Factorio easy train system. This is my simple train system.
Factorio easy train system The train system is different, and requires different considerations Right now, trains need a massive amount of space and are really sort of end game, large distance options. If they're tweaking values that aren't part of a circuit network, there is some level of expectation that it won't immediately break their trains. its also nifty because it’s easy to tell where the bottle neck might be. 1 2. But that has been largely a theoretical problem for me, I've had sometimes had two trains head to the same station, and I find that Hello! The code refactor of rails presented last week is great, but the motivation for such a task wasn't quite just some shape changes for rails. New comments cannot be posted. 0. its just standing there. Hello there, I'm having a problem, I'm trying to do my first city block with a train system 2-4, and I'm having a nightmare Skip to main content Open menu Open navigation Go to Reddit Home A chip Easy Train Logistics deprecated by Dizabeth This mod adds useful things that simplify the construction of city blocks and facilitate transportation with loading and unloading of resources by trains. As I'm expanding my factory past 300 SPM, having dedicated trains for each mining outpost was getting cumbersome. Thanks for any help. They also stack to 20, 50 and 50 in your Search for "LTN in vanilla" that someone made a year or so ago, that's basically what you are trying to do. 9K users Better Train System This mod adds 3 new tiers of faster Locomotives, bigger Cargo-Wagons and more capable Fluid-Wagons. Also, bot based Smart setups of railway stations, intelligent routing, solutions to complex train-routing problems. Just equip every station with a number of stackers equal to its train pathing limit, and ensure your number of trains for one resource This guide aims to explain how to set up simple and reliable two-way rail systems, how to signal/schedule them to avoid deadlocks and some techniques to address throughput issues. Building a train system in Factorio is essential for automating the delivery of construction materials to various outposts. So, thanks to the tireless effort of the devs, we now have train summoning. Please provide - only if it makes sense of course - a blueprint of your creation. I have about 60SPM, and i know it’s slow. Post by MrIrregular » Mon Jul 31, 2023 10:37 pm Hey guys, this is the first time i am using this amount of trains. There's two different tracks that need to cross, but who don't end up in the same station. Not even sure if it's possible. Distributed priorities for sourcing, and request priorities. (That is, more than the requester station can unload. 1 train limit system, there is an easy way to prevent the thundering herd problem. 15 changes. The problem: For distant oil fields I wanted to process the oil on-site and have a single export station for all three fluids; using a single I'm already only dispatching one train at a time, but I don't have a solution to too many trains being dispatched for a resource. I chose to do a long form video of me designing the system from scratch, because all other videos I found about vanilla logistic trains networks simply showcase the system, and provide blueprints for players sorry i can't explain this in english it's a bit complicated and my english is too broken In short, this can automatically dispatch sufficient trains to prov Factorio version: 2. However, for anything other than super simple system, it's easier to 2 run rails, each going just in one direction - much easier to signal correctly Introduction This is the next version of my train system, plus some compatible 2-4 station blueprints for easy setup. Has anyone done this before? Google doesn't find A personal train system can be incredibly useful both for moving yourself around and resupplying without needing to travel all the way to base. I am curious how others are approaching Version: 0. It help train to go on load station only when they are called. 12 inserter mechanics and the results are that 2 rows of long inserters is exactly the same speed as 1 row of fast inserters. 0 changes lots For this following setup, you can process up to 400 oil per second, in which case you can set up a train system that will deliver the oil back to your factory from an oil spot somewhere in the world. 0 Downloaded by: 7 users Objective This mod is dedicated to the managmenent of a simplified train network based on a system of priority. Here is an example 5-train stacker. (Right-hand-drive) Features: - The train unload is balanced an fills two blue belts Factorio – Compact Train Traffic Circle Factorio – Simple 2-way Train Bypass Factorio – Basic 2-rail intersection Factorio – 6 belt balancer – ultimate train throughput! Factorio – 6 to 4 belt balanced splitter – Compact, high-output I've been away from Factorio for a while and never really setup a decent-sized train network. I recommend starting with a good amount of fuel stock before 2: pretty efficient at fuel consumption (compared to flame thrower turrets, which would be the counterpart to this system). I also had some issues with So, I've been really enjoying the new train updates in 2. I am releasing it to allow some friends to test easily (If you Hey guys, so I made a video where I design an LTN style logistics train network from scratch, using the circuit network and the new train interrupts system in 2. You need to The system is designed with a modular approach, to allow easy modification and enable multiple station designs. 