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<!-- Project: Railway -->
<!-- No project now. -->
 
{{Languages}}
[[File:Railway_from_trailer_2020.png|thumb|right|430px|在[https://youtu.be/J8SBp4SyvLc 官方预告片]中展示的铁路系统。]]
''关于相关的科研项目,请参见{{L|Railway (research)}}''
 
'''{{Translation|Railway}}'''是游戏中主要的运输方式之一。铁路建设是相当繁杂的过程,且需要大量的资源和空间,但其运输速度和效率远高于[[Belt_transport_system/zh|传送带]]和机器人[[Logistic network/zh|物流系统]],尤其是在长距离运输时,其优势会更加明显。此外,除了作为实用的运输方式,驾驶火车也是游戏中非常有趣的玩法之一。
 
铁路是一个非常复杂的系统,掌握它需要了解诸如自动化交通之类的基础知识,这需要一些时间和精力,管理和维护大规模的铁路网则更加考验玩家的游戏理解和经验。铁路可在地面上建设,也可以 - 在{{L|Space Age}}扩展包中 - 利用{{L|Rail ramp}}和{{L|Rail support}}建设高架铁路,使火车得以跨越障碍物。
 
== 基础设施 ==
建设铁路的第一步是铺设铁轨,这通常使用{{L|Rail planner}}进行,但也可以手动铺设。请注意,铁轨的占地面积为2[[Map structure/zh#格|格]],因此铁轨是无法逐格移动的,这往往是铁轨无法对齐(尤其是在环线铁路或改变铁路接入方向时)的原因。
 
=== 最小规模人工铁路 ===
人工运行的铁路至少需要包括以下部分:
* {{L|Rail}}
* {{L|Locomotive}}
玩家可以进入内燃机车并人工驾驶,只需站在机车旁边并按下{{Key|ENTER}}键即可。
 
=== 道岔 ===
* 道岔是用于更改火车行驶方向的铁轨交叉点。目前游戏中没有为道岔的工作设置诸如动画之类的视觉效果,但它确实存在于游戏中。在使用规划工具铺设铁轨时,需要以现有铁路为起点,通过调整铺设方向来设置道岔。
* 两条直线铁轨的交叉点并不能作为道岔使用,因为它小于火车的最小转弯半径。但这种交叉点可以连接[[Rail signal/zh|铁路信号]],以避免火车相撞。
* 两条平行的铁轨之间不会相互干扰。然而,如果它们靠得太近,两条轨道间的连接可能会变得相当麻烦;连接线需要满足最小转弯半径,以一段弧形甚至环形延展后才能连接两条铁轨,这可能会导致区间内的铁路信号网络变得非常复杂。因此通常不推荐铺设间距过小的平行铁轨。(一般而言,间距为2条铁轨的宽度 - 即4格或5格 - 的间距可以适应大多数情况)
 
=== 穿越铁路 ===
[[File:fff-140-controlled-gates_sm.gif|frame|一个安全的铁路道口示例。''<small>(点击以放大图片)</small>'']]
 
'''通过道口时务必小心!行驶中的火车是游戏中伤害最高的实体之一,与火车相撞会在大多数情况下导致玩家当场死亡。'''
 
通过铁路道口时的安全守则:
 
# 拉远视角,以便提早看到驶来的火车。
# 沿线路方向左右观察。
# 观察附近的铁路信号,如果信号从绿色变为红色或黄色,说明火车即将通过,不要穿越。
# 避免在铁路附近行走,即使不完全位于铁轨上也有可能被撞击。
# 在火车行驶时上下车从理论上来说时可行的,但如果出现失误就会危及玩家的生命。火车的侧面仍能造成伤害,且玩家有可能被夹在两节车厢之间。
# 坚固的[[Energy shield/zh|护盾]]可以减少撞击伤害,在极端情况下,玩家有可能肉身停车。但这需要装备大量的护盾模块才能实现,且会大量消耗装甲的能量。
# 所有具有生命值的实体在被火车撞击时都会受到伤害,因此应当注意不要将{{L|Car}}或{{L|Tank}}停在铁轨上。类似地,敌人也可能在穿越铁轨时被火车撞击,因此一般无需为行驶中的火车配备额外的防御。
# 火车在远离{{L|Train stop}}时通常会以最高速度(或接近最高速度)行驶,因此穿过远离车站的路段时需要格外小心,并进一步拉远视角做好观察。火车在接近车站或铁路信号时会减速行驶以至停车。不同设置的火车的行驶速度也是各不相同的。
 
