this post was submitted on 23 Oct 2024
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Factorio
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I love the new train system, which is huge with the addition of parameterized blueprints. I've gone through three stages with my stations. The first was basic dumb stations, but parameterized so their names and things were selected when you place the blueprint. The second was slightly smarter and enabled/disabled when it needed to. My new one should be set up so I can have cargo trains automatically select a resource to pick up based on demand, instead of being set to a fixed type. I haven't switched over to it yet though, as I just finished designing it, but it'll hopefully work and be really convenient. It should work similar to LTN but without needing it.
Ive always liked trains in Factorio, but I'm having more fun with them now than ever before.
Trains is also one of my favorite aspects of the game!
I also made the parametrized train stations first and the variable to for stack sizes is so nice!
I also tried making a schedule with only interrupts for all trains. But that don't really works because the trains always just goes to the closest outpost. But I have been thinking if I connect every train stop to a radar. I can also check demand for a specific resource before I enable the stop
And for my mall, I thought about making a single fluid train stop for all fluids. Because pumps can have a filter now, so maybe it can work, haven't tried it tho
How I have my new system is any station requesting items puts how many trains it will need to fill all requests (and subtracts inbound trains) into the radar network (using the item it's requesting as the channel). At the drop off stations, it reads the request and picks the largest one, and that gets sent to the train at the station. The train will then take that item and use it in the interrupt. In theory this all makes sense. I'm excited to get it set up.
Ah nice, I have yet to try out the new radar signal stuff. But am equally exited to test all my theories in the weekend!
An update after getting my system running, one important thing to know is apparently trains need some default schedule for interrupts to function. I spent at least an hour trying to figure out what was wrong with my circuit based interrupt until I tried putting a station destination into its schedule and it just started working. Now I just need to replace all my stations.
I'm now decoupling my bus from the furnaces and making them train based. I'm excited to see it all working and being demand-based.
I'm now thinking about making my furnaces material agnostic and the outputs just get sorted by type. Maybe that's a project better left for later so I can actually play the DLC...
Edit: I realized why it needed a station in the schedule. It can't read the circuit network unless it's actively stationed at the station. If it's just sitting there but not actively set to be there, it doesn't receive the signal. That's reasonable I guess, but good to know.