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Factorio city block train station. Stations will be parallel to the sides of the square.


Factorio city block train station It is a bit hard as no tile grid is ever enabled in this video. Instead design in mind with up to 1-2 belt of items in/out per chunk of city block length. FactorioBin is a site for quickly and easily sharing Factorio blueprints . Logistic trains works by populating the train There must be enough track at each station for that many trains to park without blocking the main line either in a stacker or just the track leading to the station. Here are my brainstorm/plans for the "city block" print - 4 lane trains (2+2, right hand drive) - include power (Big power pole) - include green/red signal - 1 station in north for "player" (for at least a 5 length train) My plan for the "1 station" print (Typical smelter block) - 1 station in the left of the block for input - 1 station in the The Whole junction when connected with the other blocks looks like this I believe that's why I put those chain signals as on the right turn the train can turn off again to go into a station, every right turn is designed to have this so each block has four stations, i should have really put this in the original post. 257. Spread out your high traffic city blocks. And then yeah, I'll usually have a stacker on one side of a city block with train stations for each component needed in the production area, and another stop for picking up whatever gets crafted. Search Most Recent Most Favorited Create Known Issues Chat Contributors Introducing TRAIN-TO-TRAIN for Megabase | Factorio Tutorial/Guide/How-to. FactorioBin. After the train returns to the depot . 3600: concrete: 1296: refined-concrete: 1024: stone-path: 576: refined-hazard-concrete-right: 560: hazard-concrete-right: 40: substation: 16: small-lamp: 4: roboport FactorioBin is a site for quickly and easily sharing Factorio blueprints. Tags /train/loading station/ /train/unloading station/ /train/right-hand-drive/ Info. With outposts moving farther and farther away from the base, I establish an intermediate stop between provider and requester. In addition to a much shorter delivery time You can, for example, make trains on the city block (which are likely travelling at full speed) have priority over trains trying to join from a station (which are likely not at full speed). 21. With the unidirectional one, trains I'm trying a city block plan for the first time. I'd be nice if trains could be born with depot as the only stop, but I'm not sure if that is possible. Rail Segments 100x100. One station can provide six full, compressed belts or six full pipes if there is enough supply and consumption. Space Age Blueprints. Station turns on when fuel drops below a certain point, turns off when it goes above a certain point, so the fuel train only ever leaves it's depot when a block needs more fuel. Or 4 stations for 8 car trains, or 4 stations for 4 car trains, etc. For the trains station limit, I just limit every input to accept one train at most, that way they are sitting at at the output station until someone calls them. Compatible with EARN blueprints. T-Intersection Double 100x100 . Early Nauvis city block. i watched Nilaus explaining the Factorio Engineering series block based train network and tried to reverse engineer the city block layout as there are currently no blueprints provided. If not, you need to I have 50 trains without LTN right now in a semi city block design I have refuelling stations that service up to 20 trains just a block of 20 stops and with the first station being a fuel dropoff station for refuel station out of robot range. That will be the only scheduled station. 15 8,793. Untitled. I have almost 4,000 hours playing factorio and believe I have a decent understanding of how everything works and have used trains quite extensively in different ways. Grid-locked 100x100 city blocks. And then make one/more/ cells with DEPOT station where every train needs to go. So at any time there could be 2 trains out at various points on a grocery run while one sits in the station unloading. 2. 91 KB 2. Members Online • pyr0kid. Factorio Prints. Actually i use 2/4 trains and thought to make the blocks big enough that i could have 2 Any train with the "Iron Plate Loading" station can travel to that block to pick up iron plates if they need them. Stations will be parallel to the sides of the square. First decide what your train configuration is. Search Most Recent Most Favorited Create Chat Contributors Donate. beeing able to better tackle problems bit by bit. My space city block. which is a huge amount of train stops and belts to organize not to mention the fact that 9 train stops takes up a massive amount of space. Trains that travel that way make a stop there and wait for inactivity, so far it seems to go well. This means that for a path between two stations we can