可以建造如右图所示的铁路道口以保证安全通过,它通过{{L|Circuit network}}控制铁路信号和{{L|Gate}}动作以实现功能。当玩家位于铁轨上时,铁路信号会被信号网络占用,此时列车将停车等待,直至玩家离开轨道;当火车通过铁轨时,外围闸门会关闭,从而阻止玩家进入道口。这种道口能保证玩家安全通过,通常在多人游戏服务器上使用。
{{clear}}
 
==铁路运输自动化 ==
{| class="wikitable"
| {{Imagelink|Automated-rail-transportation-research|Train stop/zh|火车站}} |-
|}
 
 
在研究[[Automated rail transportation (research)/zh|自动铁路运输系统]]后,您可以使用:
* [[Train stop|火车站]] - 请注意区分过路站与总站的区别。
 
== 铁路信号灯 ==
[[File:station-example-3.png|thumb|256px|拥有[[Rail signal/zh|铁路信号灯]]的火车站,可以使多辆火车在同一条铁轨上行驶。]]
{| class="wikitable"
| {{Imagelink|Rail signal|Rail signal/zh|铁路信号灯}} |-
|}
 
== 与[http://www.openttd.org/ OpenTTD]之间的关系 ==
 
异星工场的铁路系统工作方式基本等同于[http://wiki.openttd.org/Signals#Block_signals≈ Open Traffic Tycoon Deluxe]内的区块信号灯。如果您曾经玩过那款游戏您将在异星工场内发现一些相同的元素。如果您没有玩过,可以通过阅读他们的说明文档来学习。
 
开发者们希望在未来加入其他种类的信号灯,比如[http://wiki.openttd.org/%E4%BF%A1%E5%8F%B7%E7%81%AF/Zh#.E9.A2.84.E5.A4.84.E7.90.86.E4.BF.A1.E5.8F.B7.E7.81.AF 预处理信号灯] 以及 [http://wiki.openttd.org/%E4%BF%A1%E5%8F%B7%E7%81%AF/Zh#.E8.B7.AF.E7.BA.BF.E4.BF.A1.E5.8F.B7.E7.81.AF 路线信号灯]。
 
=== 铁轨占地 ===
 
 
铁轨物品只可以放置在2格见方的地上,轨道需要2[[Tile/zh|格]]的宽度!!对于一个更加进阶的游戏(例如您在研究火车之前,有建造火车站的计划)十分重要,您只能在偶数的坐标上放置铁轨。您可以在[[Debug mode/zh|调试模式]]下开启"show-tile-grid" 与 "show-detailed-info"通过移动鼠标光标来获取坐标。
 
=== 所需空间 ===
 
 
建造铁轨所需的面积往往比您想象得要大很多。一个180度的转弯需要12格的宽度!。一个最简单的列车停靠站(一个机车,一个车厢)同样需要10-12格。所以当您建造的时候可以增加视距来获得一个更加直观的空间概念。
 
=== 铁路术语 ===
;铁路线段
:一小段铁轨,它们只有[[Rail/zh|直线铁轨]]以及[[Archive:Curved rail/zh|曲线铁轨]]两种。
;路段
:由连续的铁轨组成的没有道岔以及交叉的简单路径,当您准备使用[[Railway/zh|信号灯]]的时候会变得十分重要。您可以将光标放到铁轨上方即可看到当前路段的数字。
;区块
:一组路段,每一格路段属于一个区块,无论是否有火车可以行驶以及是否为单行。(例如进入时使用的道岔,道岔的另一段同样属于相同的区块)您可以在屏幕右侧的信息屏内看到当前轨道所处的区块数。
  请注意本部分翻译恐有不准确的地方,附上英文原文,如果以后有铁丝看到的话请帮忙改正!
  ; Rail segment
  : A piece of track. There are just [[rail]]s.
  ; Segment
  : A single path of continuos rails, a track without intersections or switches. This becomes important, when you want to use Signals. You can see the number of the current segment when hovering the track.
  ; Block
  : A set of segments. Every connected segment belongs to one block, no matter if a train can drive on it or not, and no matter, if it can be driven only in one direction (for example a joining switch: the other segment of the switch belongs to the same block!). You can see the current block numbers of a rail piece in the info section.
 
