Privacy Terms. Skip to content. Factorio Forums www. Quick links. Fluid Loading Station Smart setups of railway stations, intelligent routing, solutions to complex train-routing problems. Please provide - only if it makes sense of course - a blueprint of your creation.

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This is how it looks ingame: attachment because first post The Pumps connected to the storage tanks are wired to the train stop. Blueprint String: attachment because first post This is setup for a train, but can easily be expanded to more fluid wagons for example by stacking the storage tanks vertically with a pipe sticking out to one side Feedback welcome dont mind the mess of rail on the mini map, there is currently a big overhaul going on with centralized smelting and so forth.

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Fluid wagon

You want a pump on the output of Each tank and 1 pipe per tank. You are currently pushing 1 pump worth of volume through 3 pumps. Here is a quick mockup of the idea. You can have up to 18 pipe segments between pumps to keep flow maxed. You can use a manifold on the right to split your flow as needed such as into the tanks from your source.

There is also no harm in using a manifold at your pump-to-train to balance the flow but it shouldn't be necessary unless something else in your network is causing specific cars to stay partially full.

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Circuit network

Store Page. Factorio Store Page. Global Achievements. Showing 1 - 15 of 18 comments. The train needs to be on Automatic mode and stopped at a station. Is that the case here? Warlord View Profile View Posts. Originally posted by KatherineOfSky :. Fel View Profile View Posts.

To be fair, you just have to put a random station where you need to load it and put it to depart on a condition that will never be reached and it will more or less be manual too. Then next step is verifying that the tanks are empty or containing the same liquid as what you want to put.

Originally posted by Fel :. Have you tried moving them down by one tile each? They look slightly off to me. The pumps look fine. Is there any oil in the pipe? Press Alt to show icons, please. The pipes look like they have heavy oil the "windows" show a rusty-red colourbut are the pump facing the right way I can never tell without the alt arrows? Lambas View Profile View Posts. Originally posted by Khan Boyzitbig of Mercia :. Nellvan View Profile View Posts. Nah they're lined up just right.

Circuit network

If there are 2 adjacent to one tank only 1 will connect, everything else is fine. Empty pipes should not be an issue either. Last edited by Nellvan ; 23 May, am. It looks right, blueprint string the whole station from the train stop down to the pumps so we can test it outselves is the only thing left I can think of.

I am out of ideas, everything looks like it should be working, the pump has units so it's not even pipe length only sending 0. Even if the position was wrong, it would still fill 2 of the 3, and as far as I know you can't "filter" the tanks like you can with item slots in wagons. Next thing I'd suggest is to show us the train schedule itself. We can verify if it is set to automatic or manual.

Edit: Which I see now was already posted. Um, why is plastics pickup in the list twice? Try removing all stops and re-entering the stop. Make sure it is this stop, and not another. Once you do that, toggle manual then back to automatic. My last thought is Maybe if someone is using a liquid wagon mod which is conflicting with the existing game's liquid wagon.In other languages:.

Fluids are non-solid items, such as water and oil. They can normally only exist inside entities for fluid handling like pipesand buildings that have fluids as input ingredients or products like an oil refinery. Liquids can be destroyed by removing buildings or pipes in which they are contained. Only one type of fluid can occupy a given pipe segment or tank at a time; no two fluids will ever mix, as a pipe cannot be placed that would possibly mix two fluids.

They cannot be carried by the player, moved using insertersdropped on the ground, nor stored in chests, unless the fluids are stored in barrels. They cannot be spilled or even dumped in a lake, and are counted in continuous fractions, rather than discrete integers. In the game, fluid is held in entities that behave as vessels fluid boxes of a defined size volume. The volume of fluid contained in a fluid box is a value between 0 and the maximum volume.

For instance, the pipe can hold units of fluid, therefore the value in the pipe can be a number between 0 and The level of fluid in a given entity is manifested by a percentage of the entity's maximum volume that is being occupied by a fluid. It can be observed in pipes and tanks; they have windows through which the fluid is seen at a certain level, or perhaps even as just a small trickle.

All connected tanks and pipes are treated as a single vessel in that the level of fluid must be equal in all partsto even out pressure exacted by a higher fluid level on smaller ones.

Fluid system

This is why level is also often referred to as pressureeven though pressure is actually caused by a difference in level between two entities. All flow of fluid that happens between pipes is to achieve this balance pumps practically ignore it and buildings disrupt it; more on that further below. The flow rate between pipes is dependent on pressure the difference in level between the adjacent entitiesit becomes slower as pipes even their levels out.

Coming back to how the 'level' is defined, this also means that all connected pipes and tanks attempt to even out to the same percentage of their respective volumes. Machines that produce fluids put them in their output slots, which are related to a specifically labeled output pipe socket somewhere on the machine pressing Alt reveals the labels.

The slot will attempt to empty itself into the entity connected to the machine's socket, unless it is full, or contains a non-matching fluid. Machines that consume fluids also have an accordingly labeled pipe input socket. If an entity containing the correct fluid is connected to it, the machine will start behaving like a pipe that can never be filled, meaning the fluid from connected pipes and tanks drains into the machine at a fixed rate, until the machine's input slot is full.

