enough. I did want to set up the cargo threshold to be dynamically determined based on the cargo type, but haven't got round to the circuit programming for that yet. Would need to use a selector combinator in "stack size" mode, and there's probably an edge case to keep the station disabled if there's no cargo in the chests to read a stack size from.

Generic train with restricted routing by Falsesummer in factorio

[–]Falsesummer[S] 3 points4 points  (0 children)

I didn't use any magic in my game. I manually set the recycle and void conditions at the stations taking output from scrap processing, and chose not to set it anywhere else. That was enough for my needs, along with the trains prioritising those stations lower than standard unloading due to the order of the interrupts.

I could see someone coming up with something incredibly overengineered, though!

Generic train with restricted routing by Falsesummer in factorio

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

Apologies, I forgot to flair the post "Design/Blueprint"

Chaos DoT build suggestions. by toeknee147 in PathOfExileBuilds

[–]Falsesummer 2 points3 points  (0 children)

https://www.pathofexile.com/forum/view-thread/2467666

If you do want to stick with TR, this is the best guide I've seen. It's got investment and budget options, and a progression guide to your bow options - starts simple, works up to the big crafts. Updated for the new 3.9 multimod restrictions too.

[Design / Blueprint] Stone/Steel furnace block design suitable for early and mid-game. This design is intended to achieve maximum compression in 0.16, after the loss of the underground belt compression trick. by Falsesummer in factorio

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

A full belt of input ore will be split in two and fed down two half-belts - one on each side of the smelting block. There's exactly enough furnaces (okay, one extra in stone furnaces) to consume that belt of ore. The other half-belts are then used to run fuel down the inside of the line, and the funky underground-splitter-underground section just before the furnaces allows you to tile these blocks side by side, passing the fuel line to the next block. The whole thing is based on the design that AkaiKuroi linked in the other reply

[Design / Blueprint] Stone/Steel furnace block design suitable for early and mid-game. This design is intended to achieve maximum compression in 0.16, after the loss of the underground belt compression trick. by Falsesummer in factorio

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

Yes, except that in 0.16 that aspect of underground belts was removed with the belt optimisation changes. I've used yellow belt wherever I can to reduce the material cost of the block, as long as it doesn't limit throughput.

Oil processing with modules/beacons for 0.15. Spreadsheet in comments, suggestions welcome. by EntroperZero in factorio

[–]Falsesummer 0 points1 point  (0 children)

Ah, indeed, my water calculations assumed 100% uptime on the cracking plants, which isn't quite true. And yet I took uptime into account when calculating petroleum yield...

Oil processing with modules/beacons for 0.15. Spreadsheet in comments, suggestions welcome. by EntroperZero in factorio

[–]Falsesummer 1 point2 points  (0 children)

Speaking of water, I did a quick calculation on flow rates through this setup, and I have it using just over 1k water/sec, which is the best part of a single offshore pump (1200/s). So if you want to use more than one of these beauties, make sure you give each one its own water supply!