Title as such, i know the chain in rail out thing, but im used to running 1-1 trains, and im currently attempting 1-4 using LTN. 2 Lane Right handed rails. I know im supposed to leave room for my entire train, but i dont think i can given the space restraint ive placed. Im doing my absolute best to keep this design within the 100x100 city block pattern, so i can tile this design if i need more trains. Any help is appreciated
#Need Help Signaling a rail depot
1 messages · Page 1 of 1 (latest)
i will do my best to attempt this first, i will post another screenshot and see if it needs correcting
What exactly is the goal here? I get the basics concept, but I feel like the way those trains have to take is unnecessarily complicated
I have the trains come in on the right 2 rails, and make a left turn and park in the depot while waiting on a push/pull request. Ive got the spiraling part of the rails so that the trains can switch to the inner or outer rails depending on the stop it needs to go to. Now that im looking at it, the outside rail would have to loop around to get to the inside, but i can fix that right now.
My ultimate goal here is to just get the rail and chain signals down so i can make this tileable. The max amount of trains in here at once would be 6, assuming the fuel train is moving as well
you'd probably be fine without the looping layout
You need to place rail signals at the entrance to each depot.
The rail depot should be a single block.
telling the trains to actually use that intelligently is pretty hard
Rail signal in, chain signal out.
For LTN depots, set station limit (base game station limit) to 1 since you only want 1 train going to a depot at any given time.
Thats the frustrating part, LTN makes me want them to use this as intelligently as possible lol
How so?
Because they can only fit 1 train?
Oh, so you mean like each lane?
Yeah each lane id only want 1 train in at a time, but each depot (total) would have 6
Depot pictured has 6 parking places.
5 cargo, 1 fuel
Or in other words, 6 depot stations.
Oh that is not how LTN works.
LTN needs fuel on all depots.
If you want dedicated refuel, use Project Cybersyn or other modern/better logistic train mods.
this is how I'd set up the depot tbh
Why cant i just make the 5 lanes a depot, and the fuel lane just be a regular push / pull station?
higher density, and probably better throughput as well looking at the spiral you have going on
Because LTN does not know how to use refuel stations.
You would need to use a better logisitic train mod such as Project Cybersyn.
if that's not enough you can add a second I/O lane
I think the fuel train is just to bring fuel to the depot that's distributed into the waiting trains
Oh it is 5 depots and 1 fuel supply for depot station?
Yeah. thats the goal, i just havent layed out any belts or logistics chests.
Yeah, its 5 lanes of waiting trains, and 1 train that picks up fuel every now and then to keep them topped up
what's the spacing for the junction below?
Rail signal in, chain out. For each depot station.
its a + shaped interesection, 2 rail widths apart on each set, and 4 rail widths between the sets
alr
The trains will go to the closest depot first. Which does not matter as it is basically train parking.
Yes, im making tileable parking basically, at least im trying to lol
I thought you just wanted it to fit in a 100x100 city block?
So i can just stamp down a blueprint and get 5 more trains
Yes
heres the map view, im doing my best to make it tileable. Unfortunately its one sided i/o, but i dont think making something like this omnidirection is even remotely possible
So 5 lanes of train parking, and 1 train of fuel, that i can have it make a make a request for fuel once its under a certain amount, and a fuel station can just fill the cargo with fuel, it comes back, and empties its cargo over time
And the other 5 trains are free to do their business, wherever theyre needed
I'd go with a design like this I guess
I haven't measured city block compatibility yet tho
I guess you could compact the diagonal sections a bit
i could definitely do that. Im gonna try to see if i can get my design to work, i just need someone to double check my rail and chain signals lol
yea sure. Sorry if I was a little too enthusiastic there
wait a minute, are these the nilaus prints?
