Description
This is an adaption of the original Megabase Modular Train Grid Framework by Coyote.
Emphasis was put into adapting the existing train grid layouts and stations to accommodate dynamic train dispatching using the train schedule interrupts added in Factorio 2.0. To that end it was not a priority to update the production blueprints at this time.
This supports using trains of varying sizes. You must be sure to place enough depots to accommodate idle trains.
All depots and stations are train size specific. So also ensure that enough depots of each size are available for idle trains.
Limited testing has been performed on dynamic train dispatching but all testing so far has been successful.
Cargo/Fluid loading stations all have the same generic name and do not require any cargo specific configurations.
Cargo/Fluid unloading stations have cargo specific names and you will be prompted to select the stations item when placing the blueprint.
The train blueprints are preconfigured with the necessary schedule interrupts. Just place the blueprint and you are good to go.
Dynamic Train Dispatching
The dynamic train dispatching relies on all loading stations and train depots being connected to the same circuit network. In the blueprints this has been achieved by connecting the red network to the power pole found at each station.
The unloading stations will calculate how much space is available in the station chests/tanks. When there is enough capacity available to unload a full train the station will update the train limit allowing a train to stop there.
The loading stations calculate how many trains can be filled using the items/fluids stored at the station. When there is enough items to fully fill a train, the station will check if there is currently an over supply of the the station item via the red circuit network. If there is not an oversupply, the station limit will be increased allowing a train to stop there.
When a train has not been dispatched to a station and has nothing to do it will go to a depot station so that it does not block the railway lines for other trains. So be sure to place down enough depot stations to accommodate all of your trains.
Oversupply
If a train has been loaded with cargo but there is no unload station ready to receive it. It will re-route to a depot station and wait for an unload station to become available. When this occurs it is considered to be an oversupply of cargo. While at the depot station, the station will read the train contents and output an encoded value to the red circuit network that indicates the train size and cargo of the oversupply.
To keep the setup as simple as possible the train dispatching is not perfect. In general, it is expected that at least one train of each cargo on the rail network will be oversupplied. This is due to the loading stations switching off only once an oversupply of that station item exists.
This has the added benefit though of a train being fully loaded and ready to deliver the cargo as soon as an unloading station requires it.
Updates
I am updating the blueprints only as I require for my own gameplay. If I make any changes I will note them here.
2025-01-12
- Added several assembly machine grid variants to account for the many different ingredient combinations present in vanilla Factorio. All assembly machines touch 12x beacons.
- Added the assembly machine tile blueprint that was used for the assembly machine grids.