now run 5 trains instead of only one as we have 6 places trains can be instead of two. 4x4 chunks bordered by a two-lane train system. So let say 4x4 chunk city block would use 4 to 8 belts in or 4 to belts out 8. Between half and 1. You can, for example, make left-turning trains wait for a gap in oncoming traffic before turning. Also you can use a Grid Aligned City Blocks and Rail Segments - FACTORIO MASTER CLASS. Optimal would to blueprint a station, with a train+wagons. Generally that'd mean you want it on the other side of the y-junction where the train can go into a station, circled below. I wanted to design a cityblock with big trains, many stations, stackers and compact area. The thing is, for the last 1000 hours or so I've been trying to come up with a base design that is efficient and aesthetically good. Or stacker type with stations. 1. Alternatively, I always put my cracking and refinerys together and just solve the cracking logic localy in one city block. Lagransiete • Regarding the train stations, I would recommend using the LTR mod if you are using mods. com/mod/miniloader for the stations. I thinks it's just faster to build and learn. With the unidirectional one, trains You can regulate the amount of trains that come to a block by regulating i) the train limit and ii) how much parking space you have in the train stacker. Modern City Blocks. These are then nestled in the corner of each huge city block (300*300) to fuel all the trains used in that block. It will limit number of trains making their path to this station. City Block 100x100. If throughput is your goal you're much further ahead to eke every ounce of throughput out of those other designs before you go looking to increase lane count. I tried to plan a factory by using train city block blueprints by Nilaus. Space Age Blueprints (Episode #31) Posted by Nilaus 8 weeks ago. As far as I cannot find a perfect blueprint in Train Waiting block is where I send my trains between loading and unloading, and again after unloading so that no main resource train should ever have a train just sitting their idle and taking up a station that could be otherwise I am now on my fifth version of a pyramid-inspired city block train world. Multi-Station Tracks - Advanced Train-To--Train Design for Circuits | Factorio Tutorial/Guide/How-to. Straight Double 100x100. . Also I have my blocks to have 8 stations at a similar block size accepting 1-1 trains as throughput is rarely an issue and logistics are the main problem to be solved. If you have enough iron ore in your system, to produce more iron plates, you simply copy the block and paste it again. this also adapts nicely to growth and higher train demand since you can easily upgrade or add a third block for more trains. In my base I initially had a system of enabling trains by demand, but this fluctuated quite a bit, which resulted in period of 'excess' trains. Book Contents. As I am planning to try and design my own, i have been particularly wondering what other people use in terms or train size (aiming to work for both <ccc and <cccccccc< both signal and station wise), city block size, type of intersection, type of station There's a 2 train stacker on each drop-off station. Then go back to your main game and play it for a bit. 50 KB Since space sciences don't require a lot of science packs or resources in general, I use 1-1 trains. search tags. 0. You need to create a standard base that can at least produce everything in your Basically like an irl car intersection - a train waiting in the left and the right turn lanes shouldn't block trains that want to go straight. They are suitable for double-sided trains and can be used as replacements on each line if there is enough space and four wagons are used. 1. Some time ago I even built a 90 spm factory with a main bus surrounded by the factories and the railways like Nilaus did in his great videos. I know LTN does other things, but that was the big one. The problem is that I'm not a fan of city blocks, at least not anymore, and I'm trying to The stations below each station has room for 3 trains, one at the station, one waiting to leave the station, and one waiting to enter the station. Also note that we also only use two rail signals per station, one for each I also have a set of blueprints for different stations, AKA 1 station for 8 car trains. Share your designs. Rail Segments 50x50. For example the Speed Module1 block, I have three train stations. Pre-made train stations (requester/provider). It wasn't even a square. I'm trying a city block plan for the first time. On the interrupt, add the first as fueling, as print below: Some things I've learnt in my attempt at City blocks. ADMIN MOD Any advice for starting city blocks? Question So I'm nearing the 600 hour mark of the game and am getting the hang of bus styled factories. An extra blueprint with the station with enough overlap with the block blueprint that it