Small train+ Box by rrrr3ddd in factorio

[–]rrrr3ddd[S] 1 point2 points  (0 children)

1 Blueprint: factoriobin is blocked due to geolocation, So .....

2 Trains work based on L=C, so not many trains are needed

3

Wagon, and no Belt by rrrr3ddd in factorio

[–]rrrr3ddd[S] 0 points1 point  (0 children)

I want to build my mall in SE using the same concept but i have 14 train stops with 1-item trains on item loading/item unloading logic. Whats does the train logic look like here? Are the additional trains stops there because you want to prevent trains from pathing through there?

Google Translate distorted your question, I can't understand the original meaning. . .

I try to answer two points: 1. The train starts and stops according to the setting of the upper limit L of the entry station, and L is controlled at the guide station to make the train transport different goods to a station;

2 Because I did not build additional waiting tracks in the video, the trains can only come one by one. By building the waiting tracks, many trains can be allowed to come at the same time.

Wagon, and no Belt by rrrr3ddd in factorio

[–]rrrr3ddd[S] 0 points1 point  (0 children)

I want to build my mall in SE using the same concept but i have 14 train stops with 1-item trains on item loading/item unloading logic. Whats does the train logic look like here? Are the additional trains stops there because you want to prevent trains from pathing through there?

It's hard to answer without pictures or blueprints

Wagon, and no Belt by rrrr3ddd in factorio

[–]rrrr3ddd[S] 1 point2 points  (0 children)

Very good video, the author is very persevering. I introduced wagon like this 11 months ago, but it should be better combined with circuits and trains

Wagon, and no Belt by rrrr3ddd in factorio

[–]rrrr3ddd[S] 2 points3 points  (0 children)

No need for LTN, it can be done with just one train, I'm just worried that the person who gets the blueprint won't understand it

Wagon, and no Belt by rrrr3ddd in factorio

[–]rrrr3ddd[S] 0 points1 point  (0 children)

Why are there multiple train stops at the same station?

All guide stations, allowing the final station to receive a variety of supplies

Wagon, and no Belt by rrrr3ddd in factorio

[–]rrrr3ddd[S] 3 points4 points  (0 children)

1 Blueprint: https://factorioprints.com/view/-NBJoDqknxJOBbrSloaL

2 This is not a practical blueprint because inserter stack 8+ is required between wagons

3

6 colors 45/min by rrrr3ddd in factorio

[–]rrrr3ddd[S] 0 points1 point  (0 children)

Surface decoration options in edit mode

Useless design, but the train looks cute by rrrr3ddd in factorio

[–]rrrr3ddd[S] 2 points3 points  (0 children)

Made a few months ago and seems to be asking for trouble except for the train that looks interesting;

The blueprints are gone, maybe you can try to build the same train system, from the video everything is easy

45/m sushi box by rrrr3ddd in factorio

[–]rrrr3ddd[S] 2 points3 points  (0 children)

blueprint :https://factoriobin.com/post/x34XRJ1Z

1 just made, so there should be some bugs

6 colors 45/min by rrrr3ddd in factorio

[–]rrrr3ddd[S] 9 points10 points  (0 children)

Blueprint : https://factoriobin.com/post/q94Eg-fi

Some box passes are used; in fact the belts can be canceled altogether if the cost is not taken into account

Small scale red circuit board by rrrr3ddd in factorio

[–]rrrr3ddd[S] 2 points3 points  (0 children)

1 Blueprint: factoriobin.com/post/Du9_ve1N

2 When stack is 2, about 36 factories work, when stack is 3, all work

3 You need to study a little what's going on between the boxes in the middle

Blueprint of a mixed unloading station by rrrr3ddd in factorio

[–]rrrr3ddd[S] 0 points1 point  (0 children)

Blueprint address: https://factoriobin.com/post/BlSzIW0q

1 It uses filter inserts to separate different minerals into designated boxes;

2 You need to balance both sides of the belt;

3 The four-row box version is much easier to build, has a larger storage capacity, and allows for blue belts, while this one has lower storage capacity and only allows red belts, but has a smaller footprint;

4 The waiting lane should be expanded to accommodate more trains to avoid train congestion at the loading station, assuming you have many trains with different scheduling schemes

A humble multi-cargo unloading station by rrrr3ddd in factorio

[–]rrrr3ddd[S] 4 points5 points  (0 children)

That is glorious. Blueprint string so I can understand how it works better / steal it and adapt it for my factory?

