When to Switch to Trains?
Belts are fine for your starting area. But when ore patches are 500 plus tiles away, trains become necessary.
Rule of thumb: If you need more than 200 belts of iron/copper, switch to trains.
Basic Components
| Component | Purpose |
|---|---|
| Rail | The track trains drive on |
| Train stop | Where trains stop to load/unload |
| Rail signal | Controls block access (placed after intersections) |
| Chain signal | Extends block check (placed before intersections) |
| Locomotive | The engine (needs fuel) |
| Cargo wagon | Holds 40 stacks of items |
Your First Train Line (Step-by-Step)
Step 1: Lay the Track
Build a single straight track from your main base to the mining outpost. Use rails, not straight rails (they allow curves).
Step 2: Place Train Stops
- At the mining outpost: name it
Iron Ore Pickup - At the main base: name it
Iron Ore Dropoff
Step 3: Add Signals
Place a rail signal after each train stop (on the right side of the track). Place a chain signal before any intersection.
Step 4: Configure the Train Schedule
- Open the locomotive UI
- Add stop:
Iron Ore Pickup— wait condition:Full cargo - Add stop:
Iron Ore Dropoff— wait condition:Empty cargo - Repeat
Single Track vs Double Track
| Type | Pros | Cons |
|---|---|---|
| Single track | Cheap, simple | Only 1 train at a time |
| Double track | Multiple trains, bidirectional | More expensive, needs signals |
Recommendation: Start with single track plus 1 train. Upgrade to double track only when you have 3 plus trains.
Common Signal Mistakes
Mistake 1: Placing rail signals on both sides of the track. Only place on the right.
Mistake 2: No chain signals at intersections. Trains will deadlock.
Mistake 3: Forgetting that trains need fuel. Place a fuel inserter at the depot.
Next: Trains and Logistics Overview — signals, deadlocks, and LTN.