can be easily and confidently placed makes it pretty straightforward to customize blocks according to how many stations are needed. On your station schedule, add only one station, that will have the name of your provider station, if you use the bp below, it is called Provider station. View Copy. I also realized that it is better to spend a city block for train tracks and stops than to try to squeeze them into the space between The way I designed it, a block makes one thing only. This way you can have a second train waiting to unload right when the first is done and you don't have to City Block 1x1 City Block 3x3 Station Item Provider Station Fluid Provider Station Item Requester Station Fluid Requester Defence Track Defence Section Defence Corner Section Depo Item Train Fluid Train Solar Solar Wide Solar Full Indicator Lamps Control Block Furnace Block Steel Block Green Circuits Block Images: You do not have the required permissions to I use the same setup with two variations: I cap the number of inbound trains to what can actually stack at the station. There are 2 versions, with and without Solar Service Station. The main novelty here is the use of single-width rail for city blocks. Train-To-Train - FACTORIO MASTER CLASS. it's just a stacker with stations named "iron plate holding", "copper plate holding" and so on. That will accumulate huge amounts of trains just for fuel and also be a waste of space. Total up all the Needs and Produces limits, subtract 1, and that's the number of trains you should have - definitely no more than that or trains won't leave the stations as there's no room for them. 5 to 2. I usually build my designs with a tiny train station included for a fuel stop in each block - a 1-wagon fuel train is more than enough to keep trains supplied. Don't So I wanted to try a city block design to make my factory more modular and better to play with. And I'm curious Connect that signal to a decider combinator that will only send a signal to the train station if the number is high enough and you now are the proud owner of an outpost that only requests a train if it can fill it in one go. Good habit is to place such a depot in entry Pick station type. I name every station that For something with equally high flow and smaller stack size like plates or ore you might need more than one train per station, or alternatively more than one station per block. That could be solved by addition of parking, but I went with a fixed train limit per station I'm trying a city block plan for the first time. 2-8 trains are pretty big for a city block base, but they should fit in a 5x5. Either way works. Members Online • thebaconator136. After designing overall block structure, I’ll just stamp enough amount of those blocks and place single production chain inside - for example - for green CB I’d go for copper and iron inputs from train station and green CB output to train Find blueprints for the video game Factorio. My basic design philosophy for the city blocks is that they U can make it so that the rail of that block is station itself. Search the tags for mining, smelting, and advanced production blueprints. This is my first big plan, created and shared for the factorio community, looking for new city block models, it has an octagonal shape, the system is formed by 5 octagons, one in the center and 4 outside, for those 4 there are also two divisions, the 2 inside octagons allow the trains to go clockwise and are used to carry loaded trains, the 2 As a vivid overhaul player i often have to deal with recipies requiring 3 or 4 inputs that have 1 to 3 outputs. + Easy to deploy - Bottleneck for train dispatching with only one per few seconds able to path in/out Scatter depots in unused sections of other blocks + fewer bottlenecks - Harder to ensure you've got enough trains at any one time. Generally I don't recommend stackers. Use rail signals in places where you are ok with the train stopping after the signal, chain in places where you're not ok with that. Second, they Im wanting to start a new factory, before making it to aquilo. Now my problem is: How do you unload trains in City block designs? Especially for products that need a lot of inputs and only have a small output. Everything You Didn't Know About INSERTERS | Logistic Train Network, tldr this mod make you put trains in a depot and the mod will automatically dispatch a train when a requester station runs low on material to an available provider station . I did my first city block as 6 large electric poles. So you typically have longer trains, but less trains and less train traffic then you have with a This way you literally always have a train assigned to every station, except one, which allows the trains to move freely. Same for stackers. I am using standard celtic knots and 1-4 trains. Thanks to them I was able to come up with a way to turn the station on/off according to conditions. Knowing what I do now, I would look at train size for station placement and also roboport coverage so maybe 3 or 4 roboport wide. ADMIN MOD city block question, how many train stations is enough? 