It's not the cleanest API in the world, but you can do this. You can have them with a standby station on the schedule and an AND condition pair like Wait 15 seconds AND logistics signal 5, at which point when the 5 lights up it'll proceed to its next station. And/or you can also run one logistics network (I used green) thru your entire power network and use that to send signals to trains. So then the train will bypass that station and go to the next one on the list Like say if the buffer chest has less than x of ore or whatever. If I remember correctly you could tie your buffer chests to the train station with the circuit network and turn OFF the station conditionally. That is, make it so that train routes can be altered based on conditions so that if a station's buffer is low, it can automatically redirect an incoming train to a different station. Whereas when you run just a shit ton of conveyors, there are elaborate load balancers that handle that for you.ĮDIT: My #1 feature for them to add on post 1.0 is programmable trains or stations. I would have to work out max throughput demand, and balance it, for each train. That meant it was super, super easy to have too many trains going to one station, and then the buffer at that one would run out, slowing down all the trains for that station, while other stations sat with full buffers and empty stations. Each item that required copper had a dedicated copper train, like the green chip module you see in my screenshots. Each one had two stations taking in ore, and two stations outputting plates. My biggest stumbling block was that the way I was handling mining and smelting required exponentially more organization as I progressed. Ouch only 24 assemblers making green circuits? Yeah that's not nearly enough, not even a red belt's worth We'll see how long until I come back after 1.0, I suppose. However, it is the kind of game I always wanted to get out of Factorio, so I'm glad to have done it. A lot of time was spent fiddling with the rail designs. That part of my design needs some work.Īnyway, this playthrough took a ridiculous 98 hours. I think the chokepoint would have been just getting enough copper to enough assemblers to make green chips. If I had kept playing, and needed to produce every science item type at once? I think it would have been fine for the first bit, but once all the buffers got low, I think my factory, sprawling as it was, would have been brought to its knees. I had six of those modules you see in the spoiler above. There are some problems that were just not worth solving by the end with throughput, especially the green computer chips. Next time I do this, I'll probably go into creative mode first and work out the blueprints. If I had left it to the automatic defenses alone, they probably would have been fine, probably, but I definitely helped out to keep too many buildings from being wrecked. Taking out the larger nests would sometimes bring a massive surge of biters. I will say, there were some times during my final expansion that got interesting. Double layered laser turrets guarding the artillery trains, each with dedicated repair robots and a supply of replacement parts, there was nothing they couldn't handle. For the past few hours before launching the rocket, I didn't have to think about the biters even once. At the end my evolution factor was at something like 0.96 or so. The automatic function of the artillery would take out anything close and it worked well. I arrayed them around at the end there to stop the biters from building any bases near me. A single artillery train set to go reload itself automatically when it runs out of ammunition. Oh, and you'll notice all those little outlying stations that look the same? Those are all artillery stations. I still had the old coal powerplant there as a backup just in case, but at four reactors, I'm not sure it would have achieved much if it needed to come online.
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