You can improve this very easily by using the new radar functionality - Radars now connect to a wireless circuit network so you can include a radar at each station. Then, with a little bit of circuit logic (basically work out how many trains a station "wants" based on it's missing demand) and then adding that circuit to that wireless network, you can connect the depots to the same radar system. This will then only issue trains for stations with in-demand resources. But wait! theres more! Stations can now detect when a train is on-route and output this as a circuit condition as well. So when a station detects a train is on route to drop off resources to it, it takes that signal away from the circuit network as well, cancelling out the demand on the radar network so you don't dispatch endless trains to pick up resources with no dropoff.
guys, this is all irrelevant now, the trains already know when the station is 'full' (too many trains going to it) and they don't go you don't have to issue trains AT ALL anymore, the trains issue themselves, and limit themselves, without need of circuits or wires or radars this all already works, just set a train limit, and set a train interrupt condition, boom, done
@@IntangirVoluntaryist Yes, sort of... This is only needed if you want to create "smart" station and trains that automatically set themselves up and handle requests on their own, if you use dedicated trains you don't need this at all.
@@ZenLeaf even the flex trains are self limiting based on the train limits, either I'm not understanding you, or your not understanding me lol You sure these trains aren't already capable of what your talking about?
Would have loved if you opened the interrupts in the video. Don't have access to a PC right now so I can check how it works ingame and I'm really interested in how they know that there is a delivery location available
Check out the blueprint when you can, but basically trains have an interrupt condition for 'station not full' that's true when they aren't at their train limit. And you can use a wildcard variable thing in the station name
wow, this is actually impressive. the only thing im having issues with is high demand stations, maybe im just wrong for using 1 2 trains for this (iron and copper ore) but do you think you could do your magic on a station that takes a full side of the inner block and can unload train after train and set the limit of that station to like 3 or smth? that would be super useful as it wouldnt cause traffic on the main rails, thanks!!
I wouldn't change train limit on any stations. I don't follow your question to know how to help though, use more dedicated trains is probably the answer
I thought those pumps felt slower. Takes my trains forever to fill up. I'm glad to see that the stations can be controlled with less circuits. I need to update a bunch of my blueprints because I still have some older complicated logic to set train limits. It still works but would love to simplify it.
ya its dramatically simpler now, MOST functionality can be handled from the train schedule itself, between that and train limits its a whole new train utopia
@@Limbaugh_only offshore pumps were 1200/s before. Normal pumps had a huge flow rate and they changed it to match the offshore ones to make them not overpowered with the fluid changes.
I won't be using these because i already have my own version but cool design. Also yes, this is way lighter on combinators per station but for that same reason it's also dumber and has other flaws, in this case the flex trains are forced to pass through depots mid-delivery every time and i PERSONALLY don't like that. Good job tho
@@IntangirVoluntaryist everything is hooked up as it should, and i was just fucking around and changed the greater or same simbol in the station to smaller or same and then the station opened but now i am scared that the traines will just keep coming eventhought its full
@@gregorycolella5055 flex trains don't do it, unless something else interrupted them only dedicated trains do. i already explained this in the video, so i don't know why the guy was even asking. people just assume i haven't solve the problem that i already explicitly explained in the video i guess..
@@IntangirVoluntaryist No, hes asking about over provisioning problem. Which is the problem that all the the vanilla LTN style systems are running in to, including yours. The problem is that if you have 2+ providers that are saying they can take a train and 1 demand then pops up 2+ trains will be dispatched to fill that order. Now you have trains with cargo but nowhere to drop it off. Might not be a problem at smaller scales and you could likely balance things out with dedicated and flex trains that its not a huge problem. Trains will still be tied up with unneeded cargo though. You could run in to the problem of having all the flex tied up in the depot with cargo and no where to deliver.
"Dedicated fish train" is not something I ever thought to hear in relation to Factorio 😂
Wait for the refrigerated fish tanks for no spoilage! 😭 😎 /sk
Thank you! I have been using IVTN for a very long time and have been waiting for an update =)
You can improve this very easily by using the new radar functionality - Radars now connect to a wireless circuit network so you can include a radar at each station. Then, with a little bit of circuit logic (basically work out how many trains a station "wants" based on it's missing demand) and then adding that circuit to that wireless network, you can connect the depots to the same radar system. This will then only issue trains for stations with in-demand resources. But wait! theres more! Stations can now detect when a train is on-route and output this as a circuit condition as well. So when a station detects a train is on route to drop off resources to it, it takes that signal away from the circuit network as well, cancelling out the demand on the radar network so you don't dispatch endless trains to pick up resources with no dropoff.
