However, for some reason the trains aren't using the stations effectively. I've sat here for minutes and watched as trains pile up in the Foundry Yard, waiting for an unloading train to finish and depart before moving up to replace it, while the top four stations sit idle. Map overview. I thought adding such a stop would cause the train to re-calculate its destination, but it didn't seem to have any effect.
A train in the yard is waiting for an occupied stop to become free when there are several empty stops above it off screen. Here's my saved game and mod packfrom Factorio 0. From my tentative understanding of Factorio train mechanics, and tidbits I found on the web I've been working on a very similar type of system recentlythere are two factors here:. A train does not recalculate its path every time it is stuck, but only when it leaves a stop or it passes a regular signal.
There's also some kind of timeout or scheduled recalculation so trains don't remain stuck forever, though I think that might be newer than the version you were using. When a train is choosing a stop, it doesn't matter if another train is already planning to go there, but only whether the block is currently occupied. Therefore, two trains may pick the same stop while some distance away and not notice the interference. Here's how to help them notice, at least within your Yard:. Do not allow any stacking of trains before the Yard stops.
Branch the track as close to the stops as you can, and use a chain signal at the entrance to the branching. This ensures that a train will be seen to occupy the stop as soon as possible after it's actually committed to that stop. Place a regular signal shortly before the branching point, even though that means it's right before the previously mentioned chain signal. This will ensure that the train has picked a free stop based on the latest available information.
Unfortunately, there is a case where a train is doomed to wait unnecessarily: when all stops of that name are occupied. In this case, it will always pick one and head as close to it as signals allow, then wait there until the time-based recalculation sends it elsewhere or that one stop becomes available. The way to make the best of this is to be sure to use chain signals to prevent the train from heading down a branch before that branch's stop is available.
Your Unload stations seem to be designed suitably already, so it might be simply that the Yard isn't efficient enough to feed them.
Finally, one weird possibly-bogus fact that you might bump into if you expand this further: from my own testing, it seems that a train will only choose between 10 same-named stations. Any more than that, and it will only check the nearest Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Factorio Store Page. It is only visible to you. If you believe your item has been removed by mistake, please contact Steam Support.
This item is incompatible with Factorio. Please see the instructions page for reasons why this item might not work within Factorio. This item will only be visible to you, admins, and anyone marked as a creator. This item will only be visible in searches to you, your friends, and admins. I want to share these train network blueprints I use in my robot megabase. This item has been added to your Favorites. Created by. Jan Offline. Guide Index. Train Station. Outpost - Ore. Outpost - Oil.
Outpost - Uranium ore. It comes with currently 7 omni stations for coal, stone,copper and as well as one station for oil and uranium. Requester chests are set to rocket fuel. My train network is basically composed of these two blocks:. Loading station for coal, copper,iron and stone. Oil loading station. Uranium ore loading station. You have to reserve slots in the wagon for empty barrels and sulfuric acid barrels, fill the rest with uranium ore. I got trains and trains ore only and there are like trains constantly moving and i dont know how but I havn't died to a train yet.
Willoguns 14 Apr, pm. I died to a train yesterday, I freaked out, but then discovered the continue button I was up to nuclear power. I like when a lot of things move around on my map,so 1x1 trains are cool for me :D.Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Factorio Store Page. It is only visible to you. If you believe your item has been removed by mistake, please contact Steam Support.
This item is incompatible with Factorio.
Please see the instructions page for reasons why this item might not work within Factorio. This item will only be visible to you, admins, and anyone marked as a creator. This item will only be visible in searches to you, your friends, and admins.
This item has been added to your Favorites. Created by. Boaris Offline.
Factorio - Beginner's Train Guide
Guide Index. Topic 1 : Rail. Topic 2 : Train and Station. Topic 3 : Schedule. Topic 4 : Cross Railway. Topic 5 : Fuel. Topic 6 : Color. Advanced : Double Railing.
Common Tips. First of all Building Your Railway. Positioning Your Train. Train GUI. Rail Signal and Cross Section. Raw wood. Solid fuel. Rocket fuel. Nuclear fuel. Color Table. Duo rails Double railing. Queuer In order to prevent the trains from being stuck, queuers are designed to let the trains park and wait for their turn to unloading their goods.
Loader A generic loading area.Hello Factorio players! Steam Account Linking We recently launched a new system on our webpage for linking a Factorio website account with a steam account. This will be used from now on to verify that the user making the key request is legitimate, and it should help reduce the amount of fraud we have been seeing on our website.
Another feature of this is that now users who purchased the game on steam, can link their accounts and allow them to download the website versions of the game. This is all in preparation for 0. This can be obviously used to cause havoc. To solve this, the servers will have an option on by default to require authentication by the Factorio website before users can connect. This will be essential for implementing the admin system.
The plan of the admin system is quite simple, the player starting the game is admin by default, and he can promote other to admins, kick and ban other people. The train struggle The promise to solve the irregular size of the train wagons, mainly the difference between vertical and horizontal size, put a lot of wrinkles on our faces. We had countless discussions with Albert about the possible solutions. Our goal is to make the vertical and horizontal train stations, to have the same dimensions, something like this:.
As this Friday Facts was scheduled to be about the Train GUI, we had to put special effort into finishing everything planned for the Train GUI, so it can be presented, and we can move to another task and 0. Many things changed since then, the final GUI style and rules are different now, and we also re-iterated the UX of it. But the main general idea of the layout remained. The train schedule is one big list with stations and conditions all visible, so you don't have to click through the list-box of individual stations to see the conditions.