== 关于火车 ==
 
* [[Locomotive/zh]]: 一列火车至少需要一个机车。
* [[Cargo wagon/zh]]: 车厢就像一个移动式的箱子,不过机械臂可以在更远的距离上装卸货
 
== 提示与技巧 ==
 
* 关于如何让一列补给火车跟随您到远方矿区: [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=6203 链接(英语)]
* 您可以在火车内放置铁轨
 
== English ==
 
== Trains ==
Train components:
 
{| class="wikitable"
|{{Imagelink|Locomotive}} || {{Imagelink|Cargo wagon}} || {{Imagelink|Fluid wagon}} || {{Imagelink|Artillery wagon}}
|}
 
[[File:Railway-assemble-train.png|thumb|left|300px|Placing a [[Cargo wagon]] so it is attached to the train.]]
 
* A train consists of at least one locomotive.
* Trains can have more than one locomotive and any number of [[wagon]]s.
* Locomotives can be '''manually''' driven forwards or backwards, however, they are generally slower going backwards. The left and right movement keys are used to change direction at switches.
* Trains can only drive forwards automatically. An automatic train can drive forwards and backwards when two locomotives facing different directions are connected to the train.
* A train needs [[fuel]] to drive. Fuel can be added by inserters when the train is in manual mode or parked at a station, not when waiting at a signal or standing in automatic mode.
 
The locomotives' inventory is only used for [[fuel]]. To transport items or fluids [[cargo wagon]]s and/or [[fluid wagon]]s have to be attached to the train. To attach rolling stock, whether a wagon or a locomotive, the player may prepare to place one near an existing train, where a green graphic will show the player that the stock will be attached, showing a connection between the train and the new stock. Alternatively, the player may manually connect rolling stock to trains with the rolling stock connect key, if the cargo wagon is placed far away from a train. Rolling stock can likewise be disconnected with the rolling stock disconnect key.
 
{{clear}}
 
== Stations ==
[[File:station-example-1.png|thumb|right|256px|A very minimal train station.]]
 
Train stations are the only place where trains can be loaded or unloaded when they are in automatic mode. Cargo wagons can be filled or emptied by up to twelve adjacent [[inserters]] (six on each side). Inserters can also be used to insert fuel into locomotives. [[Pump]]s are used to transfer fluid into and out of fluid wagons, only three pumps can attach to one fluid wagon at once.
 
Train stations are usually created by placing a [[train stop]]. Train stops must be on the right-hand side of the track. However, it is also possible to create a temporary train station by opening a locomotive's GUI and using {{Keybinding|ctrl|lmb}} near a rail in the minimap in the GUI or by entering a locomotive and using {{Keybinding|ctrl|lmb}} near a rail on the world map. This will create a station without requiring a train stop. The temporary train station has a default wait condition of 5 seconds and is removed from the schedule once the train leaves the station.
 
{{clear}}
 
== Signals ==
{| class="wikitable"
| {{Imagelink|Rail signal}} || {{Imagelink|Rail chain signal}}
|}
 
Rail signals are used to employ multiple trains automatically without the danger of trains crashing into each other. Rail signals split the network into blocks and ensure that only one train can be in every block at any time. Note that driving a train manually ignores all signals, so it is possible for automatic trains to crash into the player if the player ignores red/yellow signals. Always beware of automatic trains and give them the right of way.
 
The [[Tutorial:Train signals|train signals tutorial]] contains an in-depth explanation of rail signals, blocks and deadlocks.
 
=== Basic signaling rules ===
* There can only be one train in a block at any time. A train spanning multiple blocks occupies them all.
* A red signal means that the following block is occupied by a train.
* A yellow signal means that a train is approaching and already has the approval to enter the following block.
* [[Rail signal]]s separate a new block and reflect its state: green - free, yellow - reserved, red - occupied
* [[Rail chain signal]]s separate a new block and reflect the state of the next signal(s): see above, blue - at least one of the paths is blocked, but not all
* A train can only pass a signal on the right of the track, or if there is a signal on both sides on the same rail segment. Of course, manual driving overrides this.
 
== Automated transport ==
[[File:locomotive_gui.png|thumb|300px|The wait condition tab in the locomotive's GUI.]]
 
Trains set on "Automatic" choose their destination stop and route on departure, and after waiting at a chain signal for five seconds, and when their destination stop disables itself by circuit condition. They choose the shortest route using a [[Railway/Train_path_finding|path finding algorithm]] that will get them to an enabled train stop with the right name, taking penalties for any apparent-at-the-time delays into account. If no such train stop exists they will skip the stop and go on to the next.
 
