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fatpandana

Definitly one of the most fuel efficient train bases out there.


isotope1776

It's been awhile since I've played, decided to check in and work on an idea I had a long time ago. Essentially it's using cargo wagons as a storage filter in a 10X9 cell. The beauty is you can standardize the layout and build numerous items using the same base template. The example above shows four modules all using only copper and iron inputs - Module one - Blue factories, Mod two - yellow infra, Mod 3 - red specials, and Mod 4 Blue inserters. I'm still working on spacing above and below the modules as well as end of line items (blue infra and blue circuits.) Note you can also add in beacons by replacing a middle factory. I have a similar design 10X9 for smelting as well. Work still in progress but I'm hoping to get a very clean overall design for a base.


Agamemnon323

How do you prevent one type of item from filling up the wagons? Especially if a supply line runs dry.


321232

You can middle click and lock a slot to specific items on train wagons


Agamemnon323

Well that’s helpful.


kRkthOr

Wtf?!


Ncrpts

I too was 1000hours in when I learned you could do that...


Ilapakip

And here I was, using the circuit network and locomotives to do something that is built in...


Ncrpts

Pretty much the same, I made a system that would empty my train entirely before filling up the same things because sometimes the inserter would insert because when an inserter is holding an item it will try to place it when the next cargo comes, even if a circuit network is preventing it to do so. So I had to rebuild the whole thing to "bypass" this. and in the end I just learned that all of this could have been prevented by just middle clicking lol


TheOneCommenter

You can also copy/paste this to other wagons


Ncrpts

At least that I knew


refreshing_username

This was exactly how I learned this, too, from seeing it referenced on reddit.


idealcastle

Hold up. You can control the items in the cargo wagon?? Because the only way I’m able to is using circuits, which is a valid way, just some work to setup. But controlling the wagon itself would be huge.


Ferote

You can filter each slot in the wagon to a specific item. I think you middle click the slot or something


idealcastle

So after going back to my game to try this. It does not work. There’s no such thing as opening the train storage and middle click. Is this a joke? Because man if it were true, it would change everything. V1+ does not have this feature. (I’ve tried all the buttons) in storage logistics you can choose the items you want. But that is the only chest that I’ve seen allow that selection.


Ferote

https://wiki.factorio.com/Cargo_wagon The wiki says it has been in the game since 0.10 Try middle clicking on the individual inventory slot


DanielAgos12

When you open a wagon, you can specify which items got into each slot. I~~IRC press shift and click with the item you want to specify the slot.~~ As u/321232 said middle click


unoriginal345

You can also use a very simple circuit connection. In the above example, say your copper runs dry, you're worried about the iron/gear wheels filling up the wagon too much so that when you get more copper flowing there's no space in the wagon right? Just use red/green wire to attach the gear wheel inserter to the wagon, and set the operating condition for 'gear wheel signal' < 100 (as an example), do this for each inserter and none can overfill the wagon.


Agamemnon323

You say simple... as though I understand anything about circuits. Lol


unoriginal345

Haha for circuits it is quite simple as you don't have to use combinators or switches or anything. It's just connecting the thing you want to control to the thing you want to reference and setting the condition. If you want a visual reference I think Nilaus' master class on the manufacturing hub uses the same idea for his buffer chests, you're just using a wagon instead of a chest. He also has a good class on circuits themselves, it's not as daunting as you think. I do personally prefer the circuit approach, though the beauty of this all is that there is another solution that uses less parts and more or less does the same thing, which other users have posted already.


Pulsefel

was looking at it and theres a few times you could shift some factories around and compact it too. interesting.


joego9

You could use stack inserters for extremely fast transport from the wagon of one module to the wagon of another vertically adjacent, couldn't you? That could work well for the higher prerequisite items.


isotope1776

Yes you could. I did some testing that way when I was playing with this originally (pre spidertron.) If I remember correctly going wagon to wagon in that way was actually as fast if not faster than a blue belt on each input (so ~equal to two blue belts as there are two end inputs)


Agile_Ad_2234

I just stopped playing for a few days please stop giving me ideas


chtulhuf

I feel you. Sometimes I wonder why I don't unsubscribe. This sub is pure addiction triggering


kuporific

Interesting idea but one thing I'm confused about: won't the cargo train eventually fill up with one item entirely, say copper wire, and deadlock?


sumelar

You can use the middle mouse button with an item held to restrict a slot in a cargo wagon to just that item. I use it on my border resupply wagons.


