#Circuit and Rail Networks

1 messages · Page 1 of 1 (latest)

fiery jungle
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I've been wondering what's the most optimal way to utilize circuits to automate train transportation on a city-block level. The basic principle is to load on output stations and unloading on inputs stations, through an array of general-purpose trains.

Currently my main method is built around on creating recipe signals using multiplexers, these recipe signals are sent by input stations when their stocks run dry and once in a 256 tick cycle. The recipe signals are compared to all idle trains per cycle, if any trains has the compatible content compared to the recipe code, it will register the station's order and train ID, converting these signals into enable signals for both entities.

I want to know if there's a better way to handle these operations, because they are very hard and complex to deal with and I've already spent 80 hours developing them and yet I still have to fix unexpected issues (mostly with synchronization caused by combinator's delay).

viscid sable
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Are you aware of train limits?

fiery jungle
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Yes

#

But why did you ask?

viscid sable
# fiery jungle But why did you ask?

Because they can make managing trains a lot easier. Increase the limit when a station can provide or needs materials, and let a train come from a depot.

prime ravine
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the most optimal way
imho setting the train limit according to the amount of free space in the stations buffer chest
provider station without items --> no trains
provider station with enough items to fill 1 train --> train limit 1
provider station with enough items to fill 2 train --> train limit 2
etc.
requester station is the other way around
<

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generic trains will be a thing in 2.0
don't see the use case in 1.1

fiery jungle
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Alright, I will rebuild using train limit instead

fiery jungle
prime ravine
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yes, and I don't see how they can be a an effective way to dispatch stuff

jagged forge
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It's more of a headache than it is worth