Factorio train station5/27/2023 ![]() The following devices can be connected to a circuit network: Clicking the icon next to it, the device can be connected to a logistic network if in range of one, which also allows conditions to be set.Ĭonditions can be set for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND. Clicking this icon will display the available circuit network options for that device (note: a red or green wire must be connected, otherwise the message "not connected" will display instead). However, if a red wire connects chest A to an inserter, that inserter will only be given the contents of A as its input signal.Įach device that is able to be connected to a circuit network has a icon located in the top right corner of its info pane. For example, 3 chests A, B and C connected in a row (A -> B -> C) with green wire will output the sum of their contents along any green wire connected to any of the chests. Multiple wires of the same color will share & sum their signals. For example, if an inserter is connected to a red wire carrying a signal for 20 copper plates and a green wire with 10 copper plates, the input signal set for that receiver will be 30 copper plates. Receiving devices sum all signals from each wire connected to them, even red and green wires. They can either compare results between different channels, or compare a channel to a specific value. Receivers can use broadcast information, in most cases to enable/disable the device. When entering a number in a combinator it can appear to exceed the 32 bit limit until the GUI is closed, at which point the number will overflow/underflow. The numbers wrap around on overflow, so e.g. from -2147483648 to 2147483647 inclusive, and are encoded in two's complement representation. Numbers are in the signed 32 bit integer range, i.e. This can result in feedback if care is not taken see Feedback (under arithmetic combinator, below) for discussion. For example, if two red wires are connected to the same combinator input, each wire receives the content from the other. they will pass their signals to each other. Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with 1000 Crude Oil each, the value of the Crude Oil channel within the network will be 2000.Īll wires of the same color which are connected together by junctions form a network, i.e. The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel. Each amount is broadcast as a numeric value on a 'channel' corresponding to the item. No loops.Senders broadcast the amount of items or fluids they contain or other data definable by the player. I had one main track that all the other stops connected to. I used trains with a locomotive on each end, like an earlier poster mentioned not doing. ![]() Two-way tracks should be avoided at all costs because they have terrible throughput but terminus stations, despite being clearly inferior, work for moderately busy stations. Similarly you can have non-terminus stations (trains arrive, stop, and then leave in the same direction) with both one-way tracks and two-way tracks. ![]() You can have terminus stations (trains arrive, stop, and then reverse) with both one-way tracks or two-way tracks. It's fine to use that system when you only have a few trains but when you want to make a real train network you will start to want to use loops.That is confusing rail design and station design. Originally posted by AlexMBrennan: In real life, some trains do have engines at the front and rear facing away from each other.Virtually all passenger trains are multiple unit trains. ![]()
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