They are
Theres nothing included in the rail book thats really tailored for what im trying to use, so ive gotta make my own. Threres a 4 lane 2-8 rail yard print, but its in the 50x50 alignment, and its just too big for my purpose, but if i can make a tileable 1-4 depot for LTN, i can integrate trains much more easily into my setup
theres the lower half of the design
theres the upper half
i am nowhere near even experienced with rail signals, so im sure theres plenty i can change
i learn them, stop playing factorio, then forget how to use them, so im going off of memory here
you're probably biting off a bit much with a 4 lane network then
I can very much downscale to a 2 laned setup, i havent really started on the city yet, ive got like 3 or 4 tiles down, only 2 of which have any rails
ive used 2 lanes before, just figured i could try 4 lanes, but it is definitely an arbitrary decision. I would like to keep 1-4 trains though
if you don't feel quite comfortable with the signals yet that might be preferable
unless you want a challenge
The challenge is fun, and i dont have any 2 lane prints that would integrate seamlessly, the 4 lane setup does integrate better
im fully expecting to get deadlocks and destroyed trains lol
Some of the things I see right now are:
- Your stations should have rail signals on the entrance
- the rest of the rail signals should be spaced out to fit entire 1-4 trains at least
also your exits are quite the bottleneck right now, since to leave the depot the trains have to spiral around an entire time
that'll block both incoming and outgoing trains
yeah, ive been trying to space out the rail signals as much as possible, but where i make room in one spot, it makes another spot tighter. If 1-4 trains just arent possible with this, its fine, i havent started anything with them yet. id like to avoid that as much as possible. If i gotta make the bluepring 200x100, im willing to do that
Ive noticed, Not sure how i can really change that with this current design
you can rotate the stackers by 90° and get rid of the loop
i mean, with LTN, i dont see every train leaving and coming in all at once, but i could be wrong
like the lanes?
I mean it's a central depot, you're quite literally funneling all the trains in your base through a single point
Its eventually going to be one point of many. Tileable depots is the goal
instead of one yard holding 20 trains, have 4 holding 5, yk?
you should probably spread them out instead of tiling them
wdym spread them out
place them at different points throughout your factory
yes
yeah, thats what i mean, i figured thats what tileable means, but thats exactly what the goal is
instead of having them go top to bottom you go right to left
city block style yards i can just kinda put wherever
For sure, ill try changing that around rn
tileable is more along "one segment you can place next to each other multiple times"
and they usually interlock to work as one
Yeah for sure, it was the closest word to what i was trying to convey lol
yea
I can't think of a word for the other thing you meant either
I guess modular somewhat fits
but that's not exactly specific
yeah
im gonna rotate around the rows real quick and see if i can make something more efficient
heres the basic layout of what you suggested. I left the outermost lane as the outbound lane, and i kept the extra one on the right as a "passing" lane just in case the yard fills up right as one is heading there, so it can be rerouted elsewhere, if thats ever even gonna be a problem
i was able to squeez in 2 more lanes on top of the roboports, but those are completely optional, and i can get rid of those if 8 trains in one stop just seems too many
why do you still have the 2 lanes on the side?
they don't really serve a purpose since the outside isn't even connected
the outermost lane is a just in case lane, so the trains can go around if all the spots are full
or am i preparing for something that is just not going to be a problem?
Hmm, okay then. Ill just move the lanes back a few
yeah, fills the space better tho. Easier on the eyes
should i keep the 5 cargo 1 fuel, or should i do the 7 cargo 1 fuel design
You can make pretty much anything work
hows this
is it just me or are the two top rails at the bottom misaligned
which ones?
oh, yeah the ground just looks like that. i just removed a rail from there, so it is straight
i thought so too lmao
Shoot, how can i extend a wire without changing the signal in some way?
i used a power pole
that works
okay, ive got this going. im gonna put in the signals now, and ill send a screenshot when im done
ive got this going. How does it look so far?
there's a random rail signal on the top left facing the wrong way
other than that it's fine
again, you don't really need the bottom 2 lines, that can be one if you want to
oh, that was left over from earlier, my bad
wdym
oh, i get what you mean. it does match up with the other rail blueprint nicely though
realisticly, does it change anything?
it's more rails IG
Eh, id sacrifice a few rails for symmetry lol
so this should be fully modular? As long as i make sure to place it in this orientation at least
Heres the string if youd like to try it out in sandbox for a closer look
the only mods it should need are text plates and LTN
You'll be fine with using normal signals only, as long as you set the train limit on the depots
Chain signal tells train not to stop on the next signal
While normal signal tells train that it can stop on the next signal
basically always use chain signal before crossing (or in special case where train can't fit into a block, blocking the crossing)
the rest can be normal signals