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	<title>Captain of Industry Wiki - User contributions [en]</title>
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	<updated>2026-04-22T09:05:29Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.coigame.com/index.php?title=Train_Schedule&amp;diff=12705</id>
		<title>Train Schedule</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Train_Schedule&amp;diff=12705"/>
		<updated>2026-04-20T08:29:18Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: General improvements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Accessed via the toolbar, or &amp;lt;kbd&amp;gt;F7&amp;lt;/kbd&amp;gt; key (by default), the interface provides the ability to create and manage train schedules for moving unit, loose, fluid or molten&amp;lt;ref&amp;gt;Molten transportation is DLC exclusive. [https://store.steampowered.com/app/4349830 Captain of Industry - Trains expanded on Steam]&amp;lt;/ref&amp;gt; materials. There are two distinct types of train schedules that can be made, the &#039;&#039;&#039;Train Line&#039;&#039;&#039; added with &#039;&#039;&#039;Update 3&#039;&#039;&#039;, allows the configuration of the routes between stations, setting filters on what is collected or dropped off, and departure rules. Stations can be grouped into a single stop, and the [[train]] will select by highest priority, then by round robin, a station with arrival conditions allowing. Update 4.1, brought &#039;&#039;&#039;Train Networks&#039;&#039;&#039;, which bring a truck-like logistics to trains, by defining a set of stations for moving cargo between, a set for use for refueling, and a set for where to wait between jobs.&lt;br /&gt;
&lt;br /&gt;
[[File:A Train Line Schedule.png|alt=Screenshot of the Train Scheduler window depicting a typical train line hauling from an iron ore mine to a fabrication plant, slag collection to contract export, back to mine.|thumb|Example of a Train &#039;&#039;Line&#039;&#039; Schedule (version 0.8.3[tbc])]]&lt;br /&gt;
&lt;br /&gt;
== Train Lines ==&lt;br /&gt;
These were added in [[Update 3|Update 3: Trains, Space &amp;amp; Asteroids]] as the original means to configure train routing. They allow specifying the routes taken by trains between stations, configure filters for what is loaded or unloaded, departure rules, and assigning refueling stops. Train lines are uniquely capable of carrying multiple resources simultaneously, where Train Networks can only service a single resource per job.&lt;br /&gt;
&lt;br /&gt;
=== Station Grouping ===&lt;br /&gt;
Multiple stations can be assigned to the same stop, forming a group, within that group priorities may be set to determine which station the train will visit next. Of those available (according to their arrival conditions), among those with the highest priority, the nearest will be selected, at the moment of departure from the previous destination. A train will not check again while its en route.&lt;br /&gt;
&lt;br /&gt;
Stations of the same name will not be automatically grouped and will have to be added to the group manually.&lt;br /&gt;
&lt;br /&gt;
=== Refueling ===&lt;br /&gt;
Station stops may be assigned to be refuel only, trains will only visit these stations if their fuel level upon departing their previous station is below the set amount. Trains will prefer the closest refueling station of the highest priority within the group.&lt;br /&gt;
&lt;br /&gt;
=== Skip if station cannot accept ===&lt;br /&gt;
Toggle to allow trains to skip the stations in this stop, if none of the station of matching resource have spare train limit, or arrival thresholds met.&lt;br /&gt;
&lt;br /&gt;
=== Skip if next station can accept ===&lt;br /&gt;
Toggle to allow trains to skip all stations in this stop, if any of the stations in the next stop can accept it. Useful for skipping waypoints used in stackers.&lt;br /&gt;
Note that this is not recursive, only the immediately next station is checked, (even if the next station also has this skip enabled.)&lt;br /&gt;
&lt;br /&gt;
=== Waypoints ===&lt;br /&gt;
