#signal is being fed to station is just
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correct
The only time I had issues with the constant combinator and trains not going is when I was missing a wire or if a station was named correctly tbh
but I am running a very similar design
maybe i am missing something fundamental, do the stations need to be connected by wires?
yes
this is my constant combinators going to the train stations. Note two different wire colors (one for liquid and one for items)
i tried connecting them with radars and it didnt seem to make much difference
another reason is the provider station is disabled (is why train isn't going). But from your picture the stations seemed enabled
yeah i started with some more complex stuff happening and have troubleshooted down to what i think is a very simple setup here
im really not sure why the signal parameter is not working with the station name
instead of not at provider, do is not full? I doubt it matters but that is the only difference really (I also used to do not at station until I realized I don't need to)
is not full doesnt even trigger the interrupt
is send to train enabled in the depot station?
yes
all I can think is your train isn't at the station
maybe try adding the station as apart of its schedule? (I don't see it as apart of the schedule or as an interrupt)
if i just set the station to copper provider and hit go it does
oh that did it actually
like this
it must have barely not been at the station... not even sure how that happened, i didnt manual it at all
Yeah I think maybe the train wasn't being considered at the station so it wasn't receiving the signal
You can either use an interrupt to go to the station or just set that group to it. I have not tried the interrupt much yet not sure if I will
well thanks for the help here, i may have more questions as i continue to troubleshoot this
yeah the pictures I sent above is literally my entire schedule and it works. But there are issues l ike 2 passive -> 1 requester 2 trains go at the same time. And 1 passive -> 2 requesters it doesn't balance evenly like LTN. You would need more advanced circuits/conditions to fix that
the red and blue chest symbols are just the names of your stations?
yeah
@empty owl btw what is your design? The above images I sent is my design for a pull based system
the only problem i see with your system is it seems like if your provider stations fill up all the way they will not get picked up from anymore
i'm trying to design where there's trains that can handle iron/copper/stone all with the same schedule, and no matter how many receiving/loading stations there might be, they won't ever get into a situation where there isn't a train available to handle a request.
Sometimes, although this really sucks, the train gets stuck at a provider because the requester station gets disabled while its filling up. Not sure how this is happening though but it is rare
wdym? I enable provider stations if they have enough supply (greater than 4 wagons). and disable requester stations if they have too much supply (less than 4 wagons usually)
nvm, the chest symbol was throwing me off
i was thinking it was referencing the chests being not full, not the station
ah okay XD
The only reason I switched to this is I kept getting confused with unload/load or pickup/dropoff
provider/requester ended up being much better. And luckily there is an emoji for it
thats fair, i suspect it just takes some getting used to
I think I might make an interrupt that sends full trains to the depot... and hopefully those trains get used first. Just seperate out my interrupts instead of one big one
does your system ever get messed up with multiple trains picking up materials and then the requester getting full before it gets delivered
Yeah that is what is happening now
I think splitting up into multiple interrupts might be better especially since a train doesn't reserve multiple stations at once for some reason
yeah, most people seem to be falling back on having full trains sitting in providers
I won't do that, but I might send the full trains back to the depot
i think that might cause you to run out of trains or depots
But idk how you make it that the full trains get used first
Well worst case scenario, the requester station gets freed up right? And the full train goes to that and a new train goes to the provider
Best case scenario a new train isn't sent to a provider as there is already a full train ready for the requester
requester stations naturally need more items eventually so they should free up automatically
the only case my system ever has a train stuck at a provider is if the requester gets disabled mid-way the train is filling up. So in that case it might be better to have it sit in the depot
and so long as we only send trains to providers if the provider AND the requester is empty (from trains), then we shouldn't hopefully not get into a death spiral
where all the trains become copper
you will need a new interrupt to redirect it to a requester when it comes available
i am trying to put that together now
I am trying to do the opposite XD
I am separating it out to three interrupts. To provider, to requester, and to depot
but what I had should before works mostly
yup
so if you have an interrupt checking for the item parameter, it can only be in the case that the train has cargo. So its only for sending to dropoff/requester
yeah
i think i have things working at a basic level now, which is relieving
full cargo and empty cargo are still a little temperamental
i feel like having full trains sitting in depots will eventually cause your trains to fill up with an unbalanced amount of materials though
like having all your trains full of uranium when you need copper and iron ore
which is why everyone keeps defaulting to sitting in providers with full trains i think
I get you, that has been my concern and I have ran into those issues a ton. I think so long as I try to prevent trains from going to providers unncessarily it should be fine
true
you could maybe read train content in your network and limit trains at providers using that
but im relative novice at signals atm
just getting into logic systems
been using too much LTN lol
yeah same, after this playthrough I am just going to use LTN
too much hassle to use vanilla
im hoping for some elegant solutions to show up
so like, destination full or no path apparently doesn't count trains with nothing to do
yeah, so the only reason for the interrupt to depot is for that situation as you said. I still need to assign trains to the depot
my 3 atm are train empty, go to depot
train empty at depot, go to provider
train full at provider + requester in need, go to requester
if you want your full trains to not sit at providers, you can say if it is full at a provider, go to a depot
using specified location and item parameter
obviously none of this works for multi item trains and stations
My goal is to set up manual sushi trains that use the providers
So having the providers be empty is important if I want to do that
but I also want to avoid all my trains being turned into copper/coal/iron
like i said my thought on that would be if you can export train contents from your depots to your logistics network and then use that to set max train limit at your providers
basically if you have 3 or 4 full trains of iron, shut off your iron providers
yeah that could work but it would murder my attempt at sushi train since the provider station would be disabled
huh, "is not full" only for detecting if a train is already there?
