its so freaking strange. i love and hate these vids at the same time. + it is inspiring af to see that is possible in factorio - i feel like an effing mouth breather not being able to do such things on my own. well done, sir! subed.
lol this has to be my favourite comment yet! It honestly took me probably 25 hours to sort through this train system, so don't feel too bad. It's not easy!
btw, you can parameterize the train to say how many wagons it has for the stops, groups and interrupts and have the player place the wagons themselves. this is especially useful when you want easier setup for trains of various sizes
Interesting! I'll have to look into that. I guess it's a bit of a trade off because you have to place the wagons yourself, but still some level of convenient.
thanks for video! I have already set may many-to-many w-l-w train system in Nauvis, but may shift a little for that! Especially with idea of transporting liquid metals to production blocks
Note that this can clog. When the train sits in the cargo row with full cargo, after the 30s have passed, it will stand in the station for a few seconds and try to find a path. In that time, even if it fails and goes back to standing in there, in the meantime, it isn't considered to be in the station, thus the pickup station for the cargo won't be disabled. It would probably not have more than like 3 or 4 trains per item, but depending on the timing, there could be a lot of full trains in the depot. Unsure how to fix this without removing the 30s timer, which would require the more advanced wildcard I mentioned in my other comment.
brilliant observation! I haven't seen it clog yet, but I'll keep my eye on that. When I've left my factory idle for a while, I usually come back to see a good balance of different materials sitting in the train depot, so it's been working great. That's great insight on a potential corner case though, thanks!
That's great! Them BIGGONS lol You can still use the "brains" of the train stations with any configuration, but you would have to customize the routes, and create a blueprint, for your actual train. let me know if I can help! Glad you enjoyed the video & concept
@@TheJarGames While looking at the blueprints I noticed an issue in the Unloader Chests blueprint, there's a splitter that can partially sideload onto an underground belt.
Hi, great video, thanks! :) In my current save I implemented similar train system but I created interrupts for every resource that station can provide->consume. That wildcard property is great, but also creates new problems, your solve to it looks great and Im test it currently :D.
Awesome video! Thanks for explaining it so clearly. One little notice, at 14:00 there are 2 musics playing, yours and factorio, and its really offputting :)
Thanks boss! I appreciate the comment. In my first video I turned off my in-game Factorio music, I forgot to do that in this video. For my future videos, I will turn off the Factorio music. Glad you enjoyed!
Great catch, thanks! I had it in my City Block book. I added it to the trains book though & updated the link in description. factoriobin.com/post/3vf4zo
What's the benefit of this over having an interrupt for depot, fuel, load when no train, train x unloads at x? I know I'll always have a train waiting to empty at unload and loaded trains waiting for an open unload station but that buffer seems like a benefit to me.
You can have parking spots with this setup at your actually loading / unloading stations, however I've leaned towards not requiring parking spots at the actual stations because it allows my base to be built more compact together and tighter. There can always be a significant buffer of items inside the chests of storage at the stations, so it's not a problem to have trains waiting off-site, and keep stacked belts flowing. The only time you won't have belts flowing fully compressed is if you aren't mining enough... I like building 1 train stops on the edge of city blocks
Does this system handle over provisioning so when a requester needs something 2 waiting trains don’t end up going there? And you get a left over train with loaded with something. So you don't end up with 10 trains full of iron plates sitting at the depot because there was 1 request
I feel like I must be doing something wrong, I've tried your blueprints and I'm not quite getting the same result so I've been troubleshooting my setup for a couple days now. I'm trying to see if I can adapt this to my "just got yellow and purple science" base that already had trains using the old fashioned one/two trains per commodity setup. I placed your hub, it's big for my needs but that's not a big deal. I noticed first that none of the trains would go to it, and solved that by realizing that all the hub 1 train stations were set to the fueling station and not the one in the schedule. I switched those around and got the trains to go there. I'm not sure if it was a problem with your blueprint or if it was due to how my bots built it but the red wire that informs the inserters to not take fuel missed every other pole and needed to be manually put on. I have re-setup my various requestor and supplier stations with blueprinted ones (space constraints made me have to recreate a requesting station partially), and it seems they're functioning properly, setting priorities and enabling/disabling properly. With that established on to my issues: 1) The interrupts don't seem to be working quite right. Trains in the station will just sit, empty, even when supplier stations are full. I can manually trigger the interrupt and they'll happily go get supplies and even deliver them if a requesting station is ready. They'll then return to the hub and just sit. 2) Sometimes the train logic seems to get stuck. Example I have a train of coal waiting in the hub and my coal levels dip enough to drop coal, the train will move enough that it's no longer considered docked and then sit there saying it has no path. This is doubly frustrating since now other trains will almost exclusively go for coal from the supplier, and I'll end up with loads of trains full of coal since it never shuts off. Not expecting a "fix" just kind of curious if I'm missing something obvious.