Special notice is given to the function of waypoints as part of Train Lines, these allow the specification of a preferred route by trains to reach the next stop, should multiple be possible. Their *availability* reflects that of the proceeding station, thus a train will not move to a waypoint unless the station ahead of it is available.&lt;br /&gt;
&lt;br /&gt;
They may also be used for turn around points for terminus stations.&lt;br /&gt;
&lt;br /&gt;
== Train Networks ==&lt;br /&gt;
These were added in [[Update 4.1]] and provide a means for dynamic scheduling of trains for transportation jobs between stations in the network, akin to the truck logistics. A network consists of three parts, consisting of 3 different &amp;quot;roles&amp;quot; to stations:&lt;br /&gt;
&lt;br /&gt;
# Cargo Stations - Stations between which cargo will be transported&lt;br /&gt;
# Fuel Stations - Stations by which trains will visit to refuel&lt;br /&gt;
# Waiting Bays - Stations/Waypoints trains will visit to wait for their next job&amp;lt;!-- Tl;Dr Train Networks are akin truck logistics, with a very strict rule on not traveling empty. Stations are like storage silos, red line determines when push into the logistics network, green line determines when to pull from the logistics network. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Train Dispatch ===&lt;br /&gt;
Trains are assigned jobs, to move a single resource between two stations. There are a number of factors used to determine the jobs assigned, these factors are considered per resource in the network:&lt;br /&gt;
&lt;br /&gt;
A station with a requested (or provided) resource, below (or above) it&#039;s network threshold, will make a request for that resource from (or to) any station in the same network providing (or requesting) it, so long as there is a train capable of carrying a full load and a station with capacity to fill (or take) the full load.&lt;br /&gt;
&#039;&#039;&#039;Exception&#039;&#039;&#039;: Where a Provider (or Receiver) station are completely full (or empty), a train may be dispatched in-spite of it&#039;s own capacity, and move the capacity of that station instead.&lt;br /&gt;
&lt;br /&gt;
If there are no jobs available, a train not already at a waiting bay it will relocate there.&lt;br /&gt;
&lt;br /&gt;
=== Source Station ===&lt;br /&gt;
A source station is defined as having any station module set to load. (Red slider) When the amount of the stored resource (including linked) exceeds the amount set on the red slider, the station will actively request trains for collecting the resource.&lt;br /&gt;
A destination station may also request a resource when it falls below its defined threshold, in which case it will pull from the highest priority source station available. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: Though trains will only be scheduled to retrieve from a source station when there is sufficient cargo to fill the train (and destination), mishandling of linked storage and or line trains can empty the station preventing the network train from filling it&#039;s wagons.&lt;br /&gt;
&lt;br /&gt;
=== Destination Station ===&lt;br /&gt;
A destination station is defined as having any station module set to unload. (Green slider) When the amount of the stored resource (including linked) drops below the amount set on the green slider, the station will actively request trains for bringing the resource. A source station may also &amp;quot;push&amp;quot; a resource to a destination station when it rises above its defined threshold, in which case it will push to the highest priority destination station available.&lt;br /&gt;
Though trains will only be scheduled to deliver when there&#039;s sufficient space, mishandling of linked storage and or line trains can fill the station preventing the network train from emptying its cargo.&lt;br /&gt;
&lt;br /&gt;
=== Considerations ===&lt;br /&gt;
&lt;br /&gt;
==== Network size ====&lt;br /&gt;
It is possible to have a single network with all stations included, and trains of all resource types assigned.&lt;br /&gt;
Trains may spend more time traveling empty to service stations or waiting bays.&lt;br /&gt;
