Railway - Factorio Wiki A safe railroad crossing like the example shown in the picture can be built This works by restricting access to the tracks when an oncoming train has the rails reserved When the player is on the rails, the signals are reserved by the circuit network, and the train must stop and wait until the player leaves the tracks
Train Interrupt Condition for Trains with this stop - Factorio Forums I set the condition on the interrupt to not fire if there is a train at the consumer station, but when the signal is first sent that's not the case and all 15 can acquire the route What would be nice: If a condition for interrupts could be added to have a statement of "Trains with this stop" is > X given a stop
New Wildcards for Train Interrupts Improve Any Signal Wildcard I propose that new wildcard signals are added that choose "signal at index 1", "signal at index 2", etc, or something along these lines I think this would pair well with the indexing feature of the selector combinator to give the player fine-tune control or the train station targeted by an interrupt Why?
Multi-Item Train Stations - Factorio Forums Anyone know of a way to do generic multi-item train stations with the new interrupt system? The only solutions I can think of involve defining a unique custom interrupt for every single station and each station's request, which would be thousands and thousands of interrupts I'm hoping there's an easier more elegant way to approach the problem
How to prioritize circuit network signals for trains? (Signal Parameter . . . How do you prioritize circuit network signals? So, It seems weird to have "Any Signal" and not be able to somehow filter signals on a generic train station so your trains go wherever they are needed If there are multiple different signals hitting the same train station, it seems to be picking a signal at random Doesn't seem to pick the "first signal" on the HUD (highest number), or the "last
How does circuit network wildcard work (the spring shape wild card) That way, the train can use the signals as part of its departure conditions as well as interrupts (while at that station) Like the other wildcards, the circuit network wildcard changes to the symbol of the signal that matches the interrupt conditions and can be used to determine the destination
2. 0 train schedule setup - Factorio Forums This uses this parameter variable to set icon based on cargo train has * If you have no fuel - goto fueling station * Now interrupt which can happen during interrupt: If no path available and destination is full - got to depot and wait 5 sec this works but not ideal trains are going to inputs and unload at output seems fine
[Klonan] [2. 0. 11] Train interrupt wildcard signal mixing The interrupt is meant to check if there is a pickup station and a dropoff station available for certain items If there is a slot for the train in both the pickup and dropoff for that train, the interrupt will activate See attached image "Interrupt png" for clarification
Bag of trains tutorial - Factorio Forums Under normal operation this won't go negative, but if it does for any reason (such as playing around with the circuits or train interrupts) you don't want a station transmitting a negative need, as this will quite literally cancel out positive need from other stations Finally, these are the signals read from and sent to the stop, just for clarity
Allow wildcards in interrupts - Factorio Forums TL;DR Allow the player to define complete routes in an interrupt rather than one interrupt for each part of it What ? The basic problem with interrupts is one of timing You can tell the train not to do something if the station is full The problem is that you can't express something like "the (item) unload station corresponding to the (item) load station you want to go to, is not full" By
Additional train interrupt conditions - Factorio Forums A "fuel level" interrupt would allow you to send a train to a station if it is [comparison] [number or signal value]% full on whatever fuel item it is carrying IE <33% would trip on 200 spoilage, 50 coal, 20 rocket fuel, or 1 nuclear fuel Why ? The more ways you can interact with the interrupt system, the more cool things you will be able to do!
Beginners Guide to Rail - Steam Community :: Guide There are two types of rail signal in Factorio, the standard rail signal, and the chain signal The standard rail signal will be open (green), provided the next block is free (no train present)