2K users Better Train System This mod adds 3 new tiers of faster Locomotives, bigger Cargo-Wagons and more capable Fluid-Wagons. This needs to account for train length. The new version uses the same concepts, but is much more compact and versatile. mergele wrote: ↑ Wed Nov 20, 2024 7:32 am Alright, this is very convoluted, and limited, but it's not a clock, so heres an initial (bad) suggestion. Why ? A large scale factorio world mostly has a huge rail system with hundreds of Before you start committing to design decisions, you should really familiarise yourself with how to make a decent train system. ) Dispatching only one train at a time is easy Control train scheduling via a publish/subscribe event based system. Top gigahurts Manual Inserter Posts: 4 Joined: Thu Nov 07, 2024 1:22 am Re: Train interrupt "Destination full or no path" question Post by » ↑ I have done a system control for my train. Easy Train Logistics deprecated by Dizabeth This mod adds useful things that simplify the construction of city blocks and facilitate transportation with loading and unloading of resources by trains. It should include: Train station unloading, train station loading, straight tracks, T intersection. Train 1 (which stopped in the middle of an intersection) will Control train scheduling via a publish/subscribe event based system. 12. So to actually return you need another track with opposite direction (like car I've been playing around with multi-cargo train stations all day today, and it's been a ton of fun getting them to work reliably (as opposed to manually fixing endless stuck trains). 2 2. Includes automated refueling. Skip to content Navigation Menu Toggle navigation Sign in Product GitHub Copilot Write better Actions Easy Train Logistics deprecated by Dizabeth This mod adds useful things that simplify the construction of city blocks and facilitate transportation with loading and unloading of resources by trains. Moderator: ickputzdirwech 34 posts 1 2 Next Molay Fast Inserter Posts: 176 Joined: Once you get in a train, left click the loco to set up its route. 04K 2. Intersection, route and station design are far far more influential on throughput than lane count. Factorio version: 1. 16 I'm looking for some blueprints to download. It adds a new kind of train stop (STM train stop). But most of train designs implies that main part of system only monodirectiomal, in other words train goes every time in 1 direction without going back. Advanced stuff, breakable stuff, clever stuff, that Re: Avoiding train making loops in two-way rail system? Post by boskid » Tue Nov 10, 2020 3:43 pm Optera wrote: ↑ Tue Nov 10, 2020 3:40 pm If trains run around between those it's a base game issue. 16 - 1. The images above should give you some hints how the mod works. For a single train this is still an easy thing to do with the 0. Recommended Videos So I just got turned to red jam by my own train, and according to friends this is a common occurence. 1 at least. You haven't mentioned how good is your handle on trains and signals, hence this point. Content Mods introducing new 370K subscribers in the factorio community. You don't need many chests to unload the fuel into, just 1 is Factorio version: 1. Would need to link the loaders to the station activation logic so you only load the correct items, or use filtered cargo wagons. I've made some pretty good progress and got things working pretty great with the vanilla features in 2. When the train arrives there is a very very brief flicker in the signal network, it seems to take a tick for it/the logic system to catch up with the calcs? so if i have the release check set to see if the outstanding requests to move 1 train with this schedule: Fuel load Fuel unload 1 fuel load station somewhere, puts fuel in the train wagon. I am more of the theoretical factorio side, I like to think about the game more than actually playing I'm trying to get this Petroleum train setup to go to and from my base, but the train says it has "No path" when waiting at the petroleum station. Pickup stations without trains means I need At last I have finally done something I haven't seen on Factorio anywhere else, I have created a train delivery system that will only take the supplies that (Ignore the fact the good coming and going to chests, that's just Factorio version: 1. 344K subscribers in the factorio community. Community-run subreddit for the game Factorio made by Wube Software. 33 Date: 20. 2. Post your ideas and suggestions how to improve the game. To make it even worse: Train 1 and 2 were carrying uranium ore. 02K 2. This complex topic will be broken down into manageable sections, including train configurations, signaling, and scheduling. 0 2. A very necessary train on my first ever factorio save. 13 Factorio). Hello! The code refactor of rails presented last week is great, but the motivation for such a task wasn't quite just some shape changes for rails. This sets a temporary station at that point. Hopefully this will cover the most common pitfalls but if I've missed something, or if something is unclear, please i'm Luzifer and i have worked hard to make a fully working modular train system! I have maked the system for the train configurations: 1 Loco - 4 Wagons 2 Locos - 8 Wagons 1 There is a new version of this system available. Slap things down and they start working together. I need some simple train layouts with signals that work. Blueprint here Design is based off the binary countdown protocol, where each station sends a bit to hello fellow factorians. So whatever it is you're trying to do, you need to do it in a way that works with schedules as fixed sequences (in Factorio 1. Then the interrupt condition has to be "[Item wildcard] Drop has space available" and the interrupt destination is "[Item wildcard] Drop", and the condition is normally E"mpty cargo". Set up your call stations as such Skip to main content Open menu Open navigation Go to Reddit Home r/factorio A chip A close button You have not set train stations to request only 1 train. 