2 rails or 4? Question so, i am newish, in the sense of i have plenty of hours but have spent those hours doing fuck all instead of building. This is my first time doing large scale cityblock. Automatic trains that are easily configurable for rapid station expansion. I like using 1-4-1 trains with a few 1-2 trains for low quantity stuff. It was my first rail world. Rail blueprints are right-hand drive and for 1-8-1 trains, using vanilla train limits. Grids aren't great for train UPS efficiency either but that is another topic. One roboport and radar is inside the block to ensure the whole block is in construction range. Posted by anonymous 2 years ago. Yep, work with train limit parameter. N/A. Straight For people who have tried city blocks before, what do your station entrances look like? Have you tried one or the other and had a bad experience? Here's what it would look like Inner city block size 3x3 chunks if used full stations on all sides. I've gone with 1-2 trains for both playthroughs. Sign in / Join. The city block meta is to have hundred trains with one or two wagon go around the place with a depot Usually, because it's dedicated, and non modular, trains can be much longer. As you'd expect this was workable, but led to some problems. With the unidirectional one, trains The trains will interpret the train station as 2000 extra tiles of track, so when both the lubricant and cracking is available, the trains should always prefer the now "closer" lubricant station. im currently trying to make a nice clean copy paste template for city No need for LTN now, since Factorio added in train station limits. Branch Double 100x100. Here are some details: - LHD grid aligned 9x9 chunks (294x294 tiles & 5x5 Rails that can combine into different city block configurations. While I think I can handle the math But what about the station limit, if more trains are dedicated to this station than all stations combined limit then the trains in the other stop won't drive of, this can be seen in the video at about 2 mins, where the trains won't rout to unload red circuits. 5 train loads, Max 1 train. OptimusBrem and I designed the ultimate train stations. I started using it for my SE playthrough and now I cannot Community-run subreddit for the game Factorio made by Wube Software. Reply reply More replies More replies. The station names automatically incoporate it into your system. I can build several block out from a The "main bus way" being a strange waste of time, revolves around centralised production, therefore you will have one big resouce hub with stackers and a single station that would unload stuff on both sides of a train, one for each resource. Adding new ones just means throwing 4 or 5 more trains into the hundreds I already have without having to figure out which stations need the As i never made some Cityblocks and want to make my own for the full expirience, i thought to ask about your expiriences and pitfalls first. Most Favorited. So each block must be able to host 8 (or more) train stations. Or 2 stations for 8 car trains. I dont planned to have a logistic network on each block because i prefer separate network. Next was train length. 34 75,375. This could lead to your whole base being stuck bc. Grid Aligned City Blocks and Rail Segments - FACTORIO MASTER CLASS. Nauvis [virtual-signal=signal-item-parameter]Generic The problem with city blocks are the fuel supply of the trains, you can’t put a train station to every single block that has trains. My other planet factories are pretty bad and i would have to go to each of them and fix them up and do more work there, and its pretty tedious and i guess im kinda just burning out of it. Increasing lane count The many-to-many train system allows me to easily add more trains and stations without having to setup new trains to service them, they will be added into the service of existing trains that are already sitting idle (if I have too much supply). There are some new train station options that make this much easier than it used to be. Provide block parts to build custom blocks if 3x3 is not suitable for your designs. So stations and depots need to be able to host those trains. In the event of trains, size your city block based on the number of trains and wagons you like to use, as this will determine the width and or height of your blocks. With the train already assigned to the station. Then add roundabouts Chunk aligned Rail City Blocks with 3x3 Chunk internal area and 1 chunk dedicated to tracks and stations. A mall would need ~9 total different products to be unloaded and brought to the area from plates to circuits to brick and steel etc. Transitioning from space main bus to space city blocks. Members Online • SirLoosli. Provides block-optimized versions