Factorio train no path
Furthermore, it does not produce a single speck of pollution during operation, so it will never add to any smog problems you might have attracting biters. During development it was made capable of feeding itself coal (or other fuels) from an input lane on an adjecent conveyor belt, even if it didn't have any fuel to begin with.
You can craft things by hand while continuing to move around, and can even mine resources with your pickaxe and shoot at biters while the item continues to be crafted.each yard stop goes to a different set of 10 unloading stops), which is what I'm doing. You can work around this by using tricks like having trains arriving in different directions (having a different idea of the 10 nearest), or a multi-stage choice (e.g. Any more than that, and it will only check the nearest 10. (Your Unload stations seem to be designed suitably already, so it might be simply that the Yard isn't efficient enough to feed them.)įinally, one weird possibly-bogus fact that you might bump into if you expand this further: from my own testing, it seems that a train will only choose between 10 same-named stations. The way to make the best of this is to be sure to use chain signals to prevent the train from heading down a branch before that branch's stop is available. In this case, it will always pick one and head as close to it as signals allow, then wait there until the time-based recalculation sends it elsewhere (or that one stop becomes available). Unfortunately, there is a case where a train is doomed to wait unnecessarily: when all stops of that name are occupied.
Factorio train no path free#
This will ensure that the train has picked a free stop based on the latest available information. Place a regular signal shortly before the branching point, even though that means it's right before the previously mentioned chain signal. This ensures that a train will be seen to occupy the stop as soon as possible after it's actually committed to that stop. Branch the track as close to the stops as you can, and use a chain signal at the entrance to the branching.
Factorio train no path how to#
Here's how to help them notice, at least within your Yard:ĭo not allow any stacking of trains before the Yard stops. Therefore, two trains may pick the same stop while some distance away and not notice the interference. When a train is choosing a stop, it doesn't matter if another train is already planning to go there, but only whether the block is currently occupied. (There's also some kind of timeout or scheduled recalculation so trains don't remain stuck forever, though I think that might be newer than the version you were using.) From my tentative understanding of Factorio train mechanics, and tidbits I found on the web (I've been working on a very similar type of system recently), there are two factors here:Ī train does not recalculate its path every time it is stuck, but only when it leaves a stop or it passes a regular signal.