Interesting! I think I spotted a bug in it because I used a Fuel Wildcard in the name of the depot stations, which was a mistake. I will correct that today in the blueprints. Until then, I would just rename all the depot stations to something like "" and use control+enter to save it, changing all the stations at once and the schedules within the trains. Otherwise it seems to be working for me. Feel free to reach out through discord if you want and I can help further!
MouseCar23 I found the issue in the red wire, it was incorrect in the blueprint! I fixed it and some minor other tweaks including renaming the fuel stations so there isn't a problem with it. It seemed that the train blueprints themself have the correct naming in their schedules. New link updated, let me know if anything else comes up! Always happy to help factoriobin.com/post/bzvymt
Thanks! That's brilliant, yes, I think I could change it to not have a full stack of coal and it would trigger the fuel interrupt immediately, going directly to the station to get the current fuel. I will change that in the blueprints, amazing suggestion!
Something's bugging me. All the loading station have the wildcard icon in them, though it doesn't actually do any "wildcarding", it just searches for any station named "Wildcard 4 Wagons". And I'd love to be able to call my station "Iron Plates 4 Wagons". So I tried doing that, but for some reason it just won't actually interpret the wildcard signal in the station name and search the available stations for any "[ ] 4 Wagons" station, even if I set it up as an interrupt. Wonder if that's just working as intended or if it's something missing from the game.
On further reading, the wildcard help text says "Special Wildcard signal. When used in schedule interrupt, it will match the first item that passes all wait conditions and replace the signal with that item." So, "searching through all stations" just doesn't seem to be possible, since the item the wildcard replaces would have to be defined in the interrupt conditions (and setting the condition "Wildcard = 0" doesn't work). Using the green * (Anything) doesn't do anything either. One might be able to realize that with circuitry, but a) not sure whether that wouldn't collide with the other circuitry at the refuel station, and b) it would probably not extend dynamically if I create a new type of loading station. Unfortunate.
Just seeing, that same applies to the No Path -> Cargo Full target wait condition, the wildcard doesn't get interpreted so the condition will never be true.
I'm not the first to think of this though, see post 117749 on the Factorio forums (don't think I can post a link here). There, Kovarex says "Yes, I never thought about it being used this way, trying to use it to "select" any station (set of stations) with some properties. This might be worth trying to implement, but I don't promise it now." and "this is a feature we will do later." Though I wonder whether later means in a week or in 2.1 :D but that's unfortunate. I'll have to setup differently then, and maybe even go back to dedicated trains until this is implemented.
Great video! I haven't tested in game myself but I don't think this works with mixed quality trains, right? A solution I came up with was setting the unload stop with the circuit condition interrupt using a constant combinator connected to the loading station.
Hey Tim! Yes, it's called the Editor Extensions mod. I think I created a scenario with the Tester mod scenario, or just started a new game with that scenario. I hope that makes sense, let me know if I can I'll help further
Trying to set up balanced generic trains was giving me such a headache, but I finally managed to get it to work using your idea of percentage priorities. Though with your parking station, wouldn't it be better to have a fuel interrupt on all the trains instead of fueling all the trains at the parking station?
That's awesome! There is a fuel interrupt on all the trains, but my thought process was... if the trains are parked for any reason, they SHOULD be being refueled to full fuel... why not? they are parked. then why not also just make the parking station where they go to refuel? then you don't need a separate refueling-only station.
