Simplest Rail Crossing (AAI Programmable Vehicles Mod edition)

Design / Blueprint

Posted Nov 13, 2017, 7:35 AM UTC

1547
thiosk•

i leave you guys alone for like 24 hours and this...

38
ironchefpythonOPShave all the yaks!•

I'm glad you appreciate it, it took a couple hours to get the circuits right. I lost a dozen cars zooming off to the 6 million X coordinate before I figured out the combinators.

21
thiosk•

its my favorite one so far.

when artillery trains come out im sure those can be implemented for complex crossings

7
ironchefpythonOPShave all the yaks!•

I'll be sure to mod them to shoot iron ore halfway around the world and right into my requester chests.

Logistic Artillery, I can't wait.

12
Riveted321•

When I read that, I immediately had this come to mind.

5
Jadeyard•

you should have the train drive between two stations and the car driving to the next train station to load the train. then the car should drive avross the rails and unload the train from the other side

1
ironchefpythonOPShave all the yaks!•

Mod used is https://mods.factorio.com/mods/Earendel/aai-programmable-vehicles

The long timing belt loop is so I have plenty of time between turning the rail signals red and moving the car.

Here's a detail of the circuits: https://i.imgur.com/2K8XwEe.png

Combinators to subtract the current car position from the desired position to generate deltas are to the left. The timing belt is basically the same top and bottom, for going north and south.

  1. Disable belt until car is full
  2. Disable train signals
  3. Start car movement
  4. Disable belt until car within 0.1 Y of destination
  5. Stop car movement
  6. Enable train signals
10