

I didn't have the other problem you mention because I set up my trains to run specifically from one location to another. The only time a train went round and round was if I had more than 2 stations in its list and then it would just go from enabled station to enabled station and skip the disabled one. I never had any of those issues with disabled stations. You **can** deal with all of this but it is far easier to take the easier option the game provides. Disabling stations results in trains rerouting at inopportune times and getting stuck and disabling the entire train network. Disabling stations results in all 500 trains being dispatched to deliver one trainload of stuff.

Originally posted by AlexMBrennan: Disabling stations still works exactly the same as it did before train limitsThat is the problem: It works exactly the same which is **poorly**ĭisabling stations will result in trains endlessly looping from stacker to stacker to the loading station. I have an older mega base that I am still in the process of converting from station disabling to train limit settings and have not as yet had any problems created during the conversion process. A train that is at a disabled station will still leave that station once its own unloading conditions are met. The caveat is that you must not enable that particular station's train limits settings and enabling or disabling stations still works like it always has.ĭisabling a station typically occurs when a train has arrived at the station and fulfilled the disabling condition (so before another train is dispatched since the station still shows as occupied) but has not yet left that station. Disabling stations still works exactly the same as it did before train limits were added and they can still be successfully used as before. Use the train limits and lower them to 0 via circuits instead. This can snowball into a huge jam that grinds everything to a halt.ĭon't do it. Or worse: if this happens while the train is in the mid of an intersection, it blocks the entire intersection. It would end up blocking the section of rail track for other trains. In the case where you disable the station, the train may stop cold in its tracks with the "destination unreachable" message if there is no other station by the same name that it can re-path to.

A train that is already en-route will finish its tour. The crucial difference is that indeed: it will prevent further trains from visiting the station. It can be set to zero, which will prevent any further trains from visiting the station. Just use the circuit network to dictate the actual train limit. You don't want to mess with enabling/disabling stations. After the reloading finishes you step to the waiting phase where you wait of the circuit system to be triggered by a train arriving again, possibly only moving to that waiting state when the signal turns green indicating the train has left.Originally posted by Elfe:and enable the station
#FACTORIO TRAIN STATION FULL#
Once the cars are empty (I just made a clock timer that ran for 20 seconds or so) and the preload is full you can then step to the next phase which is the actual reloading.
#FACTORIO TRAIN STATION HOW TO#
Everyone is talking about how to do it double ended or using a force turnaround when the real solution is so much simpler:Ĭreate a convoluted network of requester chests and inserters controlled by decider combinators, arithmetic combinators and constant combinators that can auto unload and then reload the train into any configuration you set based on the constant combinators output by using a multi step design where the train triggers the network to start unloading when it pulls into the station (throw that all into active provider chests) simultaneously starting to load the exact number of items into the preload chest from the requester chests (so you can have multiple items in each car while maintaining the ratio you wanted based on the decider).