I think so, I looked at doc jades for inspiration, but I found it fell short in a couple ways... Mostly that doc jades train system has no actual prioritization of the stations, the trains are just sent to pickup stations entirely randomly. That said, I didn't implement exactly what would be the 100% perfect way of determining priority of pickup stations: prioritizing pickup stations based on drop-off station emptiness, augmented by a small pickup station value of fullness. My solution does, however, balance based on priority and also parking space. It sets priority and train limit dynamically. It also turns stations off if there is a parked train with that good, so it sort of affects priority of the loading stations based on unloading station fullness. Finally, my system has fuel and parking all in one station, which to me seems more efficient. It's also super easy to change fuel in the trains.
@@TheJarGames I see. Well thanks for the effort you've put in and answering my question. I'll try and use it in my factory. Your channel seems very new but your content so far is top notch. I enjoy these videos a lot, thank you!
yoooo thanks Techopc!! We literally just broke 50!! We are just getting started and so far it's been amazing to see the quick growth and response! thanks for subbing and checking in!!
awesome! I would love to see how it works. Do you have a blueprint book or a video? Always happy to look at other options! There's probably not a "best" system, since people have different tastes! Use the one that is best for you! :)
@@TheJarGames Yeah I can send you the blueprints if you want, it was based on a video but been heavily modified to add extra features on the requesters and providers to fix any shortcomings
its so freaking strange. i love and hate these vids at the same time. + it is inspiring af to see that is possible in factorio - i feel like an effing mouth breather not being able to do such things on my own. well done, sir! subed.
lol this has to be my favourite comment yet!
It honestly took me probably 25 hours to sort through this train system, so don't feel too bad.
It's not easy!
Thank you, Jar.
I have struggled, not very good with the curcit network and how to use it.
This one on trains is so good.
Thankyou
@@garyseal6721 So glad that it help! :)
@@TheJarGames much appreciated!!
You are not alone.
btw, you can parameterize the train to say how many wagons it has for the stops, groups and interrupts and have the player place the wagons themselves. this is especially useful when you want easier setup for trains of various sizes
Interesting! I'll have to look into that. I guess it's a bit of a trade off because you have to place the wagons yourself, but still some level of convenient.
thanks for video! I have already set may many-to-many w-l-w train system in Nauvis, but may shift a little for that! Especially with idea of transporting liquid metals to production blocks
Note that this can clog. When the train sits in the cargo row with full cargo, after the 30s have passed, it will stand in the station for a few seconds and try to find a path. In that time, even if it fails and goes back to standing in there, in the meantime, it isn't considered to be in the station, thus the pickup station for the cargo won't be disabled. It would probably not have more than like 3 or 4 trains per item, but depending on the timing, there could be a lot of full trains in the depot. Unsure how to fix this without removing the 30s timer, which would require the more advanced wildcard I mentioned in my other comment.
brilliant observation!
I haven't seen it clog yet, but I'll keep my eye on that. When I've left my factory idle for a while, I usually come back to see a good balance of different materials sitting in the train depot, so it's been working great.
That's great insight on a potential corner case though, thanks!
This is really cool. I'm using 2-8-2 trains in my current factory but I'll definitely try this out in my next one.
That's great! Them BIGGONS lol
You can still use the "brains" of the train stations with any configuration, but you would have to customize the routes, and create a blueprint, for your actual train.
let me know if I can help!
Glad you enjoyed the video & concept
@@TheJarGames While looking at the blueprints I noticed an issue in the Unloader Chests blueprint, there's a splitter that can partially sideload onto an underground belt.
@@UntouchedWagons Great catch!! Keen eye.
I fixed it and updated the link in the description.
Hi, great video, thanks! :)
In my current save I implemented similar train system but I created interrupts for every resource that station can provide->consume.
That wildcard property is great, but also creates new problems, your solve to it looks great and Im test it currently :D.
Awesome! Let me know !
Awesome video! Thanks for explaining it so clearly. One little notice, at 14:00 there are 2 musics playing, yours and factorio, and its really offputting :)
Thanks boss! I appreciate the comment. In my first video I turned off my in-game Factorio music, I forgot to do that in this video. For my future videos, I will turn off the Factorio music.
Glad you enjoyed!
Radars are wifi signals!?! Didnt know know i know lol
lmao yup!! they not can transmit circuit signals! I think infinitely, probably only on the same planet... pretty sure. Super useful!
Thank you, Jar!
Thank you, LazyCloud9!!
Unless I am blind, i think you forgot to add the block in the blueprint. you have a 4 station block but not an empty block.