There may be machines that have pipe sockets for both input and output like a drill placed over uranium ore. They then drain the fluid for themselves first, and once full, behave as a regular pipe that attempts to even out its level with adjacent entitites.

Temperature is currently only relevant in heating water as a medium for power generation. Energy, whether harnessed from fuel in boilersor from nuclear power through heat exchangerscan be used to turn water to steambeing a liquid form of work.

Steam holds energy at a ratio of 0. In other words: 0. The steam also does not grow colder over time. All of this makes for no need of exact calculations. Fluids can be transported through pipelines, barrels, or railway. It is generally practical to use piping for short-distance distribution to machines or barrelling, if there is need to use beltsand railway transportation for longer distances. Pipes are the most basic way to channel fluids from A to B.

They automatically connect to any adjacent pipe and can do so to all four cardinal directions simultaneously. Underground pipes only work in two opposite directions, linking to another underground pipe on one side, and to another entity on the other.In other languages:.

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Circuit networks are built using red or green wireand enable the control of receivers, based upon information broadcast onto the network by connected senders. Most senders are storage devices, and broadcast their information onto a specific channel, based on the item or liquid the storage device contains.

Each circuit network contains a channel for every kind of item, as well as 48 extra virtual signals which act as user-definable channels. Senders broadcast the amount of items or fluids they contain or other data definable by the player.

Each amount is broadcast as a numeric value on a 'channel' corresponding to the item.

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The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels digitsletters A-Z, and 9 different colors. All unused channels have the value zero. Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with Crude Oil each, the value of the Crude Oil channel within the network will be All wires of the same color which are connected together by junctions form a network, i.

For example, if two red wires are connected to the same combinator input, each wire receives the content from the other. This can result in feedback if care is not taken; see Feedback under arithmetic combinatorbelow for discussion. Numbers are in the signed 32 bit integer range, i. The numbers wrap around on overflow, so e.

They can either compare results between different channels, or compare a channel to a specific value. Receiving devices sum all signals from each wire connected to them, even red and green wires.

For example, if an inserter is connected to a red wire carrying a signal for 20 copper plates and a green wire with 10 copper plates, the input signal set for that receiver will be 30 copper plates.

However, if a red wire connects chest A to an inserter, that inserter will only be given the contents of A as its input signal.

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Each device that is able to be connected to a circuit network has a icon located in the top right corner of its info pane. Clicking this icon will display the available circuit network options for that device note: a red or green wire must be connected, otherwise the message "not connected" will display instead.

Clicking the icon next to it, the device can be connected to a logistic network if in range of one, which also allows conditions to be set. Conditions can be set for both circuit signals of red and green wires are summed and logistic network, which will together act as a logical AND.

A circuit network consists only of those devices connected together with the same color wire.In other languages:. The Railway is one of the main transport methods in Factorio. Although the installation of such a network can be complicated, and requires a large amount of resource and space, it is faster and more efficient than belts and robot logisticsespecially over large distances. Railway construction, however, is not understood instantly.

It takes some time to learn the basics, such as automating transportation. Learning how to manage and maintain upkeep of a larger train network takes time and experience.

To build a railway, tracks also called rails must be built for the train to ride on. Typically, this is done via the rail plannerbut can also be done manually. Bear in mind that rails are placed on a two-tile grid, so a rail cannot be moved by only one tile. Locomotives can be entered and then manually operated by standing next to them and pressing the ENTER button.

Be careful when crossing tracks! Trains are one of the highest damaging entities in the game, and will kill most players instantly on contact. A safe railroad crossing like the example shown in the picture can be built. This works by restricting access to the tracks when an oncoming train has the rails reserved. When the player is on the rails, the signals are reserved by the circuit networkand the train must stop and wait until the player leaves the tracks.

When a player is inside the area crossing the tracks, the train gates are closed so the player can't get on the tracks outside the crossing. This is to completely ensure a safe crossing, and is often used on servers. The locomotives' inventory is only used for fuel. To attach rolling stock, whether a wagon or a locomotive, the player may either prepare to place one near an existing train, where a green graphic will show the player that the stock will be attached, showing a connection between the train and the new stock.

Alternatively, the player may manually connect rolling stock to trains with the rolling stock connect key, if the cargo wagon was placed far away from a train. Rolling stock can likewise be disconnected with the rolling stock disconnect key.

Train stations are the only place where trains can be loaded or unloaded when they are in automatic mode. Cargo wagons can be filled or emptied by up to twelve adjacent inserters six on each side. Inserters can also be used to insert fuel into locomotives.

Factorio - Fluid Transport Testing with Pipes and Pumps v0.17.49

Pumps are used to transfer fluid into and out of fluid wagons, only three pumps can attach to one fluid wagon at once. This will create a station without requiring a train stop. The temporary train station has a default wait condition of 5 seconds and is removed from the schedule once the train leaves the station. Rail signals are used to employ multiple trains automatically without the danger of trains crashing into each other.

