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Factorio train no path
Factorio train no path












Rule 3 There is always an exception to rules of best practice.īefore I go and make an absolute do or don’t list, remember that for every rule, there’s probably at least one very specific situation in which the rule doesn’t work or needs to be changed. So, let’s make some rules that will make your rail networks much more robust and performant. We need to ensure blocks are well-defined to prevent locks and crashes. (A track was destroyed or added.)Ī train does not care about other trains inside the same block. The destination station status changes.A signal on it’s current desired path changes.Otherwise, stop and wait.īut this part is where it gets really interesting, and we can start making rules of thumb that make our lives easier. You may enter this block if it is not occupied or reserved AND you can exit this block. You may enter this block if this block is not occupied or reserved. Here’s where my condition explanations come into play: (from the viewpoint of the train) Normal Signal: Scenario time! The train begins to depart the station, and it sees a signal…

factorio train no path

(Stop trains in emergencies by destroying the tracks they are on!) Once a train has figured out where it’s trying to go, there are only three things it’s concerned about: (“blocks”) If you didn’t already know this, you should go check out that presentation I linked earlier.Īll signals always do this, no exceptions. I’ve seen a lot of people try to explain how signals work, but they often make it sound more complicated than it is.Ī signal takes one section of placed rail and splits it into two logical zones. Trains are not that complicated, they are simple machines which follow a very well defined set of rules, most of which are controlled and applied via signals. Rule 2 Think like a train to understand the train. You’re bound to see some of these in almost any modular network of real mid-to-late-game use. (Extremely bad, ran out of fuel, hit a tank, biters broke the rail, etc)

  • Trains stopped somewhere not at a signal.
  • (See show-rail-paths and similar in the F4 debugging menu.)
  • Trains that have plotted a route to their next destination but haven’t left the station.
  • Trains that are stopped right before an intersection, turn, or roundabout.
  • Unlike belts, pipes, inserters, or bots, trains will require your attention every time something goes wrong.Īlways keep an active eye on the minimap, keep a keen eye out for the following: I see a lot of new players who just started to understand signals place some track down somewhat haphazardly, but larger networks require good planning skills, and these initial placements of less organized rails from new players often come back to bite them when they need to expand. Trains are a way of integrating your factories, they need to work with and be tightly integrated into every piece of your train connected factories. One rail line is going to transport a huge variety of items in most cases, a technically ‘perfect’ rail network would be a single loop for one item type with no intersections or crossings, not too useful when you want to expand dynamically or make modular bases. This involves a lot of factors, most notably speed, size, and number, of trains, but in the end stuff gets from A to B.Īlthough it moves the same things as belts, bots, etc, they do so in a very different way. This means we will judge the success of a network on it’s ability to move things between destinations. Here we have to lay some groundwork for future arguments: The purpose of trains is to move things between places. Rule 1: A perfect railway is not practical. This article is not for those inexperienced with trains, if you’re just getting started, check out this presentation.Īlready know that trains are the future and just need the technical advice? Skip to Rule 2.
  • Number of perfect rail networks made: 1.
  • Percent of played worlds with train networks: 100%.
  • Time spent figuring out rail theory in hours: still counting.
  • This post will attempt to show you that trains are not actually as complicated as they are famed to be. Just because a train network never jams, does not mean it’s perfect. (I recommend at least scanning over that post, it’s got useful information.)

    factorio train no path

    In this post I will show you the principles behind building rail networks in Factorio, so that you understand what you’re doing before you do it, you understand the problems when they appear, and, if no mistakes occur, you create networks that never jam ever. This article was partially inspired by Korezaan’s post: Post has been updated September 2019! Read on further below,

    factorio train no path

    January 2021: Factorio 1.1 introduced stop train limits! Read my take on the feature here.














    Factorio train no path