of train loaders Tired of having to copy train configuration for each item, for each group, every new item or station? This logistic train system will be the only train group you ever need. for stations I use long trains (3-8) so the stations take 1 city block for a stacker and 1 city block for a train station (you can put all the relevant stations here probably for an If you set train limits based on what is available, you will get one train to the station with 1 train load of stuff, two to the one with two train loads, and the fourth train will just wait until there is stuff to fill it. Train group: Make one train group with some name. Either one that has train limit of 1, 2 or 3. Simple circuitry and train limits let you prevent trains from traveling to stations that can't Before ya'll get mad I did do searches on the subreddit before posting this but I just had some specific questions and concerns about oil processing in city block format. Probably 100x100. Comes with two station designs: one for 1-1 trains with no stacker, and one for 1-2 trains with a stacker large enough for two extra trains Basic blocks, boundary segments, stations Stations have correct train limits configured Chunk-aligned I prefer 'towns' (a general modular train base not conforming to a specific grid), be it a square (city block) or hex (beehive) grid. Before launch a New game i designed my train station, melting, refuel station, mining station with train input and output. Some blocks make it so that the block itself is a rail system that takes let say 1x1 block, while crafting area takes 3x3 block, where block is But it brings difficulties with a city block approach. Features. Solar Block 100x100. They are meant for the late game. But I decided to learn train city block approach on smaller blocks. My cityblocks are 7x7 chunks, 5x5 manufacturing area. This is how Those would need larger city-blocks in smelting section - ~120 tiles and ~200 tiles respectively. For example blue circuits need 4 inputs and need a Rail blueprints are right-hand drive and for 1-8-1 trains, using vanilla train limits. With the unidirectional one, trains (pls don't recommend FARL) Point of the question is, I'd like to lay down my city block rail grid blueprint, add a ghost train station at the outpost, lay down the blueprint of the assemblers etc of the product that should be made in this block and would like to do as less as possible to get the setup going then. one line can't drive to the unload station. Edit: forgot the train station should be set to only activate if it receives a signal = 1, now its complete I've recently played two different games that have city block designs, and I'll share what I've learned. This extra roboport ties in neatly in some dead space around my train stacker, so it's TL;DR: What's the "Best" Factorio City Block size for a rail world? My previous City Block size wasn't defined by the grid. Most people start with a 2*2 of roboports and build rails 2 blocks to the inside of the max logistic range and 2 blacks away from it. and only one train is then travel to opened station. You can try in creative some design. You can use fewer trains by adjusting train limits with circuits (changing from 0 to 1 when the station has enough materials to fill a train), but I don't like that. If there is no free station, train will wait in actual station. This assumes the trains you are using are short enough to fit in that block. On Nauvis, I'm using 1-2 trains and a larger block. Turn Double 100x100. Find blueprints for Factorio with advanced search. I think it's simpler to just have (Max If it can take less than half a train load, it's a closed station. And left turns block the most directions of traffic, so they are given the lowest priority / longest waiting time. Decide how many locomotives, and how many wagons you want. Robot Mining, Loading and Unloading | Factorio Tutorial/Guide/How-to. One Solar Service Station can build multiple solar blocks if you connect neighboring blocks with roboports; Custom Block Maker. factorio. The ultmative train station book. Or make a way in to the station. I often limit the cargo train and chest sizes to a single row or even a single slot. It is designed to be used with https://mods. The rail system is formed by putting in either a straight track, turn, or 3 way junction that take 1 city block each (a 2x2 of roboports max logistic range). ADMIN MOD LTN City block blueprint Design / Blueprint Hey there, wondering if anyone can give me any tips on my LTN city block blueprint? I have been using it for my Space Exploration play through and it's doing pretty good I think, any advice is appreciated! Find blueprints for the video game Factorio. I need to make a decision on whether to have a station design with one-direction entrance and exit, or a more conventional bidirectional entrance and exit. com/mod/WideChests and https://mods. Half city-block train station. You *only* want regular signals where the train can stop fully in the next block without overlapping into another block. I want to try to make a city block factory. Each station takes up a whole side of the city block. So I would have a station to import green circuits, another station to import red circuits, and then a third station to export the Speed Module 1. But there is still probably something i missed. 