A vanilla 2.0+ train network that doesn't require any long range circuit connections or radars.
Features:
- Priority system; the more a station needs, the higher its priority
- "Queue" system; the longer a station has been waiting, the higher its priority
- Works with the 2.0 "priority" setting of train stops
- Alerts when consumer stations run dry
- Uses separate trains for separate resources; allows for different train sizes for different resources
- Forward system; trains go as far as possible in their schedule before going to a depot
- Optimized Depot system; trains only go to the depot if they are not needed
- Consumer stations only request up to 2 deliveries worth of resources
- Even loading/unloading of all chests
- Parametrized blueprints
- Simple; no central "computer", only a few combinators per station
- Trusted; I use this system to feed water/coal to my power plants
Setting up trains (see screenshot):
- Schedule
- Send to loading station; wait for full cargo
- Send to unloading station; wait for empty cargo
- Interrupts
- If fuel is low → go to Refuel; wait for fully refueled or inactivity
- If destination full or no path AND not at Depot → go to Depot (optional: wait for 30s if you need to stop the trains from pathfinding every second)
To change the length of trains:
- Modify the values of the constant combinator next to the train station
- Modify the "each-and-dot" combinator value based on number of chests (not required for fluid stations)
To give a station higher priority:
- Modify the station's "priority" setting as you normally would
All variables are commented in the combinators.
Q: Why not a full interrupt based system? A: Because it doesn't allow for the priority system that evenly distributes resources automatically. Q: Does this system require a separate train for each resource? Yes, and a depot for each train if you don't want the trains to sit at the provider stations.