Either many small trains increasing network congestion and reduces train throughput or train length exceeding station for throughput (modules), where long trains visiting short stations spend more time loading and unloading.&lt;br /&gt;
&lt;br /&gt;
==== Just In Time Delivery ====&lt;br /&gt;
Network trains are only dispatched when there is already sufficient supply AND space to move a full trains worth of cargo. The delay between moving to the pickup and to the drop may cause throughput issues.&lt;br /&gt;
Can be compensated with additional storage, more storage the further distances the trains must travel.&lt;br /&gt;
&lt;br /&gt;
==== Mix with Line Schedules ====&lt;br /&gt;
Network Trains and Line Trains are compatible (in most cases), as they share resource reservations, a network train can be used to fix imbalances in line train supply routes.&lt;br /&gt;
However using a line schedule with arrival rules of &amp;quot;Always Visit&amp;quot; may introduces instances where the line scheduled train visits ahead of a dispatched network train and collects/provides more resources than the station can then service the network train.&lt;br /&gt;
&lt;br /&gt;
==== Transition to Network Schedule ====&lt;br /&gt;
Considerations for moving to train logistics from lines to network:&lt;br /&gt;
&lt;br /&gt;
# Adjust sliders to actively request supply or collection of resource.&lt;br /&gt;
# Add sufficient storage for a network trains capacity. (Otherwise network trains may only visit when station is completely full/empty)&lt;br /&gt;
# Ensure there are sufficient waiting bays, at most as many as there are train lines.&lt;br /&gt;
# Apply priorities to each resource in a network station.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting Trains ==&lt;br /&gt;
Common issues encountered with trains:&lt;br /&gt;
&lt;br /&gt;
=== Trains with Arrival Conditions not met ===&lt;br /&gt;
Arrival conditions not met can be caused by; station train limits exceeded; or station has none of: resources above keep empty, or resources below keep full; or station reservations already exceed the maximum capacity of the station; or station reservations already consume in excess of the remaining resources of the staion.&lt;br /&gt;
&lt;br /&gt;
=== No Jobs Available ===&lt;br /&gt;
Check station network thresholds, ensure station capacity exceeds train capacity (otherwise only full/empty stations may trigger network jobs).&lt;br /&gt;
Trains consider reservations from other networks and lines towards dispatch.&lt;br /&gt;
&lt;br /&gt;
=== Partially Loaded Network Trains ===&lt;br /&gt;
Network Trains are only dispatched if they can be complete the job with a full load, except in two exceptions:&lt;br /&gt;
&lt;br /&gt;
==== 1. Station Full or Empty ====&lt;br /&gt;
If a network station resource with &amp;quot;Keep Above&amp;quot; threshold reaches 0, then a train may be dispatched requesting up to the smaller of either train capacity or station capacity.&lt;br /&gt;
If a network station resource with &amp;quot;Keep Below&amp;quot; threshold reaches 100%, then a train may be dispatched requesting up to the smaller of either train capacity or station capacity.&lt;br /&gt;
&lt;br /&gt;
==== 2. Linked storage / Module Balancing ====&lt;br /&gt;
A network train will only wait to be filled for a limited time (it will always wait to fully unload).&lt;br /&gt;
Consider if the connection between linked storage and station modules is too slow to keep up with train demand, as well as resources balanced between station modules has a maximum speed 400/m, may be another bottleneck.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=File:TrainScheduleLineExample.png&amp;diff=12704</id>
		<title>File:TrainScheduleLineExample.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=File:TrainScheduleLineExample.png&amp;diff=12704"/>
		<updated>2026-04-20T07:53:35Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Example of a Train Line Schedule, showcasing all features.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Example of a Train Line Schedule, showcasing all features.&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Train_Schedule&amp;diff=12703</id>