This section covers items used to make trains automatically transport items between stations. The player should be familiar with creating a rail system.
 
First, the player has to set up a rail system with at least two train stops, which are placed on the right-hand side of the expected train arrival direction. By hovering over the train stop with the mouse you see the positions of the vehicles for better setting up the train station (including (un)loading machinery, and refueling/repair installations).
 
When you set up the train schedule (see below) and fuel the train, you can start the train on its schedule by switching from manual to automatic driving mode.
 
=== Train schedule ===
The player can set up a list of train stations in the left locomotive's GUI. The train will route to stops in the given order, if it's at the end it will continue with the first. Stations can be added by clicking "Add station" in the GUI. A pop-up appears with a list of all stop names. If one is selected, another button appears which allows selecting a wait condition from a pop-up list. Furthermore, the map in the right part of the GUI can be used to add stations to the schedule by using {{keybinding|shift|lmb}} on a station or using {{keybinding|ctrl|lmb}} near a rail in the map to create a temporary train station. These actions can also be performed on the world map when the player is sitting inside the train.
 
Wait conditions are used to tell the train when to leave the station. There are 15 types of wait conditions:
* '''Circuit condition''' – The train stop is connectable to the [[circuit network]], so the signals can used for wait conditions.
* '''Empty cargo''' – All inventories of the train are empty. Does not include fuel inventories.
* '''Fluid count''' – The train (all fluid wagons summed) contains a specific amount of a certain fluid.
* '''Fuel (all locomotives)''' - All locomotives in the train collectively contain a specific amount of fuel
* '''Fuel (any locomotive)''' - Any one locomotive contains a specific amount of fuel
* '''Full cargo''' - All inventories of the train are full. Does not include fuel inventories
* '''Full fuel''' - All fuel inventories are full. Does not include cargo or fluid inventories
* '''Has cargo''' - Cargo or fluid inventories contain items.
* '''Inactivity''' – No items were added or removed for the specified amount of seconds.
* '''Item count''' – The train (all cargoes summed) contains a specific amount of a certain item. Does not include fuel inventories.
* '''Passenger present''' - At least one [[player]] is inside any part of the train.
* '''Passenger not present''' - No players are inside any part of the train.
* '''Station is full''' - A specified stop is full, according to its set train limit. If the stop has no train limit set, this condition will ''not'' be met.
* '''Station is not full''' - A specified stop is not full, according to its set train limit. If the stop has no train limit set, this condition ''will'' be met.
* '''Time passed'''
 
It is also possible to set no wait condition, this causes the train to simply pass by the station without stopping.
 
Hereafter the word "term" is used to describe ''one'' type of wait condition, and the words "wait condition" are used to describe the whole set of terms (it turns a bit into maths).
 
If more than one term is added, it is possible to change the connection of those using the logical operators AND and OR. An AND condition will result in true if all terms are true. An OR condition will return true if at least one of the terms is true.
 
When mixing AND and OR terms, the logic is grouped by the OR terms. When evaluating the wait condition, the first term is evaluated along with all AND terms immediately following up to but excluding the next occurring OR term. If they all evaluate true, the wait condition evaluates true. Otherwise, evaluation continues with that next occurring OR term and all AND terms immediately following it, up to the next OR term. This continues until either an OR group evaluates true and the wait condition is satisfied, or all terms have been checked.
 
==== Examples ====
[[File:Traingroup gui.png|thumb|300px|The train group GUI. There are 2 trains in "Group A" and 1 train in "Group B"]]
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px">
Expand for examples
<div class="mw-collapsible-content">
Wait until full, up to 30 seconds:
 
<pre>
Full cargo inventory
OR 30 seconds passed
</pre>
 
Wait until cargo full, ''or'' circuit condition Oil > 3000:
 
<pre>
Full cargo inventory
OR Circuit condition - Oil > 3000
</pre>
 
Wait until empty, ''and'' 30 seconds passed, ''and'' 5 seconds of inactivity:
 
<pre>
Empty cargo inventory
AND 30 seconds passed
AND 5 seconds of inactivity
</pre>
 
Wait until iron ore is low, ''or'' copper ore is low ''and'' at least 30 seconds passed:
 
<pre>
Cargo: Iron ore < 500
AND 30 seconds passed
OR Cargo: Copper ore < 500
AND 30 seconds passed
</pre>
 
Factorio's wait condition logic is read as disjunctive normal form ([https://en.wikipedia.org/wiki/Disjunctive_normal_form DNF]), and so this last example is processed as (note the parenthesis):
 