Great catch, thanks! I had it in my City Block book.
I added it to the trains book though & updated the link in description.
factoriobin.com/post/3vf4zo
@@TheJarGames something you might want to add a version number to it if you are going to continue to edit / update it.
What's the benefit of this over having an interrupt for depot, fuel, load when no train, train x unloads at x? I know I'll always have a train waiting to empty at unload and loaded trains waiting for an open unload station but that buffer seems like a benefit to me.
You can have parking spots with this setup at your actually loading / unloading stations, however I've leaned towards not requiring parking spots at the actual stations because it allows my base to be built more compact together and tighter. There can always be a significant buffer of items inside the chests of storage at the stations, so it's not a problem to have trains waiting off-site, and keep stacked belts flowing.
The only time you won't have belts flowing fully compressed is if you aren't mining enough...
I like building 1 train stops on the edge of city blocks
I didn't understand why or what was happening
why is the background all creative mode looking?
I'm using Editor Extensions to build in a testing environment
Does this system handle over provisioning so when a requester needs something 2 waiting trains don’t end up going there? And you get a left over train with loaded with something. So you don't end up with 10 trains full of iron plates sitting at the depot because there was 1 request
I build my cityblocks the exact same way.
There's no place like home... in blocks. gotta be blocks...
I feel like I must be doing something wrong, I've tried your blueprints and I'm not quite getting the same result so I've been troubleshooting my setup for a couple days now. I'm trying to see if I can adapt this to my "just got yellow and purple science" base that already had trains using the old fashioned one/two trains per commodity setup.
I placed your hub, it's big for my needs but that's not a big deal. I noticed first that none of the trains would go to it, and solved that by realizing that all the hub 1 train stations were set to the fueling station and not the one in the schedule. I switched those around and got the trains to go there. I'm not sure if it was a problem with your blueprint or if it was due to how my bots built it but the red wire that informs the inserters to not take fuel missed every other pole and needed to be manually put on.
I have re-setup my various requestor and supplier stations with blueprinted ones (space constraints made me have to recreate a requesting station partially), and it seems they're functioning properly, setting priorities and enabling/disabling properly.
With that established on to my issues:
1) The interrupts don't seem to be working quite right. Trains in the station will just sit, empty, even when supplier stations are full. I can manually trigger the interrupt and they'll happily go get supplies and even deliver them if a requesting station is ready. They'll then return to the hub and just sit.
2) Sometimes the train logic seems to get stuck. Example I have a train of coal waiting in the hub and my coal levels dip enough to drop coal, the train will move enough that it's no longer considered docked and then sit there saying it has no path. This is doubly frustrating since now other trains will almost exclusively go for coal from the supplier, and I'll end up with loads of trains full of coal since it never shuts off.
Not expecting a "fix" just kind of curious if I'm missing something obvious.
Interesting! I think I spotted a bug in it because I used a Fuel Wildcard in the name of the depot stations, which was a mistake. I will correct that today in the blueprints. Until then, I would just rename all the depot stations to something like "" and use control+enter to save it, changing all the stations at once and the schedules within the trains.
Otherwise it seems to be working for me. Feel free to reach out through discord if you want and I can help further!
MouseCar23 I found the issue in the red wire, it was incorrect in the blueprint! I fixed it and some minor other tweaks including renaming the fuel stations so there isn't a problem with it. It seemed that the train blueprints themself have the correct naming in their schedules.
New link updated, let me know if anything else comes up! Always happy to help
factoriobin.com/post/bzvymt
I wonder if you could just put a little bit of coal in the train then it would only have enough fuel to get to the station.
Love the videos Thanks
Thanks! That's brilliant, yes, I think I could change it to not have a full stack of coal and it would trigger the fuel interrupt immediately, going directly to the station to get the current fuel.
I will change that in the blueprints, amazing suggestion!
Something's bugging me. All the loading station have the wildcard icon in them, though it doesn't actually do any "wildcarding", it just searches for any station named "Wildcard 4 Wagons". And I'd love to be able to call my station "Iron Plates 4 Wagons". So I tried doing that, but for some reason it just won't actually interpret the wildcard signal in the station name and search the available stations for any "[ ] 4 Wagons" station, even if I set it up as an interrupt. Wonder if that's just working as intended or if it's something missing from the game.