rather than station enable/disabled
i dont think it will work if the station is disabled, but yes
for some reason, even if I add the condition the trains shouldn't go unless the requester station is not full, the trains still think they can go to providing stations
I think you need to both disable the station and set the train limit to 0?
yeah your condition isnt checking that the train limit is 0, just that it is not full
although im not sure if train limit 0 qualifies as "full" or not
I am hoping it does
seems to be the case in my test
lol so we should both disable stations and set the limit to 0
i suspect your issue is one of timing
but couldnt say for sure
they may leave for the provider just before a train arrives at the requester, etc
I was messing around too with the order of interrupts to see if it would change anything
or adding an interrupt that applies mid travel to a full train going back to the depot
another possibility, which I really don't like, is you can't use a constant combinator for this and instead you need to switch one by one
as maybe, the request circuit wildcard is different item from the provider in the interrupt. Due to it being provided an entire list of potential items
So rather than each item being evaluated one by one for the entire interrupt, it evaluates it per station to make the condition pass
Now what if I told you, that is exactly the issue?
Was fluid wagon liquid amount changed in 2.0?
I remember it was 25K, but it seems it is 50k
yeah its doubled
I dont recall seeing that in FFF
you should probably also double your storage at stations
WDYM?
2 tanks per section
Each tank is 25K
So we have a buffer of 50K per section
Oooh, but it will never be above 200K
that is fine, unless you are disabling your station and require your train to leave empty
Technically I am not "doing anything" yet. Planning phase of my train network
@young agate Combing the circuit I made to select one item at a time in a clock and setting the train limit to 0 has made my new interrupt schedule work.
So now trains will not get stuck at provider stations they will wait in the depot. And they will be selected first.
I am not sure if train limit 0 is actually needed either tho, but for sure constant combinator is not working when you are checking it for 2 stations
To test I made my trains instead wait at provider stations for 5 seconds rather than load full. The trains stuck in the depot finally got drained once I added the clock system
I now understand what you meant..
- Train A reached provider station // Station had 200K (8x25K) buffer
- Train A filled up
- Provider station is now empty
- Train A made it's deposit
- Provider station is still empty, so train A cannot fill up yet
I could:
a) Disable provider station and make train go to depot
b) Let provider station enabled even if it doesnt have enough resources
Doubling the buffer can smooth that behavior
Just for others, this is the circuit to swap between each item one by one
0eNrtVk1v2zAM/SuCzkrQOLbTGOguw3oadll7GIrCcGym5WpLrj7aBoH/+yh5SbYsaZe0w3YYdJEp8pHvSZS15LPaQatRWp4teQWm1NhaVJJn/JOykLEvyjEJULHCshoKY9mI1XjvsGJzpZm9RcOsYo9K3w3ZhWIGLBmBubYFPZgpJ1eOwMpalXeCoTXsqyMk45oG5Q359iGScIEZvJFFbYZccCyVNDy7WvLe6IuURQNUXQUlVpShVM0MZWGV5h0FyAqeeDbqxI4QD2YLaXfHRN214CAtWoQ+Z/hY5NI1M9AEKp4DErxVBnvplpzwBlFyMkwEX1BknA4TykRxVqs6n8Ft8YAURJ4GSh9kfp5T9hUVwedYW9DbVrtofS0PqK0jmuvietqDC7Lc0wIxIKNUuglOVHFb6FBxxs+CwfnNH3XXNDqv2xbtSDwj+Q7W8fQ750ngXKHuWfEs3q3Ad9ic1ipca/HjF/GeozY232zpi+wpNclJIL8fdMk7fwaUs62z28fu5YR79Bsfq1/6F/WDorzl3dZxecePlueyB2sXeThv+VyrJkdJQDybU7PDHvHiV/Tc9O17bl1LoHhQe4k1zqahUCs5UBoOw4r2tmryCrVO/9gNNa/pZ7E5EaV2FQwU1m91QaXHNtj0H2iwQ++oi1+68uz4rlwVIcH6/3egpaHimdUOBL/RAHLVn3vEnxwr/ul/8Q8UnxI9klw+zdVIRH5ci6tIjMRYjMPMjzjMYjEJq2OyJGEWk18qRmG2siVkmwRbSjYfQTnQQkNVbh6GgtfFDIgS//BUNG0N7L1/x7FzetV9htrvH73hzulGZx/ReP8HugvCniZpNI2n0yQ+maTpZNx13wBcdof7
You still update a constant combinator but you need to make sure you add 1 to the count every time (so 1 = iron, 2 = stone)
In that specific case I dont see harm keeping it enabled, as I will not scale my sulfuric acid production
What does "swap" mean here?