1 update v0. 29 posts. Content Mods introducing new Is it possible to create an integration for Electric Trains, so that when this mod is active, there are MK2,3,4 versions of it? build a train unloading station at base. Tired of having to copy train configuration for each item, for each group, every new item or station? This logistic train system will be the only train group I am trying to use the new interrupt system to build a rail network where any train can pick up and drop off any type of item. The trains run and don't get the &q Try Quick Train Schedule now and see how much faster and easier managing your Factorio train system can be! Planned Features custom waiting conditions Acknowledgement: A special thanks to nibuja05 for his valuable Sorry that this will be messy, but I'm not sure how to unwrap the situation in my head into text. 1. The book allows you to upgrade your stations with a simple blueprint that will include them into the ETS routing. Contribute to RedRafe/better-train-system development by creating an account on GitHub. As explained last week, we can now define any kind of rail shape, and we had some 164 votes, 11 comments. 100 fuel per drop point + 30 fuel per requester chest and a train car that carries 400 means the system could take a bit to prime. 4: if using the gun So if the train is empty, there is no item to match and it does what you observe. Hope it is of some use to somebody. 1K users Better Train System This mod adds 3 new tiers of faster Locomotives, bigger Cargo-Wagons and more capable Fluid-Wagons. This guide covers the complete setup of a building train, focusing on both the base station and the receiver station. You can CTRL-Click on any rail in the rail planner to instantly go there. I have been dealing with Been playing for a month now and this is my first proper design. This guide covers the complete setup of a building train, focusing on both the base station and the receiver Smart setups of railway stations, intelligent routing, solutions to complex train-routing problems. I am trying to get all mining bases to one small island. 0 1. I understand the fundamental idea that "more lanes = more throughput", but to me that only makes sense if trains can freely swap to another lane if one is blocked. Squished together tight enough that they'll fit in between the train tracks. 0 Downloaded by: 11. Now for me to figure out how to program "when my friend is near that track, send all the trains that way" as an interrupt Gates will open and signal based on player proximity. Cargo wagons can be filled or emptied by up to twelve adjacent inserters (six on each side). They also stack to 20, 50 and 50 in your Hi, quick question, which the new train system, do I get it right, that interruptions allow for routing based on cargo, but let's say I have way too many copper mines -> what prevents all trains stocking up copper without a place to drop them? LTN allows fine tuning that if there is station requesting 10k I started with an Island spawn and want to build my complete base on there with a Train system of the Island to get Resources (0. 2-Fixed aai-industry locomotive recipe overwrite-Added in combinators and cables if LTN is present v0. 2 upvotes · comments r/Factoriohno r/Factoriohno Factorio shitposting goes here r/factorio if you donno wtf this is. 1 - 2. One to many smart train loading system Post by MassiveDynamic » Fri Oct 30, 2020 2:06 pm I have been playing with the idea that one central loading station can be serviced by several outposts with the same name. 2023 Changes: - Now trains are created using a prepared locomotive prototype in factorio. Easy to use, and stress tested to gigabase level. Now I know the basic idea of it. I play vanilla and focus on figuring out most of the stuff by myself. The optimum number of trains is probably about half of that, though that's just based on feeling, not calculations. This unrelated fact brought to you by Unrelated Facts Corp: if the facts are unrelated, we can't be blamed when you use them for evil! I don't think it's possible to get more throughput than this on a 2-lane system. Now to the Problem: I want to Blueprint Book for a 334 SPM Rail Outpost, turns raw materials into research (Labs included) [*] Uses 2-8-0 Trains [*] Uses Express Transport Belts exclusive My base that i am using is huge and i really want to put in a rail system for easy transport but there is no room! So the idea for a ramp/bridge would be that it would elevate your tracks to a level above most buildings (such as the Adds three new tiers of faster Locomotives, bigger Cargo-Wagons and more capable Fluid-Wagons. They also stack to 20 and 50 in your inventory. Factorio Direction Ideas and Suggestions Additions to the train system. Please for the love of God, can you explain to me how to set up a simple train crossing? All