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Train stop: Difference between revisions

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m (Reverted edits by BilkaBot (talk) to last revision by Bilka)
(Map marker section removed since I'm not sure the page should contain information about how things used to run unless it's History section + more touchups.)
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== Mechanics ==
== Mechanics ==


Train stops are used to denote a place for a train to stop. Every placed train stop will appear as a possible stop in the scheduling area of a [[train]]'s GUI. This can be used to create loading and unloading stations for trains.
Train stops are used to denote a place for a train to stop. Every placed train stop will appear as a possible stop in the scheduling area of a [[Railway#Train_schedule|train]]'s GUI. This can be used to create loading and unloading stations for trains.


Train stops with the same name count as the same "station", and trains will try to load balance themselves between the stops of the station. For example: Four trains are dispatched to "iron ore loading". There are two stops, both named "iron ore loading". Two trains would go to each stop. If there were two trains at one of the stops, then after the initial four trains had arrived there would be three trains at each stop.
Train stops with the same name count as the same "station", and trains will try to load balance themselves between the stops of the station, starting with the closest stop. For example: Four trains are dispatched to "iron ore loading". There are two stops, both named "iron ore loading". Two trains would go to each stop. If there were two trains at one of the stops, then after the initial four trains had arrived there would be three trains at each stop.


As of [[Version_history/0.15.0|0.15]], trains will attempt to avoid routes that pass through stations unrelated to their path.
Trains will attempt to avoid routes that pass through stops that are not designated as the next destination. This is represented by a penalty to pathfinding distance, which usually forces a train to pick a "shorter" path.


== Circuit Network ==
== Circuit Network ==


Train stops can be enabled or disabled using the [[circuit network]].  If a train is scheduled to go to a disable train stop, it will skip it and move to the next one (or route to an enabled train stop with the same name if one exists).
Train stops can be enabled or disabled using the [[circuit network]].  If a train is scheduled to go to a disabled train stop, it will skip it and move to the next one (or route to an enabled train stop with the same name if one exists).


Additionally, train stops can be used to pass circuit signals to trains, or to read train contents.
Additionally, train stops can be used to pass circuit signals to trains, read train contents, or uniquely identify trains with an ID number.


== Indicators ==
== Indicators ==
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There are indicator lights on the top of the train stop.  These show:
There are indicator lights on the top of the train stop.  These show:


Permanently lit = The train stop is unoccupied/available.
Solid light = The train stop is unoccupied/available.


Blinking alternately = A train is approaching or passing the train stop.
Alternate blinking = A train is approaching or passing the train stop.


Blinking together = A train is stopped/occupying the train stop.
Simultaneous blinking = A train is stopped/occupying the train stop.


No lights = The train stop is invalid.
No lights = The train stop is invalid.


Blinking red = The train stop is disabled via circuit network.
Blinking red = The train stop is disabled via circuit network.
== Other uses ==
=== Map Marker ===
Until version 0.15.0, the only way to place a map marker was to use a train stop. A section of [[rail]] would be placed, then a train stop placed on the rail and the rail removed. The name of the train stop would appear on the map. As of 0.15, you can just click in the map screen to place a marker.


== History ==
== History ==
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{{history|0.15.0|
{{history|0.15.0|
* Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.
* Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.
* When the active train stop is removed trains will immediately leave the station if they're waiting at the station.
* When the active train stop is removed, trains will immediately leave the station if they're waiting at the station.
}}
}}



Revision as of 23:21, 23 December 2017

Train stop.png
Train stop

Train stop entity.png

Recipe

Time.png
0.5
+
Electronic circuit.png
5
+
Iron plate.png
6
+
Iron stick.png
6
+
Steel plate.png
3
Train stop.png
1

Total raw

Time.png
8.25
+
Copper plate.png
7.5
+
Iron plate.png
14
+
Steel plate.png
3

Map icon

Train stop map icon.png

Health

Quality normal.png 250
Quality uncommon.png 325 Quality rare.png 400
Quality epic.png 475 Quality legendary.png 625

Stack size

10

Rocket capacity

10 (1 stack)

Dimensions

2×2

Mining time

0.2

Prototype type

train-stop

Internal name

train-stop

Required technologies

Automated rail transportation (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

Train stops are used to automate item transportation by trains by providing nameable locations for trains to travel to.

Mechanics

Train stops are used to denote a place for a train to stop. Every placed train stop will appear as a possible stop in the scheduling area of a train's GUI. This can be used to create loading and unloading stations for trains.

Train stops with the same name count as the same "station", and trains will try to load balance themselves between the stops of the station, starting with the closest stop. For example: Four trains are dispatched to "iron ore loading". There are two stops, both named "iron ore loading". Two trains would go to each stop. If there were two trains at one of the stops, then after the initial four trains had arrived there would be three trains at each stop.

Trains will attempt to avoid routes that pass through stops that are not designated as the next destination. This is represented by a penalty to pathfinding distance, which usually forces a train to pick a "shorter" path.

Circuit Network

Train stops can be enabled or disabled using the circuit network. If a train is scheduled to go to a disabled train stop, it will skip it and move to the next one (or route to an enabled train stop with the same name if one exists).

Additionally, train stops can be used to pass circuit signals to trains, read train contents, or uniquely identify trains with an ID number.

Indicators

There are indicator lights on the top of the train stop. These show:

Solid light = The train stop is unoccupied/available.

Alternate blinking = A train is approaching or passing the train stop.

Simultaneous blinking = A train is stopped/occupying the train stop.

No lights = The train stop is invalid.

Blinking red = The train stop is disabled via circuit network.

History

  • 0.15.0:
    • Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.
    • When the active train stop is removed, trains will immediately leave the station if they're waiting at the station.
  • 0.13.0:
    • New graphics
    • Placement indicator
    • Indicator of train position when stopped at station on hover.
  • 0.10.0:
    • Station names can now be changed.
  • 0.7.0:
    • Show the direction of incoming trains when being built.
    • Multiple train stops for each train station.
  • 0.4.1:
    • Cannot be rotated after building.

See also