Since there is no selection now, you just always add to the end. The drag and drop was possible in the list-box version as well, but it was quite a hidden feature, as it was the only list-box in the whole game that allowed that, and there was no visual indication of that functionality. One of the things I always missed in the Train GUI was an indication of how much longer the train going to wait in the station. After some discussions, we decided to give visual feedback to all reasonable conditions by gradually changing the style of the condition frame to green as if it was a progress bar.
The question is, how do we calculate the fraction of completeness for individual type of wait conditions? Elapsed time - The most obvious one, as it is known how much time the train has spent in the station, and how much more is remaining. Inactivity time - Also simple, similar to elapsed time. Inventory full - We can calculate the fullness of individual cargo wagons and average it.
Inventory empty - Simply 1 - fraction of full : Item count - Here it starts to be tricky. If the comparator is anything else, I can't show a progress. I know how far I'm from the goal, but I don't know what to compare it to, so in this case, we just show either not completed at all, or fully completed.
Fluid condition - Basically the same as Item count. Circuit condition - Here we just show nothing or full, as we can't really know. The second most desired feature is temporary stations. The main motivation for them is the usage of trains for personal transportation. When I want to do that now, I have to: Open the map and search where I want to go, and find the nearest station.
Remember the station name. Enter the locomotive and add that station by searching through the list to the schedule. Confirm some random wait condition.In other languages:. The Railway is one of the main transport methods in Factorio. Although the installation of such a network can be complicated, and requires a large amount of resource and space, it is faster and more efficient than belts and robot logisticsespecially over large distances. Railway construction, however, is not understood instantly.
It takes some time to learn the basics, such as automating transportation. Learning how to manage and maintain upkeep of a larger train network takes time and experience. To build a railway, tracks also called rails must be built for the train to ride on. Typically, this is done via the rail plannerbut can also be done manually. Bear in mind that rails are placed on a two-tile grid, so a rail cannot be moved by only one tile. Locomotives can be entered and then manually operated by standing next to them and pressing the ENTER button.
Be careful when crossing tracks! Trains are one of the highest damaging entities in the game, and will kill most players instantly on contact.
A safe railroad crossing like the example shown in the picture can be built. This works by restricting access to the tracks when an oncoming train has the rails reserved.
When the player is on the rails, the signals are reserved by the circuit networkand the train must stop and wait until the player leaves the tracks. When a player is inside the area crossing the tracks, the train gates are closed so the player can't get on the tracks outside the crossing. This is to completely ensure a safe crossing, and is often used on servers.
The locomotives' inventory is only used for fuel.
To attach rolling stock, whether a wagon or a locomotive, the player may either prepare to place one near an existing train, where a green graphic will show the player that the stock will be attached, showing a connection between the train and the new stock.
Alternatively, the player may manually connect rolling stock to trains with the rolling stock connect key, if the cargo wagon was placed far away from a train. Rolling stock can likewise be disconnected with the rolling stock disconnect key. Train stations are the only place where trains can be loaded or unloaded when they are in automatic mode.
Cargo wagons can be filled or emptied by up to twelve adjacent inserters six on each side. Inserters can also be used to insert fuel into locomotives. Pumps are used to transfer fluid into and out of fluid wagons, only three pumps can attach to one fluid wagon at once. This will create a station without requiring a train stop. The temporary train station has a default wait condition of 5 seconds and is removed from the schedule once the train leaves the station.
Rail signals are used to employ multiple trains automatically without the danger of trains crashing into each other. Rail signals split the network into blocks and ensure that only one train can be in every block at any time. Always beware of automatic trains and give them the right of way. The train signals tutorial contains an in-depth explanation of rail signals, blocks and deadlocks.
Trains set on "Automatic" choose their destination stop and route on departure, and after waiting at a chain signal for five seconds, and when their destination stop disables itself by circuit condition. They choose the shortest route using a path finding algorithm that will get them to an enabled train stop with the right name, taking penalties for any apparent-at-the-time delays into account.
If no such train stop exists they will skip the stop and go on to the next.I started with a copper ore unloading station with four platforms, where all train stops had the same name. Apparently this is a lesser known fact — I could not find any documentation about it on the Factorio Wiki — but if you give a bunch of train stops the same name, the trains will choose the closest available stop. This allows you to easily create stations with multiple platforms, but in this case I had the problem that the trains would always choose the upper platform, because it is the closest to the entrance to the station on the top.
This in turn caused throughput problems, because the ovens connected to the platform on the bottom would not receive any copper ore until the three platforms above were completely filled with ore and blocked by a train. Additionally, if there are less trains than platforms, even if they could supply enough ore for all platforms, they would never go to the last platform, because there would always be a free platform closer to the top and therefore closer to the train.
The solution was to add a small circuit network that controls the rail signals at the entrances to the platforms. The purpose of the circuit network is to only open the platforms that are available and have the least resources in storage.
In a typical case this would only be one platform, but when the platforms are empty, they are all open. Here is a short example. On the left the fourth platform is open because it contains the least resources. The second platform is not considered because it is currently blocked by a train. As can be seen on the right, once a train arrives at the fourth platform, it is excluded from the calculation and the first platform is opened, even if it still has more resources than the fourth platform.
I will now describe how the system works in detail. This should also explain how to rebuild the circuit network. Here is a general overview of the station. One important detail is the rail chain signal marked by a blue arrow in the top left corner.
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This is signal is also necessary for normal multi-platform stations. If the platform the train is currently targeting is blocked, the train will stop at this signal. If another platform gets cleared, the train can then change its target to the new platform and go there. Without this signal the train would stop directly before its target platform. If another platform got cleared, the train would have to back up a bit to go there, but trains do not go backwards in automatic mode. It would also very likely block other trains from entering the cleared platform.
Apart from the single rail chain signal, the station consists of identical platforms. One such platform is marked by a blue box and I am going to explain it in detail in the next section.