Beginners Guide to Rail
The Golden Rule
Rail Directions
The white position, on the other side of the rail track, indicates the space to place the rail signal in order to make the track two way.
Rail Signals
The standard rail signal will be open (green), provided the next block is free (no train present).
The chain signal will be open (green/blue), provided the next block is free and the next signal after it is open.
Since a chain signal reflects the state of the next signal, they are especially helpful in preventing blockages in busy segments of track. They can be incorporated easily by using the Golden Rule; Chain Signal In, Rail Signal Out.
The colours of the signals areGreen-Next block is free
Red- Next block is not free
Yellow- Next block is reserved for that train (all other tracks that cross, their signals turn red)
Blue (only chain signal)- Some blocks are available for the train, but some are not. Train will continue on it's route, provided the next signal on it's route is open.
A flashing signal indicates it is unable to divide the track. Either the track needs another signal somewhere, or the signal needs repositioned.
Track Designs and Junctions
There are pros and cons of each track type, one way vs two way, and different track designs.
It is useful to include electric poles within track designs, as electricity will be needed to power buildings at outposts and resource patches.
TrackJunction
Roundabout
Stations and Train Designs
The default game setting is 1-4 (one locomotive and 4 wagons), however faster trains can be created using more locomotives, or more wagons could be included for greater capacity. Higher grade fuels can also be used to boost locomotive speed and performance.
Stackers
The design uses a chain signal to determine if there is space within the required parking slot without blocking the junction. Each parking space has a standard signal at the entrance, and a chain signal at the exit.
Note the chain signal at the exit, is one of the few times where the golden rule is not applied in the same way as before, especially if multiple stations are used. When a train is in a stacker, the idea is that it will only leave when there is space available down the line. The required rail signal(s) will be inserted further ahead, and will open up (when a space becomes available), and relay it's status to the chain signal within the stacker. So the exit for a stacker is a chain signal, until the end position, which will then be a rail signal.
One Way Station with StackerIn this example, the golden rule has been applied, by placing a chain signal for every entrance into a junction, and a rail signal for every exit.
Station Outposts
It is also useful to include "Belt Balancers" whenever loading or unloading trains. These will evenly distribute resources amongst all the belts, removing the risk of costly time delays that can arise through bottlenecks.
Station Names and Limits
The game facilitates this feature further by allowing limits to be placed on the number of trains that can visit individual stations. For example, by giving a train limit of 2 for a specific station, this means only 2 trains can be accommodated there at any one time. So if there are 7 trains in total that have the same route, 2 will visit that station and the other 5 will go to other stations. This makes full use of the network and their capacity.
The limit feature is a very useful tool within Factorio, as without it trains will always go to the nearest station within their route.
Wait Conditions and Circuit Network
Aside from the standard "Full Cargo" and "Empty Cargo", there is a large range of wait conditions that can be used to control trains. A specific time could be used as a condition, a number of items within the cargo could be used, or even a combination of several conditions.
Several separate conditions could be used using "OR", or multiple conditions together using "AND". For example, the train only leaves the station when there is at least 1,000 iron plate "AND" 50,000 sulphuric acid present. The train leaves when both of these conditions are met, as shown in the picture.Depots
Each individual station at the depot has a train limit of 1. A time passed/inactivity wait condition provides the opportunity for refuelling.
Rail Network Overview
Remember to change a train's route fast, on a locomotive, "Shift+Right Click" copies a train route, "Shift+Left Click" pastes a route to a train. This is a time efficient way for changing many train routes efficiently.
It is also possible to set up temporary stations, to direct trains to certain parts of rail, by using the command "Ctrl+Left Click" on the map screen. This can be helpful, as it enables the player to use a train, to taxi them automatically to a specified destination (saves time).
Dynamic Stations (Beyond Beginner)
The easiest way to set this up is to link up all the boxes at the station to the circuit network, and connect them as input to decider combinators. The decider combinators will monitor the levels within the boxes and output a signal (L), when a certain amount has been reached. This output signal will be the "dynamic train limit" for the station, and will vary depending on the levels of resources present.
It takes 2K ore to fill one train wagon. So when there is enough resource available to fill one train with four wagons (8K), one decider combinator will output L, resulting in a train limit of 1 for the station. Since signals add up on the circuit network, when the 16K level is reached, another combinator will output L, so L is now 2. The more resources that are available at the station the higher L will be. The train limit will never be more than 3 in this example as L can never be more than 3.
It is essential when using dynamic stations, that there is a depot present within the train system. If resources run low, there is the possibility of traffic jams occurring, as trains may not have a destination to go to after unloading their resources.
By hooking up the inserters that unload the train to the circuit network, then adding up all the station box contents and obtaining the average; it is possible for extremely efficient train unloading, as the inserters can be told to only operate if their box is equal to or below the average.
Final Thoughts
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