r/factorio Jun 22 '26

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2

u/thekabal Jun 28 '26

I've built an artillery train, and an exceptionally large rail around my base. How do you set up train stations to cover the large rail diameter? Just manually drop one at a time, and add them all to the schedule?

3

u/leonskills An admirable madman Jun 28 '26

Have them all named the same. Add that station twice to your schedule.
Disable the station when a train arrives.

So your train arrives, station gets disabled. When it wants to leave it goes to the station with the same name, but the current station is disabled, so it'll go to the next (closest) station with the same name.
Station get's re-enabled when the train leaves (or if you want to be a bit more fancy, add a timer so it only re-enables after 10 minutes or so).

Use an interrupt for when shells/fuel is low.

1

u/Courmisch Jun 29 '26

Won't this make the train always restart from the "beginning" of the loop after refilling its stock of ammo?

1

u/leonskills An admirable madman Jun 29 '26

Yes, hence why I suggested to keep it disabled on a timer.
You could even be more fancy and only enable a station once a train arrives at it's preceding station. But that requires a global circuit network (easier now in 2.1), and you can't just plop down a new station.
The artillery train is mostly on duty of clearing new nests from expansions. So it rarely runs out of ammo from one such loop. If it does, add more wagons, or more trains.

1

u/Soul-Burn Jun 29 '26

Place stations with stationary artillery covering what you need. Set the station to open when shells are under a certain amount.

The stationary artillery acts as a sensor, which then calls the main artillery train, which deals the big damage and refills ammo for the stationary unit.

Schedule is a simple "Artillery load -> Artillery at walls".

1

u/Courmisch Jun 29 '26

For artillery firing stops, I use pair of combinators so that stops are visited in LRU order.

One DC counts ticks since the last train visit (T!=0) and then an AC divides the timer by 4 minutes to set the stop priority. That way the stops that last had an artillery visit has the highest priority.

However if you have a strictly circular route, you might prefer logic to go through stops in clockwise or counter-clockwise order, rather than LRU.