Trains
- Single resource: Only one item, or fluid per train, Massively simplifies schedules
- Refuel: Interrupt refueling station, Can force upgrade the fuel type
- Generic schedules: Use train groups, Use generic schedules using interrupts dependent on picked up cargo
- Train limit 1: Replaces train stackers, Prevent train queues on the main track,
- Bidirectional trains: Locomotives on both ends of the train, Allow more compact stations using terminus1 aka. terminal station
Pickup stations
- Generic item, or fluid pickup
- Buffer one train load (40 slots) per wagon, usually 4 chests limited to 10 slots each
Dropoff stations
- Specific to one item, or fluid
- Generic pickup stations
- Train must always unload completely
- enable stop entire buffer runs low (<1000 items)
- multiple buffer chests per wagon
- balance consumption between wagons
Rail tracks
- Separate tracks per direction: Prevents deadlocks
- Leave sufficient space for signals between lanes (6 tiles in 1.1)
- Don’t align to grid: Grids are inflexible, Adapt to terrain
- Build power lines, signals separately:
- Rail planner: Don’t use blueprint aligned to a grid, Adapt your tracks to the terrain instead of landfilling and flattening it to fit your blueprint
- Redundant routes: Bypass high traffic, if you temporary stop on main track
- No main base: Distributed production if more expandable and spreads out traffic
Junctions
Deprecated
- 4 directional lanes
- left-hand traffic
- path block are straight, t-junctions, curves, or stations
- provider stations enable when a train could be fully loaded
- minimun of stations to deposit all trains is always ensured
- requester stations enable when a train could be fully unloaded
- if demand surpases production, only 1 or 2 of the 3 stations enable, cycle through all requester stations and only assign one train the iteration
- no roundabouts
- no 4-way intersection
- Build a rail network out of t-junctions instead of roundabouts
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