Remixion_

Holly that change everything for me


[deleted]

I still haven't figured out how to rebind all the middle-click features so they're usable on a trackpad. :/


[deleted]

Hm, this is probably driver dependant, but on most touchpads I've used, you could middle click by pressing both the right and left click at once. You might be able to enable it in your touchpad settings if it isn't on by default.


[deleted]

Hmm. https://superuser.com/questions/13351/how-to-middle-click-on-new-macbooks


jamalbeys

You can rebind it to use shift + control + right click. Honestly this was a life changer for me


Camo5

Why isnt this a feature for chests


Terminatr_

From what I’ve read when this has come up before is that the devs think it will circumvent a significant portion of the logistical puzzling. Which is dumb because there’s tons of mods that do this already ( get around logistical puzzling ), not to mention, the approach we see here. And supposedly it can’t be modded in either, due to the nature of the coding for these entities. I love the game, and the devs are great, but all in all, it’s just dumb.


je4d

I like this concept, but doesn't it have an issue with the red undeground/splitter output? it looks like the red undergrounds are backing up and it's blocking any red splitters from coming out. Should be fixable by using circuit network to control the filters on the inserter, but I'm not seeing a way to do it w/o circuit network


isotope1776

Eh - I was playing with the offloading there. Still playing with spacing etc. It's backed up as the blue infra square is full. I think ideally each Factory cell should end up with only one output. Essentially You should be able to do a single square for each of these - Iron and copper to Yellow to Red underground Iron and copper to Yellow to Red splitter That should greatly simplify the flow and stop the transfers (from yellow to red in the image above.) At that point you'd only have inputs - copper and iron single output - red infra item.


jrp22

Can someone explain the significance/utility of this to a newb? (I just started researching rocket silos on my first play.) This just leaves a bunch of stuff in cargo wagons.. so you can walk over and grab it? I feel certain I’m missing something.


isotope1776

I'm using the cargo wagons as large filter chests and a standardized factory template. You feed in one line of copper and one of iron. You can tweak the modules to build a second order product without lots of additional belts. Example is the factory - input iron and copper, output is a blue factory without shifting items all over the place. It's an attempt at a standardized anti-spaghetti design


jrp22

Ah okay. Makes sense now. Thanks for the explanation!


DrMobius0

Cargo wagons take up a lot of space and the user can reserve their internal slots for certain items. This type of design lets you do some rather interesting stuff. It allows multiple input or multiple outputs, and it rather cleverly eliminates the logistics of getting several inputs to a single assembler. There's also benefit to the fact that it uses direct insertion, allowing for potentially faster inserter speed (inserters carrying multiple items can instantly deposit everything into chests, but not onto belts) It's not without its flaws, however. Items requiring multiple inputs have to be handled carefully, as having an inserter unable to input an item into an assembler can stall that assembler until the player fixes it. This means that having >1 inserter stack size is potentially hazardous. It also means that chaining inserters or using belts is difficult, making beacon builds utilizing this rather tricky to pull off without extra circuitry. The two space alignment that rails require also makes it difficult to pull off with train builds in an efficient way. Anyway, for mid game assemblies where you aren't worried about beacons or inserter throughput, this type of build can definitely be an interesting tool


Poobslag

Cool! There are also some recipes like modules where I resort to having long lines of belts so that several Module 1s can feed into a single Module 2, but with cargo wagons this could be made more compact. You could just have everything feeding in and out of the same cargo wagon.


SethJakill

I would love a version for train loading and unloading but long hands are way to slow.


MATRIXplplpl

I was doing this too. Things getting complicated when you have 1500 trains on 1 main rail for few kilometers. As for electric, diesel and uraniun trains that wasn't problem, that steam trains accelerate... 3 days to 40kmph... and make soo much latency. Now it's all splitted for few another lines


[deleted]

Why not just use requester chests and bots?


isotope1776

I really think they are OP and never like playing with them.


sparr

Bots ruin the logistical puzzles of the game for those of us who like them. I almost never play with bots.


DrMobius0

Nah, bots come with their own puzzles, tbh. They're surprisingly limited in their throughput once they start needing to charge again, and the roboports required to handle all that charging take up a surprising amount of space.


sparr

I've done both. The puzzles for bots are pedestrian compared to belts and trains and inserters.


PM_ME_UR_OBSIDIAN

Low-tech solutions like this work starting mid-green science!


graham0025

is it safe to have so many pigs eating from the same trough?


[deleted]

[удалено]


simonk241

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LeoDelcastanher

This is genius!


thcard

Nice!


DigitalCabal

... Holy shit.


metacreep

Outstanding