		<title>Train Schedule</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Train_Schedule&amp;diff=12703"/>
		<updated>2026-04-20T07:04:33Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Mark in use&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{in use}}&lt;br /&gt;
&lt;br /&gt;
Accessed via the &amp;lt;kbd&amp;gt;F7&amp;lt;/kbd&amp;gt; key, the interface provides the ability to manage and configure train schedules for moving unit, loose, fluid or molten&amp;lt;ref&amp;gt;Molten transportation is DLC exclusive. [https://store.steampowered.com/app/4349830 Captain of Industry - Trains expanded on Steam]&amp;lt;/ref&amp;gt; materials. There are two distinct types of train schedules that can be made, the &#039;&#039;&#039;Train Line&#039;&#039;&#039; as was added with &#039;&#039;&#039;Update 3&#039;&#039;&#039;, allows the configuration of the routes between stations, setting conditions on what is collected or dropped off, and when to depart. Stations can be grouped into a single stop, and the [[train]] will select the highest priority, then nearest station, with arrival conditions allowing. There also is the option, as of Update 4.1, to create &#039;&#039;&#039;Train Networks&#039;&#039;&#039;, which define a set of stations for moving cargo between, a set of stations for use for refueling, and a set of stations for waiting.&lt;br /&gt;
&lt;br /&gt;
[[File:A Train Line Schedule.png|alt=Screenshot of the Train Scheduler window depicting a typical train line hauling from an iron ore mine to a fabrication plant, slag collection to contract export, back to mine.|thumb|Example of a Train &#039;&#039;Line&#039;&#039; Schedule (version 0.8.3[tbc])]]&lt;br /&gt;
&lt;br /&gt;
== Train Lines ==&lt;br /&gt;
These were added in [[Update 3|Update 3: Trains, Space &amp;amp; Asteroids]] as the only means to configure train routing. They allow specifying the routes taken by trains between stations, configuring filters for loading and unloading, departure rules, refueling stops. Train lines are uniquely capable of carrying multiple resources simultaneously, where Train Networks can only service a single resource per job.&lt;br /&gt;
&lt;br /&gt;
=== Station Grouping ===&lt;br /&gt;
Multiple stations can be assigned to the same stop, forming a group, within that group priorities may be set to determine which station the train will visit next. Of those available (according to their arrival conditions), among those with the highest priority, the nearest will be selected, at the moment of departure from the previous destination. A train will not check again while its en route.&lt;br /&gt;
&lt;br /&gt;
Stations of the same name will not be automatically grouped and will have to be added to the group manually.&lt;br /&gt;
&lt;br /&gt;
=== Refueling ===&lt;br /&gt;
Station stops may be assigned to be refuel only, trains will only visit these stations if their fuel level upon departing their previous station is below the set amount. Trains will prefer the closest refueling station of the highest priority within the group.&lt;br /&gt;
&lt;br /&gt;
- [ ] verify if this is true&lt;br /&gt;
&lt;br /&gt;
=== Waypoints ===&lt;br /&gt;
Special notice is given to the function of waypoints as part of Train Lines, these allow the specification of a preferred route by trains to reach the next stop, should multiple be possible. Their *availability* reflects that of the proceeding station, thus a train will not move to a waypoint unless the station ahead of it is available.&lt;br /&gt;
&lt;br /&gt;
They may also be used for turn around points for terminus stations.&lt;br /&gt;
&lt;br /&gt;
== Train Networks ==&lt;br /&gt;
These were added in [[Update 4.1]] and provide a means for dynamic scheduling of trains for transportation jobs between stations in the network, akin to the truck logistics. A network consists of three parts, assigning 3 different &amp;quot;roles&amp;quot; to stations:&lt;br /&gt;
&lt;br /&gt;
