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Train stop

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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

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
14.5
+
Copper plate.png
20
+
Iron plate.png
19
+
Steel plate.png
3

Map icon

Train stop map icon.png

Health

250

Stack size

10

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. Like locomotives, the color of the stops can be customized. Furthermore, the stop can be named, with rich text making it possible to further customize the name, such as by adding item icons.

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.

When there are multiple train stops with the same name, trains will always travel to the closest stop. "Closest" in this case does not mean rail distance, instead the pathfinding distance is used. This distance is influenced by trains on the track, in addition to rail distance, so empty train stops are preferred over occupied ones if the empty stop is not too far away.

Opening the GUI of a stop will show the information of every train connected to that stop, including its name, current activity and location on the map. Additionally, it is possible to set a train limit for train stops via their GUI or with the circuit network. Only the set amount of trains may reserve the train stop as their destination when trying to path to it. If the train limit is lowered below the amount of trains that currently have the stop reserved as their destination, those trains will continue to go to the stop.[1]

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 the 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. When a train stop is disabled, trains will not go to that station. If a train is scheduled to go to a stop that is disabled, it will select a stop with the same name which is enabled. If no such stops exist, it will instead proceed to the next stop on its schedule. This will also happen if a train is en-route to the stop when it becomes disabled.

If a train is already parked at a stop, disabling that stop has no effect on it; the train will remain until its departure conditions are satisfied.

When a train attempts to go to an enabled stop, it first checks to see if the stop has a "train limit" set. This limit specifies the maximum number of trains allowed to go to this station. If the number of trains headed to that stop (including one sitting at the stop) is greater than or equal to the stop's current train limit, then the train will not go to that stop. It will check other enabled stops with that name. If all stops with that name are full, then the train will not go anywhere at all, with a message saying "destination full". Once a stop with that name opens up to allow more trains, the train will proceed.

Note that if the train limit changes while a train is en-route to a stop, the train will continue to that stop. This is unlike stop disabling, which forces trains to go elsewhere.

While a train is en-route, it may repath to a different train stop of the same name, provided the new train stop has not reached its capacity. When this happens, the train ceases to count toward the train limit of the original stop.

Train stops can be used to pass circuit signals to trains, read train contents, or uniquely identify trains with an ID number. Additionally, the amount of trains going to the train stop can be read by the circuit network.

When reading the content of a stopped train, fluid amounts are rounded down to the nearest integer, except when the fluid amount is < 1, then it is is rounded to 1.

Indicators

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

Train stop bothsolid.png   Solid light – The train stop is unoccupied/available.

Train stop alternate.gif   Alternate blinking – A train is approaching or passing the train stop.

Train stop bothblink.gif   Simultaneous blinking – A train is stopped/occupying the train stop.

Train stop none.png   No lights – The train stop is invalid.

Train stop red.gif   Blinking red – The train stop is disabled via circuit network.

Gallery

History

  • 1.1.0:
    • Train stop allows to set limit of incoming trains.
    • Fluids in train circuit logic treat summed < 1 fluid values as 1 instead of 0.
  • 0.17.0:
    • Train stop recipe now uses iron sticks.
  • 0.15.0:
    • Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.
    • Train Stop can output the contents of the stopped train's cargo.
    • Train Stop can be disabled using the circuit network.
    • 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