I want is a simple + shape. As explained last week, we can now define any kind of rail shape, and we had some very specific shapes in mind all along Example of a working system that allows 1 train to fill and 1 train to wait. I never used it, but of what I read it I took my time and build an entire 2-Lane system as a Blueprint-Puzzle. They also stack to 20, 50 and 50 in your Get yourself a good blueprint book, I can show you examples if you want. torne wrote: ↑ Mon Aug 09, 2021 9:23 pm If you have a gate to "summon" the train, you could run a wire around the entire base to carry the "summon" signal everywhere, and then have a couple of combinators at each train stop to check if the global summon signal is set *and not the local summon signal* - i. A station with no train. But with the 1. In another post I saw something about staging trains. So if you are 40 hours into your game and your largest train was 1-2-1, but now you decide you want some 2-4-2 trains, there Easy Train Logistics deprecated by Dizabeth This mod adds useful things that simplify the construction of city blocks and facilitate transportation with loading and unloading of resources by trains. 1 Downloaded by: 265 users v0. It's possible, but it's very heavy on the circuit network, as it basically has circuitry connected to each and every signal block within the whole train network to track every trains movements and take over all the routing decisions by itself instead of letting the Factorio A reliable train-based logistic system that is relatively simple to use Simple Station Logistics This is an early version - late alpha/early beta quality - of a simple logicist mod. Important things to not forget when implementing this into your base: When you have just a few trains that don't intersect, it's easy to use 2 headed trains. Control train scheduling via a publish/subscribe event based system. The idea is to have a bunch of The entire system is optimized for 3-long trains (1 locomotive, 2 wagons), although can work with others. 0 was released creating new rail blueprints and getting a basic base established such that I can get the train system working. This effectively makes your train stops into a rudimentary logistics system (even without LTN) - they "request" a train with more resources whenever they are running low. You'd need to start looking at 4-lane systems which if you need that, then you don't need this post because you have a 1000 SPS megabase already. I have set up each station with names of "[Item icon] Pickup" or "[Item icon] Dropoff", where [Item icon] is I started Factorio in 2016 and I have only 1 savegame which has nearly 3000hrs. That mean more efficient work, an less train on the rail blocking others. One train is going This mod introduces a straightforward set of train signals, enhancing the signaling system within the game. 1-1. They also stack to 20, 50 and 50 in your This allows you to set a designated train on its way towards a train stop, but then immediately limit the stop to 0, so no other trains can go to it. Many fuel unload stations around your base. It does nothing against the thundering herd problem though. That is kinda the worst thing to do anyway because then there might be everything from 0 to whatever ridiculous amount of trains you have set wanting to go there all at once, possibly spamming the station with more than it Train stations should have a priority (signed integer), that if multiple stations have the same name, the train will drive to the nearest station with highest priority, which is possible. Train stations are the only place where trains can be loaded or unloaded when they are in automatic mode. The stations will not work with longer trains. I've been very busy in factorio and outside recently which prevented me form posting this before. Only liquid trains can be a problem (because of the way factorio calculates fluids). the train to the left has a red signal when the train on the right moves. Lane 0 is used as a overflow, for all the items This guide aims to help you understand the fundamentals of trains, rails, and signals in Factorio. Afik you can have multiple train stations assigned to each loading or unloading area. So my Factory needs to be as compact as possible. You need a train management system then, but which is very complex and not achievable with vanilla circuitry for a reasonable investment of time and brainpower. This setup includes the following: Smart setups of railway stations, intelligent routing, solutions to complex train-routing problems. Members Online 89 hours in, still trying to find a decent 4 · You need to design your train setup around the limitations of the train system. lines) and minimal room for 1 extra train at ore/oil-provider. A document explain it (in french), so i put it here and if Factorio version: 1. So I designed automated train requesting/dispatching stations. A generalized train design system including track patterns, station designs (with circuit logic included), and train interrupts. g. Nothing sits in the middle between belt and rail. (six on each side). Enjoy your easy-mode train system, getting it to work (putting a station on the correct side of the track at each end) will be simple enough, you'll cover the problems of track layout and So where I currently am: I have prototyped everything above and want to figure out the system that assigns a train to a station next. As for me I don't get why it is better than A final note on priming this