# Cargo Stations - Stations between which cargo will be transported&lt;br /&gt;
# Fuel Stations - Stations by which trains will visit to refuel&lt;br /&gt;
# Waiting Bays - Stations/Waypoints trains will visit to wait for their next job&amp;lt;!-- Tl;Dr Train Networks are akin truck logistics, with a very strict rule on not traveling empty. Stations are like storage silos, red line determines when push into the logistics network, green line determines when to pull from the logistics network. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Train Dispatch ===&lt;br /&gt;
Trains are assigned jobs, to move a single resource between two stations. There are a number of factors used to determine the jobs assigned, these factors are considered per resource in the network:&lt;br /&gt;
&lt;br /&gt;
# Source Station available (train limits) &amp;amp; priority (with round robin)&lt;br /&gt;
# Destination Station available (train limits) &amp;amp; priority (with round robin)&lt;br /&gt;
# Based on station storage thresholds:&lt;br /&gt;
## Source station has a resource in excess of its defined threshold **AND** a suitable destination station exists with matching resources&lt;br /&gt;
## Destination station has a resource below its defined threshold **AND** a suitable source station exits with matching resources&lt;br /&gt;
# Based on available train:&lt;br /&gt;
## Determine sufficient quantity in source station to fill train&lt;br /&gt;
## Determine sufficient space in destination to accept full train load&lt;br /&gt;
&lt;br /&gt;
If there are no jobs available a train not already at a waiting bay will relocate there.&lt;br /&gt;
&lt;br /&gt;
=== Source Station ===&lt;br /&gt;
A source station is defined as having any station module set to load. (Red slider) When the amount of the stored resource (including linked) exceeds the amount set on the red slider, the station will actively request trains for collecting the resource.&lt;br /&gt;
A destination station may also request a resource when it falls below its defined threshold, in which case it will pull from the highest priority source station available. &lt;br /&gt;
&amp;gt;[!warning] Though trains will only be scheduled to retrieve from a source station when there is sufficient cargo to fill the train (and destination), mishandling of linked storage and or line trains can empty the station preventing the network train from filling it&#039;s wagons.&lt;br /&gt;
&lt;br /&gt;
=== Destination Station ===&lt;br /&gt;
A destination station is defined as having any station module set to unload. (Green slider) When the amount of the stored resource (including linked) drops below the amount set on the green slider, the station will actively request trains for bringing the resource. A source station may also &amp;quot;push&amp;quot; a resource to a destination station when it rises above its defined threshold, in which case it will push to the highest priority destination station available.&lt;br /&gt;
&amp;gt; [!warning] Though trains will only be scheduled to deliver when there&#039;s sufficient space, mishandling of linked storage and or line trains can fill the station preventing the network train from emptying its cargo.&lt;br /&gt;
&lt;br /&gt;
== Migrating to Update 4.1 ==&lt;br /&gt;
Some list of changes to consider when loading an old save into Update 4.1&lt;br /&gt;
&lt;br /&gt;
* Arrival Conditions migration&lt;br /&gt;
** Old &amp;quot;All modules full&amp;quot; -&amp;gt; New &amp;quot;Keep empty&amp;quot; + full train load enabled&lt;br /&gt;
** Old &amp;quot;All modules empty&amp;quot; -&amp;gt; New &amp;quot;Keep full&amp;quot; + full train load enabled&lt;br /&gt;
&lt;br /&gt;
=== Transition to Network Schedule ===&lt;br /&gt;
Considerations for moving to train logistics from lines to network:&lt;br /&gt;
&lt;br /&gt;
* Adjust sliders considered above&lt;br /&gt;
* Train &amp;amp; station storage capacity&lt;br /&gt;
* Waiting bays&lt;br /&gt;
* Priorities&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting Trains ==&lt;br /&gt;
Common issues encountered with trains:&lt;br /&gt;
&lt;br /&gt;
* Trains with Arrival Conditions not met&lt;br /&gt;
* No Jobs available&lt;br /&gt;
* Trains aren&#039;t collecting from this station&lt;br /&gt;