<pre>((Cargo: Iron ore < 500 AND 30 seconds passed) OR (Cargo: Copper ore < 500 AND 30 seconds passed))</pre>
 
Which is the same as this:
 
<pre>((Cargo: Iron ore < 500 OR Cargo: Copper ore < 500) AND 30 seconds passed)</pre>
 
Unfortunately, there is no way to write that shorter form in the current UI.
</div></div>
 
=== Train groups ===
Trains are able to be assigned to a group. Selecting the small edit icon next to "no group assigned" will bring up the existing groups in the current world. One can select a group for the train to join, or create a new one. Editing the schedule of one train will change the schedules of all trains in the same group.
 
=== Schedule interrupts ===
[[File:Interrupt gui.png|thumb|300px|The Edit Interrupt GUI.]]
 
Schedule interrupts allow a locomotive to override its current schedule when a certain condition is met. Selecting "Add interrupt" in the locomotive's GUI will bring up a list of existing interrupts in the current world. One can be selected from the list, or typing in a name will create a new one. Creating one will add it to the locomotive and all locomotives in the current locomotive group.
 
To work, an interrupt requires two parts: a condition and a target station. When a condition is met, the interrupt will activate and insert the target station as a temporary stop in the locomotive's schedule. The locomotive will route to the target station and wait there until the specified wait condition is met, at which point it will leave and resume its original schedule.
 
An interrupt can be triggered on many of the same conditions as waiting at a stop, along with some new conditions:
* '''At specified station''' -  The train is waiting at a specific stop
* '''Destination full or no path''' - The train's next stop is full, according to its train limit; or the train cannot physically reach its next station
* '''Not at specified station'''' - The train is stopped somewhere other than the specific stop
 
Multiple trains can have the same interrupt regardless if they are in the same locomotive group or not. Editing an interrupt will change it for all trains which have the interrupt in their system.
 
Interrupts can be reordered within the locomotive's GUI like normal stops. If a train has multiple interrupt conditions true at the same time, it will prioritize interrupts that are higher on the list. This is important if one wishes a train to behave a certain way when working with a particular suite of interrupts.
 
=== Wildcard Interrupts ===
[[File:interrupt_wildcards.png|thumb|left|300px|The four wildcard signals: Item, Fuel, Fluid, & Signal.]]
Within interrupts, trains have access to four special "wildcard" signals located within the Unsorted tab, which are special [[Circuit network#Logic signals|logic signals]] that can only be used within interrupts. Wildcard signals come in four types: item, fuel, fluid, and signal. When used as a condition to trigger an interrupt, each one looks at a specific inventory within the train and will replace itself with the signal of the first item it finds. For example, if an interrupt is set to trigger if an item parameter is over 50, and 51 [[iron gear wheel]]s are placed into a cargo wagon, the interrupt will trigger as if the condition was looking for over 50 iron gears. Item, fluid, and fuel wildcards each look at a specific inventory: [[cargo wagon|cargo]] and [[artillery wagon]]s, [[fluid wagon]]s, and [[locomotive]]s, respectively.
 
When used solely as a condition, wildcards act otherwise identically to the [[circuit network#Anything|anything]] logic signal. What makes them special is their function when used in both the condition and the target.
 
Wildcards will also replace themselves with any [[rich text]] icons within the names of [[train stop]]s. Instead of selecting a target stop from the list, instead click on the "icon" button next to the green confirm button and select the same type of wildcard as used in the condition. Then, type the name of the station. If the stop has a matching icon in its name, then the train will match the item it contains with that icon, and select that stop as the destination.
 
The final wildcard, Signal parameter, checks against any signals passed to the train while parked at a train stop. When combined with a signal parameter for a target station, this can make the train go to a stop which has an icon in its name matching the signal it received from the station. When combined with matching the target station based on its contents, this can be utilized to create a generic train system which can select its destination based on the item it receives.
 
=== Troubleshooting ===
 
Below are some things to verify if a rail system or train is not working.
 
* Is the train fueled? Ensure that the locomotive has [[fuel]] of some kind.
* Misplaced or non-functional switches? Ensure that the train can plan a path through the switches.
* Another train on the same [[Railway#Block|block]]? Make sure the path of the train is unobstructed.
* Train stops placed correctly? Make sure that the yellow arrows when hovering on the stop point towards the end or exit of the stop.
* Is the train allowed to enter signals from the right direction? Are the signals set correctly?
* If a track is supposed to be two-way, the rail signals should be opposite each other. You can verify they match up by hovering the cursor over one. For a matched pair, it will show the other.
 