system. Calculate the amount of Control train scheduling via a publish/subscribe event based system. Share Sort by: Best the1krutz • This is • Stations A very minimal train station. Mainly because i'm planning on full Depending on the location Train 1 might be able to shut down your whole train system (e. But i dont want to make Skip to main content Open menu Open navigation Go to Reddit Home r/factorio A chip Posted by u/RCBRDE - No votes and 10 comments This ignores a lot of nuance of the factorio train system. I have about 100h into SEK2 and have been to 2 different plannets in the last map. Simplifying train signals, it allows players to intuitively manage rail traffic with ease. Re: Better train loading system Post by OBAMA MCLAMA » Mon Jul 20, 2015 5:43 pm MadZuri wrote: Post 0. Features: Never change your train schedules, every new Once you have a large train network (more then 6-10 trains), you should probably plan and build a stacker: an area multiple trains can enter and wait for unloading stations to clear up without stopping all traffic. -Problem; Provider stations of crafted goods can house any *Solid* good, and many of these do NOT have the same stack size. 10 -1. Show all regular dependencies (Excludes hidden optional dependencies and dependant mods that have >100 dependencies) Hello folks, since i never done it, i'm looking for a easy setup, just for sulphuric acid, to be delivered to a train station when needed. If throughput is your goal you're much further ahead to eke every ounce of • This mod allows to create train networks like those of the logistic bots with providers and requesters. 1 If you want to deliver a ressource from m input stations to n output stations you just have to: name all m input stations the same, eg „iron in“ name all n output stations the same, eg „iron out“ Community-run subreddit for the game Factorio made by Wube Software. Setup via simple to use GUIs and basic combinators. And have enough Holding Bay stations to support a good chunk of your train system. 9-Added proper support for A Factorio Mod for better trains. I chose to do a long form video of me designing the system from scratch, because all other videos I found about vanilla logistic trains networks simply showcase the system, and provide blueprints for players In this case, only one train would be moving at a time, and adding another train would jam the system. the train was summoned somewhere else. e. The limitation of doing "LTN with interrupts" is that you have to have loaded trains waiting in the loading stop. 0 Download a month ago 129 0. I was wanting to do something similar with fluids, but I can't quite wrap my head around it. Content Mods introducing new I have quite a few hours on factorio but I always opted for static train limits since they seemed simpler. 0 Downloaded by: 12. you had 5 smelters, in 5 locations, each with 5 loading bays, how do you get the trains to spread out evenly). I had also a nice migration to 0. 0 update v0. Hence why I'm here. However, every 4-lane intersection I've seen doesn't allow lane switching, and forces each train to remain its lane. Have a look at the LTN thread in the In general, this is done by reading the trains content and only allowing a single rail-signal to open up and let the train pass. Just equip every station with a number of stackers equal to its train pathing limit, and ensure your number of trains for one resource Adds three new tiers of faster Locomotives, bigger Cargo-Wagons and more capable Fluid-Wagons. SkerrittT wrote: ↑ Sat Nov 02, 2024 1:05 pm I have spent most of the time since Factorio 2. It's easy to downsize a train, but it's harder to make a train network function for a new larger train size. Long track should be easy if you just add wait splits, I haven't tested this theory, but for tighter A long time ago somebody made a very easy train priority system using closed signals for balancing out stackers at different destinations (e. Hi all, I have never built a dynamic train system before or done much work with circuits, mostly because it seemed like a huge and complex hassle that I didn't have enough reason to get into previously, but Space Age Before to explain how to do it, let's think a little : to get best railway, we need to think on train, railway, load station, unload station before to see the control system. When a train leaves a In other words, it isn't perfect, but is really easy to tweak to fit your needs, and should be good enough for a beginner's station. The Signals/Lanes are numbered as the yellow numbers indicate. There is a video or thread that you want to recommend to me? thank you Factorio Rail Yard In the last couple weeks i had a little more time then usual, so i tried something new in my latest play through. I'm looking for a guide for using Train Supply Manager mod, which would be recent enough to cover the case of multiple Skip to main content Open menu Open navigation Go to Reddit Home r/factorio A chip Hey guys, so I made a video where I design an LTN style logistics train network from scratch, using the circuit network and the new train interrupts system in 2. This system works by sending away all other trains and allowing them to make a U-turn if they are already on the way. And I see everyone doing dynamic ones and I want in too. 12 update: I reran these tests with the new 0. Without the U-turn loop you get trains stuck waiting to Train systems got massively simplified in version 1. Adds three new tiers of faster Locomotives, bigger Cargo-Wagons and more capable Fluid-Wagons. I think it has everything you would ever want. I said good That way, the pick stations always have a train waiting and ready to leave as soon as a drop off station opens up. Please provide - only if it makes sense of course - a blueprint of your This system is easy to expand as you easily set up new load stations and unload stations (just add another station with the same name) or another train with the same schedule. it's in the middle of an intersection). 