* Trains aren&#039;t delivering to this station&lt;br /&gt;
* Network Trains are traveling less than fully loaded&lt;br /&gt;
** Linked storage&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Unit_Station_Module&amp;diff=12692</id>
		<title>Unit Station Module</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Unit_Station_Module&amp;diff=12692"/>
		<updated>2026-04-17T16:11:14Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Add template for balancing inventory. Also add molten station module link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = {{PAGENAME}}&lt;br /&gt;
| Image         = TrainStationUnit.png&lt;br /&gt;
| Description   = Handles loading and unloading of trains with [[:Category:Unit products|Unit products]].&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts III&lt;br /&gt;
    | Input1Qty   = 30&lt;br /&gt;
}}&lt;br /&gt;
| Cargo         = [[:Category:Unit products|Unit products]]&lt;br /&gt;
| Storage       = 240&lt;br /&gt;
| Throughput    = 600&lt;br /&gt;
| Workers       = 1&lt;br /&gt;
| Electricity   = 50 KW&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Footprint     = 7x5&lt;br /&gt;
| BoostByUnity  = no&lt;br /&gt;
| Research      = Trains&lt;br /&gt;
| Designation   = Trains&lt;br /&gt;
| DesigImgOverride= RailParts.png&lt;br /&gt;
| Variants      = [[Unit Station Module]] &amp;lt;br/&amp;gt; [[Loose Station Module]] &amp;lt;br/&amp;gt; [[Fluid Station Module]] &amp;lt;br/&amp;gt; [[Molten Station Module]]&amp;lt;ref&amp;gt;Molten transportation is DLC exclusive. [https://store.steampowered.com/app/4349830 Captain of Industry - Trains expanded on Steam]&amp;lt;/ref&amp;gt; &amp;lt;br/&amp;gt; [[Empty Station Module]] &amp;lt;br/&amp;gt; [[Steam Fuel Module]] &amp;lt;br/&amp;gt; [[Diesel Fuel Module]] &amp;lt;br/&amp;gt; [[Hydrogen Fuel Module]] &amp;lt;br/&amp;gt; [[Train Station]]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Handles loading/unloading of train [[:Category:Unit products|Unit products]].&lt;br /&gt;
&lt;br /&gt;
See [[Train Depot]] for making a train.&lt;br /&gt;
&lt;br /&gt;
{{Train Station Module/Balancing}}&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Loose_Station_Module&amp;diff=12691</id>
		<title>Loose Station Module</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Loose_Station_Module&amp;diff=12691"/>
		<updated>2026-04-17T16:10:55Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Add template for balancing inventory. Also add molten station module link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = {{PAGENAME}}&lt;br /&gt;
| Image         = TrainStationLoose.png&lt;br /&gt;
| Description   = Handles loading and unloading of trains with [[:Category:Loose products|Loose Cargo]].&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts III&lt;br /&gt;
    | Input1Qty   = 30&lt;br /&gt;
}}&lt;br /&gt;
| Cargo         = [[:Category:Loose products|Loose Products]]&lt;br /&gt;
| Storage       = 240&lt;br /&gt;
| Throughput    = 600&lt;br /&gt;
| Workers       = 1&lt;br /&gt;
| Electricity   = 50 KW&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Footprint     = 7x5&lt;br /&gt;
| BoostByUnity  = no&lt;br /&gt;
| Research      = Trains&lt;br /&gt;
| Designation   = Trains&lt;br /&gt;
| DesigImgOverride= RailParts.png&lt;br /&gt;
| Variants      = [[Unit Station Module]] &amp;lt;br/&amp;gt; [[Loose Station Module]] &amp;lt;br/&amp;gt; [[Fluid Station Module]] &amp;lt;br/&amp;gt; [[Molten Station Module]]&amp;lt;ref&amp;gt;Molten transportation is DLC exclusive. [https://store.steampowered.com/app/4349830 Captain of Industry - Trains expanded on Steam]&amp;lt;/ref&amp;gt; &amp;lt;br/&amp;gt; [[Empty Station Module]] &amp;lt;br/&amp;gt; [[Steam Fuel Module]] &amp;lt;br/&amp;gt; [[Diesel Fuel Module]] &amp;lt;br/&amp;gt; [[Hydrogen Fuel Module]] &amp;lt;br/&amp;gt; [[Train Station]]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Handles loading/unloading of train [[:Category:Loose products|Loose Products]].&lt;br /&gt;
&lt;br /&gt;
See [[Train Depot]] for making a train.&lt;br /&gt;
&lt;br /&gt;
