A brief introduction to the train limits functionality of train stops, including manually setting limits and setting the limits through circuit networks.
I am digging around on these combinators and this has been the best so far. I want to do it like Nilus, but he does it so fast, I can't follow and understand. So first of all, thank you, and if you want to keep going with this tutorial and show the pick up formula, ect, that is my request, thank you!
i made a passive waiting at unloading but the loadings still had too much trains waiting..i was thinking i need to cover all the way to outpost to make it work like that... i love this solution, cool stuff. my next game will use this for sure !!
To be a little more careful, you could adjust the Call limit, so that a train is called shortly before a full load is available or shortly before a station is empty. It would need some trial and error testing. But it could be done.
One question… what’s the difference between this, and having a train limit of 1 on a station - the station being enabled when chests hit a certain number?
I think you won’t have one in route while there is one in The station. So the one in the station would need to leave first. Okay if the wait station is close but if the wait station is far, your station will be waiting
That's a great video , thanks a lot ! I have few questions about it: What if your "unloading" stations (by chance) keeps calling empty trains? (trains that didn't have the time to load yet) And the opposite question, what if your loading station keeps calling already loaded trains ? If you are not lucky enough and both my questions happens (because you have a lot of trains) is it going to be an infinite "non-productive" loop or at least a big delay before the most "suitable trains are chosen by both stations? Or maybe I just missed something in your design or in Factorio itself that cover those edge cases?
@@The-Ttk if stations are set to call trains only when they can fully load/unload, this doesn't tend to happen. If it does, you may be able to fix it with the schedule conditions. Inactivity 10s is usually more than enough.
@@mrpocock the thing is that what is covered in the video is about "rising the limit to 1" which will (with Factorio system) simply chose the nearest available train that has the targeted station in his list and call him. The train won't do any "inactivity" or any form of "denial of service" , it will rather answer to the call and normally go to that station (even empty) , wait half a second and leave, then since the station still need fish, another train will be called (could be another empty one), then he might switch to the 1st one and so on . (same logic in revert for the loading trains). So basically we would need some kind of a system that can pick a train using a specific condition , ex: I need X fish AND want a train that has at least X fish in its cargo which is not the standard behavior of selecting an available train. Tried to deal with that by adding circuit conditions at the waiting stations (depots) of the trains, to lock them until they are useful enough, but I ran into other feasibility walls...
@@The-Ttk OK, so this kind of logic is going to be in the base game in Factorio 2.0 out in just over a month. Otherwise if you want it now, you need a train management mod to do it for you.
Not directly related to the trains, but you have the unloaded cargo end up in a chest that has a belt feed directly into it. Similarly, the loaders get from a chest feeding a belt without inserters. What are these chests that get from or feed into belts without needing inserters?
Imagine you ran out of some resources that starved your factory, or something jammed so it backed up. Ideally in that situation you want at least the one station free so that the network starts itself up again when you fix the blockage. So take the min of the requester and provider stations, count how many trains are assigned to that pair, and you need enough wait stations to park enough trains so that no more than that many can't park.
why does my train keep circling has full cargo so goes thru that then unloading station 1 and 2 is full so goes to wait , waits 1 sec does a loop and goes to next wait station then heads back to loading
@@mrpocock it was cargo, i needed to advance a little more with the details of stops and some of the control behavior works great now and has made rails so good for me ... thankyou
So what is the deal with the wait station? Is it a built in check box in the station like Depot on ltn? Does the train know it's a ""wait" station? Is it better to put the wait station at the load or unload station?
In this tutorial I added them just so that we could have a lot of trains for very few stations. In a real map there are many ways to use wait stations - shall I do a tutorial on some of them?
I am digging around on these combinators and this has been the best so far. I want to do it like Nilus, but he does it so fast, I can't follow and understand.
So first of all, thank you, and if you want to keep going with this tutorial and show the pick up formula, ect, that is my request, thank you!
I'm holding off until after the 2.0 release next week, as I expect quite a bit will have changed! But yes, I will revisit these tutorials after that.
08:05 „there are currently 11k fish in boxes“ factorio out of context
Thanks for the tutorial. Now I finally understood train limits 😂
This video actually explained what I wanted.
i made a passive waiting at unloading but the loadings still had too much trains waiting..i was thinking i need to cover all the way to outpost to make it work like that... i love this solution, cool stuff. my next game will use this for sure !!