Rail signals split the network into blocks and ensure that only one train can be in every block at any time. Always beware of automatic trains and give them the right of way.

The train signals tutorial contains an in-depth explanation of rail signals, blocks and deadlocks. Trains set on "Automatic" choose their destination stop and route on departure, and after waiting at a chain signal for five seconds, and when their destination stop disables itself by circuit condition.

They choose the shortest route using a path finding algorithm that will get them to an enabled train stop with the right name, taking penalties for any apparent-at-the-time delays into account.

If no such train stop exists they will skip the stop and go on to the next. This section covers items used to make trains automatically transport items between stations. The player should be familiar with creating a rail system. First, the player has to setup a rail system with at least two train stops, which are placed in the right-hand side of the expected train arrival direction.

When you set up the train schedule see below and fuel the train, you can start the train on it's schedule by switching from manual to automatic driving mode. The player can set up a list of train stations in the left locomotive's GUI. The train will route to stops in the given order, if it's at the end it will continue with the first.Privacy Terms. Skip to content.

factorio fluid loading station

Factorio Forums www. Quick links. Fluid wagon vs Cargo wagon comparison: Transporting fluids Post all other topics which do not belong to any other category. I couldn't reach a conclusion based on what I read, so I decided to compare the two means of transporting fluids by trains myself. Here are some base facts: Fluid wagon: can hold 75k units of a liquid. Train doesn't accelerate as fast as with cargo wagons. It can be filled in just 4 seconds.

I wasn't able to measure exact unloading speed, but I assume it is same as the loading speed. Cargo wagon: can hold k units of a liquid. So, cargo wagon is lighter, can hold more liquid and is comparatively fast to load if not faster. It seems that it is superior to fluid wagon, doesn't it? I made a test to see how fast a train with cargo wagons and a train with fluid wagons brings k water from a pumping station. I used trains with 3 wagons. I actually made two tests, one with the pumping station rail pieces away and the other one with a distance of rail pieces.

I used 6 assembly machines 3 filled with Speed modules 3 to do the barreling job. Here are the results: Long distance test: Fluid wagon train: 4 minutes, 26 seconds; Cargo wagon train: 3 minutes, 38 seconds Short distance test: Fluid wagon train: 2 minutes, 26 seconds; Cargo wagon train: 3 minutes, 15 seconds Notes: The actual target amount of water was k, because residue water in pumps cannot be read by circuit network.

The idea was to have cargo wagon train make 3 trips and fluid wagon one 4 trips to account for the difference in capacity. Cargo wagon train didn't perform much better in short distance test, because it was waiting for previous batch of barrels to be filled. I used 3 sets of barrels. One waiting in each station and one being carried by the train. Conclusion: The test made me aware that carrying capacity of a wagon is not the only comparing criterion.

Another one is to compare how fast the wagons can feed their contents to the piping system. And while the cargo wagon carries more water faster, the fluid wagon unloads faster.Privacy Terms.

Skip to content. Factorio Forums www. Quick links. Please provide - only if it makes sense of course - a blueprint of your creation. It has only direct connections between storage tanks and pumps i.

factorio fluid loading station

It can be easily modified to RORO style station if needed. Pipes between storage tanks in neighboring wagons are simply to equalize volume.

Re: 0. You are right. Each fluid wagon is worth 3 0 storage tanks. You reminded me that I should also add a pump in the input of the storage tank array. Last edited by userasd on Sat Jan 13, pm, edited 1 time in total. Each fluid wagon is worth 30 storage tanks. You MAY be losing a tad bit of speed with the back to back tanks without a pump in between but I'm not totally sure there.

Last edited by Shokubai on Fri May 05, pm, edited 1 time in total. This is obviously more capacity than the train has 3 tanks but without the extra bandwidth you will bottleneck at the pipe capacity. That's my theory anyway based on numbers I've seen here. A staggered tank row of 3 tanks will work even faster. Unlike inserters however, you can't put a row of pumps on each side of the train - only one pump per tanker section 3 pumps per wagon will connect.

You do not have the required permissions to view the files attached to this post. Last edited by orzelek on Fri May 05, pm, edited 1 time in total. Watch the pump animations. So putting the pump at the tank is more efficient But behind a pump, pressure is always high. So my design would work if I just move the pumps to connect to the tank [Edit] Just tested it with 2 more pumps per iteration so that all tanks have a pump connected to them.

That configuration fills the tanker wagons in under 6 seconds starting count after the train stops and the pump connection animation starts. This is indeed faster then doing it without those extra pumps.

Ozolek's configuration works too, but requires room on both sides of the tracks. It shows that having pumps attached directly to tanks is not a sufficient condition to ensure maximum throughput.

Having any pipes anywhere along the chain results in slower flow.

factorio fluid loading station

I don't know how we ever survived with the old small pumps. Mehve wrote: I don't know how we ever survived with the old small pumps. Complete 2-Lane system as a Blueprint-Book! So included a fluid splitter:. Board index All times are UTC.

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