Nauvis 05 - Trains
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Overview << Nauvis 04 < Nauvis 05 > Nauvis 06 >> Vulcanus
Trains
Going to need more iron to expand the factory, so check the map for the next available resource and plan out some train tracks and stations for mining it and transferring the ore to the factory. The station will be east of the empty middle iron/steel city block, where the crashed ship was cleared from.

There are three templates that make up the train track pattern, a straight, a turn, and a tee. These fit in the middle of a city block and are symetrical so that they can be rotated (cannot flip templates with signals).

Iron Ore
The station templates take up two city blocks with the exit and enterance lining up with the three tracks templates. Lay out tracks to get close to the iron resource, but leaving enough space to belt the minied ore to the station. The stations are set up to have a single engine and 4 cars. It should be possible to get 4 full belts of ore from resources, so a belt will be loaded into each car. There’s no special logic to these trains as for a while it will be 1 train per unloading station. So the logistics are just to wait at loading station until full cargo, and wait at unloading station until empty cargo.

Electric Drills
Now that medium poles are available and underground belts are nor resource expensive due to the mall, a more compressed electric drill template is used that puts medium poles in the belt path and can be tiled.

Back at the factory an ore unloading station is set up. It is very similar to the loading station except that each car unloads to a full belt, and a belt of coal fuels the train engine while it’s at the station.

Make sure to check the pollution around the new ore drills and loading station as it will surely spread to some new biter nests that will have to be cleared out.
Iron and Steel
Once the fresh iron ore is being unloaded, it’s time to set up another iron/steel furnace block and extend the iron plate bus to be 4 belts wide. Since 4 full belts of iron ore will be provided and the new block only needs three (the belt to the steel rows can be split), the forth belt can be fed into the two belts heading to the upper iron/steel city block as the initial iron resources are likely running low so those belts are no longer full. Make sure to give priority to the belts coming from the initial source so that is eventually fully mined and their city blocks can be used.
Coal
Likely coal is starting to get thin too, so make sure the new iron/steel block’s coal feeds are prioritizing toward power. Next layout tracks and stations for coal. For the 4 belts from the coal unloading station, 1 will be dedicated for steam engine power, 1 will be for iton/steel furnaces, 1 will be for the bus, and 1 will be for stone and copper furnaces.

Steam Power
With a dedicated coal supply, the third row of steam engines for power can be added. There should be enough landfill to fill in the lake and make the row to fill.
If it wasn’t done before, make sure to anticipate where biter nests will be too close to the new mining areas and clear them out. If they’re evolved and the nests are too big to manage you might have to set up some impromptu defenses until military science is running and piercing rounds are available en masse.
Military Science
Military science is set up in the same block as red and green science, but on half of a new belt. Walls, piercing rounds, and grenades are produced around 10 assemblers of military science. It is also set up to store some of those for easy pickup, as well as half a belt of piercing rounds that will be moved to the bus and out to the perimeter to autofeed turrets in the future. Stronger explosives and more weapon shooting speed and damage are good first things to research and biters will level up soon.

Stone
As soon as miltary science starts burning stone blocks it will be clear that rock will be the next mining station. It is set up just like the other ores, delivering to an unload station to the west of the stone bricks block. All 4 belts will feed the current layout: 2 stone blocks, stone directly to bus, and some landfill production. Make sure to feed the belt from the intial resources into the block with priority to completely mine the initial stone.

Crude Oil
Hopefully a good crude oil source is available nearby for a oil loading station (unlike my closest option). Pumpjacks are set on the crude oil resources and funneled back to the station with a single pipe. The fluid train and station layout is the same as ore, but with two storage tanks with two pumps pumping the oil into the train. There is a single pipe between these setup to line up nicely with the train. Use the same simple schedule as the ore trains to leave loading station when full and leave unloading station when empty.

Unloading the oil is a similar setup, but pumping out of the train and into storage tanks. The crude oil goes directly to the bus and will terminate at the oil refinery block.

At some point you will need to clear out more biter nests. Hopefully piercing rounds and a few levels of weapon speed and damage are available.
Copper
Copper is the last resource to upgrade with a mining station, it’s the same as the others and will allow setting up the full copper plate block. It also allows going four full belts of plates to the bus with balancers.

Now all the current resources have a train delivering loads of that resource to the base and the biters have been cleared back enough that they won’t attack when production ramps up.

Time
011:50 - time to 4 belts of copper on bus