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Train stop

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Revision as of 15:21, 1 October 2020 by Bilka (talk | contribs) (Train stops can named with rich text)
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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.

Train stops with the same name count as the same "station", and trains will always try to got 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 train stops if the empty stop is not too far away.

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. 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:

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

  • 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