#Need Help Signaling a rail depot

1 messages · Page 1 of 1 (latest)

vital moss
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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

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i will do my best to attempt this first, i will post another screenshot and see if it needs correcting

static vine
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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

vital moss
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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

static vine
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you'd probably be fine without the looping layout

frosty jungle
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You need to place rail signals at the entrance to each depot.

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The rail depot should be a single block.

static vine
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telling the trains to actually use that intelligently is pretty hard

frosty jungle
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Rail signal in, chain signal out.

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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.

vital moss
static vine
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well the trains are still the same

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they're just dispatched differently

frosty jungle
vital moss
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Yeah each lane id only want 1 train in at a time, but each depot (total) would have 6

frosty jungle
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Depot pictured has 6 parking places.

vital moss
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5 cargo, 1 fuel

frosty jungle
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Or in other words, 6 depot stations.

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Oh that is not how LTN works.

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LTN needs fuel on all depots.

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If you want dedicated refuel, use Project Cybersyn or other modern/better logistic train mods.

static vine
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this is how I'd set up the depot tbh

vital moss
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Why cant i just make the 5 lanes a depot, and the fuel lane just be a regular push / pull station?

static vine
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higher density, and probably better throughput as well looking at the spiral you have going on

frosty jungle
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Because LTN does not know how to use refuel stations.

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You would need to use a better logisitic train mod such as Project Cybersyn.

static vine
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if that's not enough you can add a second I/O lane

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I think the fuel train is just to bring fuel to the depot that's distributed into the waiting trains

frosty jungle
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Oh it is 5 depots and 1 fuel supply for depot station?

vital moss
vital moss
frosty jungle
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Same logic still applies.

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Set station limits to 1.

static vine
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what's the spacing for the junction below?

frosty jungle
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Rail signal in, chain out. For each depot station.

vital moss
static vine
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alr

frosty jungle
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The trains will go to the closest depot first. Which does not matter as it is basically train parking.

vital moss
vital moss
frosty jungle
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I thought you just wanted it to fit in a 100x100 city block?

vital moss
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So i can just stamp down a blueprint and get 5 more trains

vital moss
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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

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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

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And the other 5 trains are free to do their business, wherever theyre needed

static vine
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I'd go with a design like this I guess

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I haven't measured city block compatibility yet tho

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I guess you could compact the diagonal sections a bit

vital moss
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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

static vine
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wait a minute, are these the nilaus prints?

vital moss
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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

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theres the lower half of the design

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theres the upper half

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i am nowhere near even experienced with rail signals, so im sure theres plenty i can change

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i learn them, stop playing factorio, then forget how to use them, so im going off of memory here

static vine
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you're probably biting off a bit much with a 4 lane network then

vital moss
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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

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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

static vine
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if you don't feel quite comfortable with the signals yet that might be preferable

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unless you want a challenge

vital moss
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The challenge is fun, and i dont have any 2 lane prints that would integrate seamlessly, the 4 lane setup does integrate better

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im fully expecting to get deadlocks and destroyed trains lol

static vine
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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
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also your exits are quite the bottleneck right now, since to leave the depot the trains have to spiral around an entire time

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that'll block both incoming and outgoing trains

vital moss
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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

vital moss
static vine
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you can rotate the stackers by 90° and get rid of the loop

vital moss
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i mean, with LTN, i dont see every train leaving and coming in all at once, but i could be wrong

vital moss
static vine
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I mean it's a central depot, you're quite literally funneling all the trains in your base through a single point

vital moss
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instead of one yard holding 20 trains, have 4 holding 5, yk?

static vine
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you should probably spread them out instead of tiling them

vital moss
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wdym spread them out

static vine
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place them at different points throughout your factory

static vine
vital moss
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yeah, thats what i mean, i figured thats what tileable means, but thats exactly what the goal is

static vine
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instead of having them go top to bottom you go right to left

vital moss
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city block style yards i can just kinda put wherever

vital moss
static vine
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and they usually interlock to work as one

vital moss
static vine
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yea

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I can't think of a word for the other thing you meant either

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I guess modular somewhat fits

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but that's not exactly specific

vital moss
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yeah

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im gonna rotate around the rows real quick and see if i can make something more efficient

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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

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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

static vine
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why do you still have the 2 lanes on the side?

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they don't really serve a purpose since the outside isn't even connected

vital moss
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the outermost lane is a just in case lane, so the trains can go around if all the spots are full

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or am i preparing for something that is just not going to be a problem?

static vine
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the trains won't even target that station if it's full

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so that won't be a problem

vital moss
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Hmm, okay then. Ill just move the lanes back a few

static vine
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you don't need to make it that long btw

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there's no real advantage to that

vital moss
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yeah, fills the space better tho. Easier on the eyes

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should i keep the 5 cargo 1 fuel, or should i do the 7 cargo 1 fuel design

nocturne echo
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You can make pretty much anything work

vital moss
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hows this

static vine
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is it just me or are the two top rails at the bottom misaligned

vital moss
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which ones?

static vine
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nvm

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I thought these

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but they're aligned

vital moss
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oh, yeah the ground just looks like that. i just removed a rail from there, so it is straight

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i thought so too lmao

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Shoot, how can i extend a wire without changing the signal in some way?

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i used a power pole

nocturne echo
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that works

vital moss
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okay, ive got this going. im gonna put in the signals now, and ill send a screenshot when im done

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ive got this going. How does it look so far?

static vine
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there's a random rail signal on the top left facing the wrong way

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other than that it's fine

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again, you don't really need the bottom 2 lines, that can be one if you want to

vital moss
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oh, that was left over from earlier, my bad

static vine
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that can be one line that splits off at the end

vital moss
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oh, i get what you mean. it does match up with the other rail blueprint nicely though

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realisticly, does it change anything?

static vine
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it's more rails IG

vital moss
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Eh, id sacrifice a few rails for symmetry lol

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so this should be fully modular? As long as i make sure to place it in this orientation at least

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the only mods it should need are text plates and LTN

modest sinew
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You'll be fine with using normal signals only, as long as you set the train limit on the depots

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Chain signal tells train not to stop on the next signal
While normal signal tells train that it can stop on the next signal

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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