This is what i'm implementing in my save's train network, surprisingly straightforward and simple to implement!
I don't really understand how to implement this scheme, can you send me a diagram?
guys, this is all irrelevant now, the trains already know when the station is 'full' (too many trains going to it) and they don't go
you don't have to issue trains AT ALL anymore, the trains issue themselves, and limit themselves, without need of circuits or wires or radars
this all already works, just set a train limit, and set a train interrupt condition, boom, done
@@IntangirVoluntaryist Yes, sort of... This is only needed if you want to create "smart" station and trains that automatically set themselves up and handle requests on their own, if you use dedicated trains you don't need this at all.
@@ZenLeaf even the flex trains are self limiting based on the train limits, either I'm not understanding you, or your not understanding me lol
You sure these trains aren't already capable of what your talking about?
Nice Block , nice Rails .
Would have loved if you opened the interrupts in the video. Don't have access to a PC right now so I can check how it works ingame and I'm really interested in how they know that there is a delivery location available
Check out the blueprint when you can, but basically trains have an interrupt condition for 'station not full' that's true when they aren't at their train limit. And you can use a wildcard variable thing in the station name
You saved my life thanks
Superb. Thank you.
wow, this is actually impressive. the only thing im having issues with is high demand stations, maybe im just wrong for using 1 2 trains for this (iron and copper ore) but do you think you could do your magic on a station that takes a full side of the inner block and can unload train after train and set the limit of that station to like 3 or smth? that would be super useful as it wouldnt cause traffic on the main rails, thanks!!
I wouldn't change train limit on any stations. I don't follow your question to know how to help though, use more dedicated trains is probably the answer
I thought those pumps felt slower. Takes my trains forever to fill up. I'm glad to see that the stations can be controlled with less circuits. I need to update a bunch of my blueprints because I still have some older complicated logic to set train limits. It still works but would love to simplify it.
ya its dramatically simpler now, MOST functionality can be handled from the train schedule itself, between that and train limits its a whole new train utopia
I thought pumps have always been 1200/sec
@@Limbaugh_only offshore pumps were 1200/s before. Normal pumps had a huge flow rate and they changed it to match the offshore ones to make them not overpowered with the fluid changes.
You add any elevated tracks for fulgora?
I won't be using these because i already have my own version but cool design. Also yes, this is way lighter on combinators per station but for that same reason it's also dumber and has other flaws, in this case the flex trains are forced to pass through depots mid-delivery every time and i PERSONALLY don't like that.
Good job tho
can you make a tutorial how to make this yout self ?
caz when i tried this the train kept going from the depo to the outpost constandly.
just check the conditions on the trains from the blueprint and you can see the rules
my demand station is turned of eventhougth all the boxes are empty, im new to these type of traines and stuff. could anyone help me
Make sure the chests are wired like in my blueprint, if you adjusted anything you gotta maintain those wires
@@IntangirVoluntaryist everything is hooked up as it should, and i was just fucking around and changed the greater or same simbol in the station to smaller or same and then the station opened but now i am scared that the traines will just keep coming eventhought its full
why would full train return to depo?
when there is no where to deliver it yet
Otherwise stays in pickup trainstation and may block a train on the way unless interrupt detect it, i dont know yet
@@IntangirVoluntaryistwith item flex trains doesn’t this imply that any resource you over-produce will eventually fill way too many trains?
@@gregorycolella5055 flex trains don't do it, unless something else interrupted them
only dedicated trains do. i already explained this in the video, so i don't know why the guy was even asking. people just assume i haven't solve the problem that i already explicitly explained in the video i guess..
@@IntangirVoluntaryist No, hes asking about over provisioning problem. Which is the problem that all the the vanilla LTN style systems are running in to, including yours. The problem is that if you have 2+ providers that are saying they can take a train and 1 demand then pops up 2+ trains will be dispatched to fill that order. Now you have trains with cargo but nowhere to drop it off. Might not be a problem at smaller scales and you could likely balance things out with dedicated and flex trains that its not a huge problem. Trains will still be tied up with unneeded cargo though. You could run in to the problem of having all the flex tied up in the depot with cargo and no where to deliver.