are you using a pull based system where you use a constant combinator at the depot to assign the train what stations it can go to?
Basically, "swap" means it cycles through each item one by one to make sure that only one item is selected per tick
because if you send an entire list and you have 2 conditions checking for the same signal, the evaulated station could be different (the provider not full would be different from requester not full)
So I have a depot, and a global signal that there are 3 stations lacking copper, 1 lacking iron ore and 1 lacking plastic
This is what you mean by "pull based system", correct?
yeah basically, yours is just a bit more automatic
I manually update a constant combinator
the only issue with what you have is if you are checking multiple stations with the same circuit wildcard
or looking at how I am doing this, what I am saying is this will pass because it will say "Ah, an iron ore provider is not full and a copper ore requester is not full, good to go!"
At least that is what it seems to be doing for some god awful reason. Just the condition
@novel basalt there was a reddit thread about this cycler just the other day
i havent looked at your blueprint yet, but someone put together a BP book for it, i can see if i can find it quick
All it is is clock + check if clock = item count
And an extra circuit to calculate how many unique items there are to set the upper bound of the clock
Wouldnt that event happen with all train stations at the same time?
For a certain tick, the condition will be true for all trains
yes but train limits stop all trains from going crazy
Indeed, but they will be assigned to go to a station in it's limit
Hence reaching sleep mode
So yes, that can happen in the case of 2 providers and 1 requester right?
2 trains will be sent to fullfill the request of 1, but after 1 of them is sent to sleep mode I send them to the depo
I plan to have more requesters than providers
and when the request is empty it will pull from the depo first
Let's say 3 iron plate providers, and >10 iron plate requesters
Yeah, that is hard with my system it doesn't work well with that
I would have to wait until the requesters to fill up for it to saturate the other 7
okay so like, 100% its just the constant combinator screwing things up
I think train limit 0 stops 2 trains being sent in the 2 providers 1 requesters scenario
which is only happening to me because I have 1 disabled requester. But its not considered "full" unless the train limit is 0
maybe?
nah its still sending 2 trains to the providers stations for some reason
Train limit 0 stops trains being sent.
But I believe it does not stops trains to being set to send
The destination could be set by the trigger, but it will not go yet. Reaching sleep state
Thanks for the reddit references
Shouldnt it go to the mine only when the mine is full?
Doesnt make sense to make trains go to the mine station when there isnt ores available
Oh, not full stock. Not full of trains
My bad, misunderstood it
lol yeah ive made that mistake a couple times today
yeah, that condition might fix my problems
The really hard part is support 1 long trains, 4 long trains, and fluid trains for a pull based system when you use a global circuit network
you should be able to handle it in the interrupts logic
How would you handle it in the interrupt logic? even the reddit post doesn't really say anything on that
Like how would a train know that when it receives the oil signal that its a fluid train and should go pick up oil?
or that the train is 1 long and we use 1 long for red science packs
fluids and solids need to be on a separate setup
I was able to make a filter just for fluids via manually defining what a fluid is
as for 1 long vs 4 long, you could have seperate depots for both and circuit different things to them
and then I used green wire for fluids and hooked those up to the stations. red wire for items
I mean I guess you can set up another filter just for 1 vs 4 long
as long as they are consistent throughout your base, yeah
if you have a 1 train and 4 train solid fuel setup, things will get wonky again maybe
yeah idk how you would do coal being both 4 long and 1 long lol
requires more granularity for multiple train lengths for sure
the second reddit thread has an interesting idea about broadcasting a train count calculation using radars to prevent over delivering to requesters
at the very least I figured out how to make the trains wait in the depo rather than wait in the provider stations if an overdelivery does happen (and depo is pulled from first)... tbh idk how worth it is to make a global network just to prevent overdelivery
just a tool in the toolkit at this point, im still just designing blueprints in creative mode preparing for my coop game
lol that is basically all I am doing. I have the coop save open and I am just fixing all the problems before I play with my friend
my unloading cargo design though, has much to be desired. But its what I get for using blue inserters
just throw some splitters at it until it looks professional