==== No path ====
When trains cannot reach the target, a "no path" symbol pops up over the locomotive. Check:
* Can the train reach its current destination by '''only driving forward'''? Build turning slopes or place a locomotive at both ends of a train!
* Are the train stops standing in the right direction? Train stops must be on the right-hand side of the track (from the forward-facing locomotive's perspective).  If the train is traveling south, the stop must be on the west side of the track.
* If you use rail signals, check that the signals are all allowing traffic in the correct direction.
* Check for interruptions in the train tracks, drive to the station manually to check there are no rail parts missing. Especially near junctions, these can be hard to spot if missing.
 
If you are still having problems, consider:
* Driving the train manually, and as you pass each switch, try switching to automatic. When it works, you will know the rough area of the problem.
[http://imgur.com/a/Nq2Yk A pictorial summary of typical problems].
 
==== Interrupts ====
 
When a train is about to leave the last station in an interrupt's schedule, there is no inherent mechanism which prevents the same interrupt from re-triggering. Many interrupt conditions naturally prevent retriggering by the nature of their condition. A wildcard interrupt for unloading cargo cannot trigger if the train has no cargo. Other conditions may retrigger if something in the base has malfunctioned. For example, a refueling interrupt should only trigger when fuel is low. But if the train is at the fuel station, wants to leave, and still has low fuel, then either there is no inserter to load fuel or the refueling station has run out of fuel.
 
But there can be cases where the conditions for a trigger's desired conditions can still happen after executing the interrupt's schedule.
 
To force the train to always choose a station with a different name, add "Not at specified station" to the interrupt conditions, specifying the same target station. This way, the train will be forced to pick a different interrupt, or travel to a station in its main schedule.
 
If the train should travel to a different station of the same name, circuit logic can be used to disable the current station and lower its priority, as well as adding "Station is not full" to the interrupt condition. Note that only disabling the station is not enough to prevent this issue, the train will only choose a different destination with the same name if it has a higher priority. Once there are no other valid stations with the same name (i.e. all of them are disabled, so there is no higher-priority station), the "Station is not full" condition will prevent the train from getting stuck.
 
== Elevated Rails ==
[[File:Elevated intersection example.png|thumb|350px|A simple bridge using elevated rails.]]
{{About/Space age}}
Elevated rails come in a separate mod which can be enabled independently of Space Age. They come as two new buildings: [[rail ramp]] and [[rail support]]. Ramps and supports are the only items in the game able to be built in the oceans of [[Nauvis]]. When playing with Space Age itself, elevated rails become an important part of the game, as they are critical to bridging the oil oceans of [[Fulgora]]{{SA}} and the lava rivers of [[Vulcanus]]{{SA}}, as well as easily crossing the vast watery landscape on [[Gleba]]{{SA}}.
 
Elevated rails can be built using the [[rail planner]]. Pressing {{Key|G}} will switch levels, and attempt to build a ramp up or down, if the player has one in their inventory. While holding {{Key|SHIFT}} and targeting a section of rail on the opposite level, the rail planner will automatically place any ramps and/or supports necessary to reach that destination. A rail support must be placed every 16 straight tiles. Disassembling a support or ramp will automatically disassemble any rails which rely on that support.
 
Players and [[enemies]] cannot walk on elevated rail. A player can enter and exit the train if it is elevated as normal, and will be teleported to the ground. If the player attempts to exit while over water or lava, nothing will happen. Both types of rail signals can be placed on elevated rail, but not train stops.
 
Certain buildings are too tall to be placed underneath elevated rails:
* [[Big electric pole]]
* [[Cargo landing pad]]
* [[Oil refinery]]
* [[Roboport]]
* [[Rocket silo]]
* [[Agricultural tower]]{{SA}}
* [[Cargo bay]]{{SA}}
* [[Lightning rod]]{{SA}}
* [[Lightning collector]]{{SA}}
 
== Achievements ==
{{Achievement|getting-on-track}}
{{Achievement|trans-factorio-express}}
{{Achievement|watch-your-step}}
{{Achievement|getting-on-track-like-a-pro}}
 
== See also ==
* [[Tutorial:Train signals]]
* [[Railway/Train path finding]]
* [[Locomotive]]
* [[Cargo wagon]]
* [[Fluid wagon]]
* [[Artillery wagon]]

Latest revision as of 16:42, 25 March 2025