On further reading, the wildcard help text says "Special Wildcard signal. When used in schedule interrupt, it will match the first item that passes all wait conditions and replace the signal with that item."
So, "searching through all stations" just doesn't seem to be possible, since the item the wildcard replaces would have to be defined in the interrupt conditions (and setting the condition "Wildcard = 0" doesn't work). Using the green * (Anything) doesn't do anything either.
One might be able to realize that with circuitry, but a) not sure whether that wouldn't collide with the other circuitry at the refuel station, and b) it would probably not extend dynamically if I create a new type of loading station. Unfortunate.
Just seeing, that same applies to the No Path -> Cargo Full target wait condition, the wildcard doesn't get interpreted so the condition will never be true.
I'm not the first to think of this though, see post 117749 on the Factorio forums (don't think I can post a link here). There, Kovarex says "Yes, I never thought about it being used this way, trying to use it to "select" any station (set of stations) with some properties. This might be worth trying to implement, but I don't promise it now." and "this is a feature we will do later." Though I wonder whether later means in a week or in 2.1 :D but that's unfortunate. I'll have to setup differently then, and maybe even go back to dedicated trains until this is implemented.
Great video!
I haven't tested in game myself but I don't think this works with mixed quality trains, right? A solution I came up with was setting the unload stop with the circuit condition interrupt using a constant combinator connected to the loading station.
That's brilliant, that's correct it wouldn't work with mixed quality trains. You got a good solution there, if you have mixed quality trains.
Hey, may I ask how did you set up editor so nise? There is no sandbox mode at the moment, and I wish to test some things
Hey Tim! Yes, it's called the Editor Extensions mod. I think I created a scenario with the Tester mod scenario, or just started a new game with that scenario.
I hope that makes sense, let me know if I can I'll help further
Trying to set up balanced generic trains was giving me such a headache, but I finally managed to get it to work using your idea of percentage priorities.
Though with your parking station, wouldn't it be better to have a fuel interrupt on all the trains instead of fueling all the trains at the parking station?
That's awesome!
There is a fuel interrupt on all the trains, but my thought process was... if the trains are parked for any reason, they SHOULD be being refueled to full fuel... why not? they are parked. then why not also just make the parking station where they go to refuel? then you don't need a separate refueling-only station.
@@TheJarGames every train has a traincar of fuel, problem solved.
Is it better than doc jades auto train?
I think so, I looked at doc jades for inspiration, but I found it fell short in a couple ways...
Mostly that doc jades train system has no actual prioritization of the stations, the trains are just sent to pickup stations entirely randomly. That said, I didn't implement exactly what would be the 100% perfect way of determining priority of pickup stations: prioritizing pickup stations based on drop-off station emptiness, augmented by a small pickup station value of fullness.
My solution does, however, balance based on priority and also parking space. It sets priority and train limit dynamically.
It also turns stations off if there is a parked train with that good, so it sort of affects priority of the loading stations based on unloading station fullness.
Finally, my system has fuel and parking all in one station, which to me seems more efficient. It's also super easy to change fuel in the trains.
@@TheJarGames I see. Well thanks for the effort you've put in and answering my question. I'll try and use it in my factory. Your channel seems very new but your content so far is top notch. I enjoy these videos a lot, thank you!
@@Seawolf159 Thanks Seawolf159! That means a lot!
nice video but Factorio sundtrack in the backgroud is a bit disrupting
good point. I will have the in-game music off and just add my own music (mostly master planned music) for the future.
only 41 subs ???????????????
yoooo thanks Techopc!! We literally just broke 50!! We are just getting started and so far it's been amazing to see the quick growth and response! thanks for subbing and checking in!!
This looks pretty nice but it's not the best system, my friend made a pretty insane setup
awesome! I would love to see how it works. Do you have a blueprint book or a video? Always happy to look at other options!
There's probably not a "best" system, since people have different tastes! Use the one that is best for you! :)
Hi sir here is your friends trophy for making the best train system
@@TheJarGames Yeah I can send you the blueprints if you want, it was based on a video but been heavily modified to add extra features on the requesters and providers to fix any shortcomings
@@TheJarGamesYeah I agree there is no best system always a way to make something better or more efficient
Man, you've got to write a script. This is impossible to follow with you just ad-libbing the explanation.