3. So much so that I've barely made any progress into space because I keep working on my dynamic train system. Setup via simple to But with the 1. Crucial parts I didn’t really want to make a megabase it’s just the cityblock trains system module design. I found that, since gates on train tracks open before the train has arrived, placing them left and right of the crossing (far enough so our engineer does not interfere) checking if the gates are open ais an easy warning system for trains. Each rail line comes equipt with power and roboport coverage, with logistics coverage perfectly covering the track area. Skip to main content Open menu Open navigation Go to Reddit Home A chip Easy Train Logistics deprecated by Dizabeth This mod adds useful things that simplify the construction of city blocks and facilitate transportation with loading and unloading of resources by trains. Input (lost a claw, system balance slow); >300/min need other design I'm a newbie to Factorio's circuitry and I was wondering if I could set my train offloading depot to disable a stop once the chests which the train outputs to are full or nearly full. Using the Substations also ensures that there's power for all the adjacent 11 votes, 15 comments. Ultimately I prefer to smelt on site (edit: at the mines) since it's much simpler, but you can apply these ideas to other types of train stops as well. 1 In the first picture, the train is not moving west. Then you need a mod like LTN. You send that train ID onto the Introduction Building a train system in Factorio is essential for automating the delivery of construction materials to various outposts. -Goal: Creating a near Universal Train system Blueprint that works with as few clicks as possible. Provider Station A provider station consists of two stops: an I want to create a central state machine that is able to send every train to every station in the whole system at any time, without predefining certain patterns. There are 2 unloader stations (regular, big), 2 loader stations (regular, big), 4 This is the next version of my train system, plus some compatible 2-4 station blueprints for easy setup. Good luck to read it, english is not my native language so it have been hard for me to write it. 371K subscribers in the factorio community. By the So in my base i want to make a train system that station can summon a train if they need of supply. Once the train takes you there, you can jump out Factorio version: 0. You read at the depot stop the train ID. A station with a train Factorio version: 1. You can do this once per tick (60 times a second). I saw a video of a train yard with coupling operations a while back, so i The system consists of 2x5 Combinators in a row, flanked by substations. Currently only RHD available. About trains leaving the requester not empty, that is easy to avoid with careful station design and request size. 0 Download a month ago 2. Members Online • dubesor86 Simple Train Warning System Tip Locked post. The locomotive would be facing down in this instance. 3: kills hostiles almost instantly, with only behemoth hostiles taking a bit more time. I always build a 1-4-1 train that parks itself near the main bus and gets loaded This is my simple train system. 0 Version Game Version Download Release Date Downloads 2. Edit: All the help worked! I They want a train system that just works. I want to make it as efficient as one way and easy for others to use. They also stack to 20, 50 and 50 in your Building and creating a whole train setup from multiple bases will take some time, and here’s everything you need to know about setting that up in this complete train guide for Factorio: Space Age. So here's the workflow: Each 731 votes, 43 comments. Members Online • Absolute_Human ADMIN MOD Smart Train Mining System I need help with this train system. 1 Download 9 months Stack combinater: not stricktly an train mod but can help out making the logic for a dynamic train system Train construction site: A way to automate train construction and deployment Train Network for player: Better Guy and controlls for using trains as transport for yoursefl Based on your comment and the train system i'm planning on using i'll just go with 3 stackers on receiver end (thus the science prod. if it moved west the chain signals would be yellow because his path is reserved. Is there any good way to set train stations to be able Skip to main content Open menu Open navigation Go to Reddit Home A chip Easy Train Logistics deprecated by Dizabeth This mod adds useful things that simplify the construction of city blocks and facilitate transportation with loading and unloading of resources by trains. Just with that, you can design 95%+ of your hole train I've been working on a two way train system you can see here. This made it possible to reduce the size of the mod by using train textures from the main game. The color of This is all for . bwzr wtokgo hkaprg crjmo uuwexe xgdyh dckp icmnl wjx hwkhxx