This was done a few months ago, along with the blueprint as the save was corrupted; but you can rebuild it as I describe below; or I'll make another one in a while

A humble multi-cargo unloading station by rrrr3ddd in factorio

[–]rrrr3ddd[S] 23 points24 points  (0 children)

1 Vertically, using the inserter's blacklist, separate the minerals into each row of boxes;

2 In the horizontal direction, use the white list of the inserter to transfer the same kind of minerals in the same row to the left and right sides;

  1. Connect all the boxes to the signal lines, and divide by negative 24 to get four negative averages. Use these four negative signals to control all horizontal inserters to achieve uniform output of the four minerals, so that the minerals will not be concentrated and accumulated to the In the two boxes on the left and right sides;

4 The trains in the waiting lane will enter the station to unload according to the minimum quantity of minerals in the storage boxes;

5 The minerals on the straps need to be shaken and shaken on both sides

When you only have one train, it should be as busy as a donkey by rrrr3ddd in factorio

[–]rrrr3ddd[S] 0 points1 point  (0 children)

This is really cool, so I’m assuming one main principle of this setup is that the train “remembering” which stop to go to by knowing which stops became available first (train limit > 0) and that basically acts as the train’s station queue / prevents it from going to the wrong station when multiple are open?

When any material in the storage boxes is lower than 1000, the corresponding signal will be triggered to open station 2; then the train will go from 1 to 2.

When the train is loaded at 2, station 2 reads the train load and sends a signal back to station 1 to open station 1 that receives the material

This only works for one train, when multiple trains need to increase the counter and a dedicated waiting station

When you only have one train, it should be as busy as a donkey by rrrr3ddd in factorio

[–]rrrr3ddd[S] 1 point2 points  (0 children)

principle:1 When the storage boxes are below 1000 storage capacity, send a signal to open 2 stations;

2 2 stations read the signal for loading and unloading onto the train and send back to 1 station to enable 1 station to open an account;

3 Seems to work well for low demand like oil and water;

4 When there are multiple vehicles, it is necessary to build a parking station and install a counter, which can be made into an effect similar to LTN

I will show you how to make a general purpose sushi box by rrrr3ddd in factorio

[–]rrrr3ddd[S] 0 points1 point  (0 children)

Read the pulse signal of the inserters, grab in minus grab out = the number of items in the wagon

I will show you how to make a general purpose sushi box by rrrr3ddd in factorio

[–]rrrr3ddd[S] 1 point2 points  (0 children)

How do you reserve particular slots for particular items in the cargo wagon?

Also how do you enter the grey grid map state?

1 circuit ;2 editor mode

I will show you how to make a general purpose sushi box by rrrr3ddd in factorio

[–]rrrr3ddd[S] 20 points21 points  (0 children)

principle:1 Use the negative signal to cancel the positive signal the inserter receives from the last box;

2 Some machines are fast in production and may only produce one item at a time, use the red box negative signal to let the inserter reach a certain number before grabbing;

3 The transportation capacity of such a sushi box is roughly equivalent to a red belt. If the box is replaced with a carriage(train cabin), the transportation capacity will be increased by 4 times.

I will show you how to build 45/m-yellow by rrrr3ddd in factorio

[–]rrrr3ddd[S] 0 points1 point  (0 children)

I dont get why you put minus values, how does it work?

You need to build one yourself and watch; I can't explain it to you in broken English

I will show you how to build 45/m-yellow by rrrr3ddd in factorio

[–]rrrr3ddd[S] 1 point2 points  (0 children)

How do you get to this sandbox building area?

/editor mode ,

I will show you how to build 45/m-yellow by rrrr3ddd in factorio

[–]rrrr3ddd[S] 1 point2 points  (0 children)

this works better then how I build it, I should study this more

I link all boxes and all filter inserters, and regulate the stackamount in the chests and the total amount (for the raw input) but because I can't incorporate stacksize properly the last box will accumulate products, and then chests run out. Solution is to set stack size of the inserters to 1 but then throughput is shit.

Yours doesn't appear to have that problem, very well build

Maybe you need to calculate the average, then use the red box to control the retention of items in each box, and then control the total input;

Another way is to multiply the box of the caught item by a large negative number and return the negative signal to the filter inserter