To be a little more careful, you could adjust the Call limit, so that a train is called shortly before a full load is available or shortly before a station is empty. It would need some trial and error testing. But it could be done.
Yes. With come more combinators we could probably make that work :)
Hands down the best video I’ve seen on this, and I’ve been researching for months 😵💫 thanks man! 💙
One question… what’s the difference between this, and having a train limit of 1 on a station - the station being enabled when chests hit a certain number?
I think you won’t have one in route while there is one in The station. So the one in the station would need to leave first. Okay if the wait station is close but if the wait station is far, your station will be waiting
Probably the best video I have seen for train stations.
That's a great video , thanks a lot !
I have few questions about it:
What if your "unloading" stations (by chance) keeps calling empty trains? (trains that didn't have the time to load yet)
And the opposite question, what if your loading station keeps calling already loaded trains ?
If you are not lucky enough and both my questions happens (because you have a lot of trains) is it going to be an infinite "non-productive" loop or at least a big delay before the most "suitable trains are chosen by both stations?
Or maybe I just missed something in your design or in Factorio itself that cover those edge cases?
@@The-Ttk if stations are set to call trains only when they can fully load/unload, this doesn't tend to happen. If it does, you may be able to fix it with the schedule conditions. Inactivity 10s is usually more than enough.
@@mrpocock the thing is that what is covered in the video is about "rising the limit to 1" which will (with Factorio system) simply chose the nearest available train that has the targeted station in his list and call him. The train won't do any "inactivity" or any form of "denial of service" , it will rather answer to the call and normally go to that station (even empty) , wait half a second and leave, then since the station still need fish, another train will be called (could be another empty one), then he might switch to the 1st one and so on . (same logic in revert for the loading trains).
So basically we would need some kind of a system that can pick a train using a specific condition , ex: I need X fish AND want a train that has at least X fish in its cargo which is not the standard behavior of selecting an available train.
Tried to deal with that by adding circuit conditions at the waiting stations (depots) of the trains, to lock them until they are useful enough, but I ran into other feasibility walls...
@@The-Ttk OK, so this kind of logic is going to be in the base game in Factorio 2.0 out in just over a month. Otherwise if you want it now, you need a train management mod to do it for you.
@@mrpocock that's a really good news , thanks for the feedback !
Not directly related to the trains, but you have the unloaded cargo end up in a chest that has a belt feed directly into it. Similarly, the loaders get from a chest feeding a belt without inserters. What are these chests that get from or feed into belts without needing inserters?
In the creative mode, there are magic pink underground belts that spawn or destroy items. So I'm using those for filing or consuming belts.
What percentage of your train network would you say you need a wait station for? If I have 100 trains do I need 100 wait stations?
Imagine you ran out of some resources that starved your factory, or something jammed so it backed up. Ideally in that situation you want at least the one station free so that the network starts itself up again when you fix the blockage. So take the min of the requester and provider stations, count how many trains are assigned to that pair, and you need enough wait stations to park enough trains so that no more than that many can't park.
why does my train keep circling has full cargo so goes thru that then unloading station 1 and 2 is full so goes to wait , waits 1 sec does a loop and goes to next wait station then heads back to loading
@@WATCHTOWER386 so it isn't unloading? This is cargo or fluids?
its k sorted it good job
@@mrpocock it was cargo, i needed to advance a little more with the details of stops and some of the control behavior works great now and has made rails so good for me ... thankyou
Thx for the video!
So what is the deal with the wait station? Is it a built in check box in the station like Depot on ltn? Does the train know it's a ""wait" station? Is it better to put the wait station at the load or unload station?
In this tutorial I added them just so that we could have a lot of trains for very few stations. In a real map there are many ways to use wait stations - shall I do a tutorial on some of them?
@@mrpocock if you could be bothered
@@willbaack7997 sure. Not a problem.
@@mrpocockdid you ever get around to making this? Your explanations have been the best I’ve found so far.
@@Swamp_Donkey_ no - I got sidetracked onto an exotic industries playthrough. However, this tutorial is on my list.
Excelent!
How can I set a maximum number of trains that can be called. 14 trains coming to the same mine is causing congestion.
I'm not sure but maybe station train limit would work?