Factorio train station2/20/2023 on the input of the combinator put ( T * 1 ) this will multiply your T signal by the unique number of the train that stops at that station. Originally posted by SeikakuOtosan:next place an arithmetic combinator in close proximity to the station, then wire the input and output of the arithmetic combinator to the station. (But that still leaves my question about why do you need to multiply x 1 to produce the same number?) My problem was I wasn't seeing any signal at all because my trains were all in manual when I tested them and I just now found out circuit info doesn't broadcast unless trains are in automatic mode. The signal indeed shows the letter T with a numerical count equal to the train ID number. OK this part makes sense so maybe there’s hope for me?ĮDIT: OK I now understand more clearly about the T thing. This screenshot is not as clear as I would like it but the right station has a flashing red light to indicate that it is disabled: if you set the "Enabled condition" to (red square = 0 ) it will stay active until ANY train stops ( i have never seen a train with 0 as its Unique ID ) and when the train leaves the station, so no signals are being sent to the combinator it will re activate the station.This is true, but entirely unnecessary - you will get the same behaviour if you just connect the station to a power pole that is not connected to anything else. using this example with the red squares as the signal going back to the station. you could use a different signal like green square and instead of using the less than signs use the greater than signs with the same minimum numbers, and when you get to those minimum numbers the green signal will be sent to the train station and AS LONG AS you have the send to train check box ticked in the station, the train will get that signal and can use it for its routing logic.Ī screen shot of what your station may look like, i use a second station as a waypoint for my trains to wait in until they get a condition to move them up to the loading point. When you have less than the amount specified you will output 1 red square shutting down the station.Īlternatively if you wanted to use a wait condition in your train routing logic. then on the output put that red square, and count 1. just use the decider combinators instead for that where you would input into the condition of the decider combinator what you want to fill the train with, then pick something like less than or less than or equal to followed by the minimum amount you want present before you want the station to activate. Using this method you can get fancy if you want to make stations only activate when enough materials are present to fill a car if you want as well. if you set the "Enabled condition" to (red square = 0 ) it will stay active until ANY train stops ( i have never seen a train with 0 as its Unique ID ) and when the train leaves the station, so no signals are being sent to the combinator it will re activate the station. the combinator will then send a number of those signals equal to the unique number of the train that stopped, so if you chose (red square) as your signal and a train with a unique ID 348 stopped at the station the combinator will send 348 red square signals back to the station. (the unique number is randomly assigned to the train when you place it on the tracks) for the output of the combinator choose what signal you want to send when you want the station to stop working. Next place an arithmetic combinator in close proximity to the station, then wire the input and output of the arithmetic combinator to the station. Right so first thing you want to do is make sure your station has both enable/disable and read stopped train checked.
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