395. I set all my train stations to train limit 1. Modern City Blocks - 100x100, landfilled, VTN, RHD 1-8-1 Trains. City Blocks. Empty space in a city block isn't a sin but fill it with solar if you like. It's too finicky. Checkout As my next experiment in Factorio, I've started a "City block" map. Next you gotta figure out your city I designed a tiny station for 1-1 trains that uses circuits to enable/disable the stop if fuel is low. 55 KB 1. the train block having stations for all the trains needed and the production block being fed by belts from the train block. This means I can have 3 trains servicing each city block input station. I also designed solar panel build with a 0,84 ratio. Easiest thing to do is to makeit yourself. Author: ChaosDoggo You can make a 1K SPM base work with out stackers, especially with the new "Limit" feature for Train stations. This way you can rate your trains to be The only big issue I see here is your station signals are reversed - you should have a trail signal at the back of the station where the train enters and a chain at the front where it leaves. And will your trains be double headed or not. It makes for a far more efficient distribution of trains to stations that need them, and prevents trains from roaming the rail system empty trying to get to a station that you could also assign two blocks to each production giving you one for production and one for trains. The bottom row of the pyramid contains forges to turn ore into plate, and refineries to turn crude oil into I design my own blocks. Cross Double 100x100. 881 favorites 10 Books Full of Rails v2. That way I can put down what I need for each block. You can set a limit on the number of trains that will be called to an empty station. Community-run subreddit for the game Factorio made by Wube Software. 688 favorites Chunk-Aligned Railway System with . That was early in my Factorio career. Yeah I had a blueprint of the block with all stations and a separate blueprint with none. I'm interested in making the switch to city block layouts. From what I've just learned in the last couple days, the answer is yes it is possible. Search Most Recent Most Favorited Create Known Issues Chat Contributors Donate. 67. You either hard set the station to a Limit of 1 (your train station will only request 1 train at a time, and won't request a new train until the current train leaves the station), or add logic to dynamically change the limit between 1 and 0 depending if you need resources or not. While 8 or 16 car cargo trains may be too large for a city block setup, they work just fine in a dedicated train base. Pros: -You can make station train limit I measure block size as the working area not including rails. Find blueprints for the video game Factorio. I like that size because I use a chunk-aligned rail system with three-chunk Create a "Depot" city block, with a dense array of tracks exiting to two sides of the block. Intersection, route and station design are far far more influential on throughput than lane count. With the unidirectional one, trains This ignores a lot of nuance of the factorio train system. For this, I'd need to design a "block" blueprint. It’s better to have an all connected roboport system and have the robots supply your (nuclear) fuel to all train station looking for blueprints or suggestions for rail city blocks as I am trying to start a playthrough using modular rail city blocks. I call my city-blocks sectors, as to me a city block contains a variety of buildings offering different goods and services, where my sectors have a single purpose. I am a main bus enjoyer, and I think I have about figured out all there is to know I'm trying a city block plan for the first time. It's also possible to measure with rails and subtract overlap, or measure by the size of the blueprint (with rails and overlap). Make sure to actually design your train system before you take those numbers for granted though :) In my previous non-city block 2k SPM megabase I used 11-16-0 trains for ore, 5-8-0 for plates, coal and oil, 3-4-0 for everything else. This means I have to train supplies to a block for building but it's automated using a requester warehouse on the mall and a 'construction' train station that I build onsite so it's not that big a deal. About Stats Demo + Post. Yes, I have overlapping roboports around the edges. 5 train loads it will set a limit of two. Finally managed to create design with all these requirements. crbpu vdnp wgcv uhcn nazyf bkkj spbydyx qfayw pyhxj bmr