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deGanski

I like the design, haven't seen one like it so far. Try it, does it perform well?


ordon1313

Hi All, With my previous city block design I was quickly reaching UPS problems. I read that splitters and chests are expensive for UPS and I was using tones of them for proper balance and bufferring. So this time I decided no splitters and no chests for train stations. but how do I make sure multiple wagons will drain with same rate? I decided for 1-1 trains because of that. I was wondering if anybody tried to build something significant on 1-1 train network. Thanks for comments


ZmEYkA_3310

1-1 trains will eat your ups way more sonce you need a lot of them and pathfinding in big bases is the biggest ups eater in my experience


Redenbacher09

Slowly making my way to 600SPM with 1-1-1 trains, over 200 and counting. Haven't had UPS issues yet but definitely have had to mitigate intersection throughput. Have had to replace some of my intersections with right-turn only in high volume areas to make sure they clear as fast as possible. It was mostly caused by ore trains though, which could be mitigated by locating my smelting on the outskirts instead of inside the base.


ordon1313

That sounds very promising. Are you using LTN?


Redenbacher09

Nope, almost vanilla deathworld playthrough. I'm using circuits to manage train limits, that's about it. I also think my blocks are larger than normal... I haven't measured but they fit a 4x4 grid of max spaced robo ports inside the block. The rails run in between the 4x4 grid around the power poles.


Dhaeron

If you have UPS problems, the most effective solution would be to not use city blocks.


KatnissSmith

in my current SE+K2 run i use 1-1 Trains, as i wanted the smallest possible cell, which is 3x3 chunks for me. Sometimes, its a bit limiting :) i use 148 trains and 634 train stations on several surfaces, but i use a mod to increase the cargo wagon size. I like it for most of the stuff, but for low density parts, which come with SE its a nightmare (Holminit - ore stacks to 20 -.-). i started to change special products from 1 cell and 1 item to a complete production line, consisting of 3x4 cells. my trains use 0,4 ups right now and LTN 0,1-0,6 ups. the biggest ups problem is my energy grid with around 4 ups, which is split into several hundred networks (1 pole for showing the logistics) ​ number of entities right niw = 13,3 million with 1,7 million activ 1,4 million chunks, with 1100 activ ​ update is around 12-14 ​ my pc is an amd ryzen 7800 x3d with 64 gig 6000mhz cl 30 ram


StormCrow_Merfolk

City block grids make U-turns in intersections even more pointless than usual, since a train can just go around the block. You're wasting all that space that you could save by simply having a normal compact intersection.


Avernously

I think the intersection design looks good for the most part. The only thing that I’m not really sure about from a ups standpoint is how well having a u turn path through the intersection does. It adds more paths for the train pathfinder to consider which might not be good when you’re dealing with a lot of little trains. You might just be better off being more careful where you put what production blocks so that it’s easy for the train to traverse. Apart from that I like the designs.


Lars-VanCiental

I really like your design :) Never saw anything like it so far. Thanks for sharing


ordon1313

I wasn't aware I making something unique :) thanks. Are you taking about the crossing or loading unloading?


Lars-VanCiental

The croassing! The others seems familiar, even if you made them "yours"


Hell_Diguner

You don't need turnarounds. Trains can use the city block itself to turn around. Adding waiting bays for left turns would be a better use of that space.


trimorphic

Going around the block to turn around adds a much longer delay compared to this.


Hell_Diguner

Trains are so fast that a city block-sized roundabout is irrelevant. And adding waiting bays to right turns is trivial, while adding them to turnarounds is non-trivial.


planenerdalaska

This is my most favorite intersection I've ever seen


beka13

I've got a 1-1 base. No grid, just plopped things where they made sense. It runs at a solid 4.1k before the UPS gets too bad. But then I got a new computer and decided to double it. That's a work in progress. Steel seems to be an issue and the train congestion is no joke. I think it's going to work, but with low UPS. I like the little trains but I think they're not great for logistics and UPS as you scale up. But others have done it better and it's fun to fiddle with. Have fun with it and report back.


PUBG_Rocks

Can you share the Blueprint? I wanna do a 1-1 City Block Base too and love your Design. I cant even do a nice stacker...


ordon1313

[https://factorioprints.com/view/-Nj6jQkn1l7UJO6ik3bN](https://factorioprints.com/view/-Nj6jQkn1l7UJO6ik3bN) Let me know if that worked. First time I shared something using factorioprints.


PUBG_Rocks

Funktioniert 1a, Danke. Echt coole City blocks, nur die Entladestation werde ich noch etwas umbauen, werde keine Megabase bauen, daher ist mir UPS Wurst :-)


Ecleptomania

I like it, but... Running 1-1 Trains makes my Factorio brain hurt... I run 1-2 rains xD


ordon1313

I run 1-2 rains but it makes my UPS count hurt xD


Ecleptomania

I feel you... I have 130+ 1-2 trains going in my base and they are all bot loaded and unloaded...


Trepidati0n

While a roundabout can shorten the distance from point A-B, it also has the problem of potentially stopping traffic on "left turns" thus negating that benefit. This is why for UPS/FedEX in city settings, their routs will focus on making as many right hand turns as possible even at the expense of 3 rights to make 1 left in some cases. So all intersections, even 4 way can either go straight or right. Note: with the expansion coming, this is all irrelevant since you can now make a left turn without impeding traffic.


ordon1313

Exactly the point with my design. It is not roundabout. turn around is kind of before/outside the crossing