{{Train Station Module/Balancing}}&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Fluid_Station_Module&amp;diff=12690</id>
		<title>Fluid Station Module</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Fluid_Station_Module&amp;diff=12690"/>
		<updated>2026-04-17T16:10:36Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Add template for balancing inventory. Also add molten station module link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = {{PAGENAME}}&lt;br /&gt;
| Image         = TrainStationFluid.png&lt;br /&gt;
| Description   = Handles loading and unloading of trains with [[:Category:Liquid products|Fluid Cargo]].&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts III&lt;br /&gt;
    | Input1Qty   = 30&lt;br /&gt;
}}&lt;br /&gt;
| Cargo         = [[:Category:Liquid products|Liquid Products]]&lt;br /&gt;
| Storage       = 240&lt;br /&gt;
| Throughput    = 600&lt;br /&gt;
| Workers       = 1&lt;br /&gt;
| Electricity   = 50 KW&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Footprint     = 7x5&lt;br /&gt;
| BoostByUnity  = no&lt;br /&gt;
| Research      = Trains&lt;br /&gt;
| Designation   = Trains&lt;br /&gt;
| DesigImgOverride= RailParts.png&lt;br /&gt;
| Variants      = [[Unit Station Module]] &amp;lt;br/&amp;gt; [[Loose Station Module]] &amp;lt;br/&amp;gt; [[Fluid Station Module]] &amp;lt;br/&amp;gt; [[Molten Station Module]]&amp;lt;ref&amp;gt;Molten transportation is DLC exclusive. [https://store.steampowered.com/app/4349830 Captain of Industry - Trains expanded on Steam]&amp;lt;/ref&amp;gt; &amp;lt;br/&amp;gt; [[Empty Station Module]] &amp;lt;br/&amp;gt; [[Steam Fuel Module]] &amp;lt;br/&amp;gt; [[Diesel Fuel Module]] &amp;lt;br/&amp;gt; [[Hydrogen Fuel Module]] &amp;lt;br/&amp;gt; [[Train Station]]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Handles loading/unloading of train [[:Category:Liquid products|Liquid Products]].&lt;br /&gt;
&lt;br /&gt;
See [[Train Depot]] for making a train.&lt;br /&gt;
&lt;br /&gt;
{{Train Station Module/Balancing}}&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Molten_Station_Module&amp;diff=12689</id>
		<title>Molten Station Module</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Molten_Station_Module&amp;diff=12689"/>
		<updated>2026-04-17T16:10:18Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under construction}}&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = {{PAGENAME}}&lt;br /&gt;
| Image         = TrainStationMolten.png&lt;br /&gt;
| Description   = Handles loading and unloading of trains with [[:Category:Molten products|Molten Cargo]].&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts III&lt;br /&gt;
    | Input1Qty   = 30&lt;br /&gt;
}}&lt;br /&gt;
| Cargo         = [[:Category:Molten products|Molten Products]]&lt;br /&gt;
| Storage       = 240&lt;br /&gt;
| Throughput    = 600&lt;br /&gt;
| Workers       = 1&lt;br /&gt;
| Electricity   = 50 KW&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Footprint     = 7x5&lt;br /&gt;
| BoostByUnity  = no&lt;br /&gt;
| Research      = Trains&lt;br /&gt;
| Designation   = Trains&lt;br /&gt;
| DesigImgOverride= RailParts.png&lt;br /&gt;
| Variants      = [[Unit Station Module]] &amp;lt;br/&amp;gt; [[Loose Station Module]] &amp;lt;br/&amp;gt; [[Fluid Station Module]] &amp;lt;br/&amp;gt; [[Molten Station Module]]&amp;lt;ref&amp;gt;Molten transportation is DLC exclusive. [https://store.steampowered.com/app/4349830 Captain of Industry - Trains expanded on Steam]&amp;lt;/ref&amp;gt; &amp;lt;br/&amp;gt; [[Empty Station Module]] &amp;lt;br/&amp;gt; [[Steam Fuel Module]] &amp;lt;br/&amp;gt; [[Diesel Fuel Module]] &amp;lt;br/&amp;gt; [[Hydrogen Fuel Module]] &amp;lt;br/&amp;gt; [[Train Station]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Handles loading/unloading of train [[:Category:Molten products|Molten Products]].&lt;br /&gt;
&lt;br /&gt;
See [[Train Depot]] for making a train.&lt;br /&gt;
&lt;br /&gt;
{{Train Station Module/Balancing}}&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Molten_Station_Module&amp;diff=12688</id>
		<title>Molten Station Module</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Molten_Station_Module&amp;diff=12688"/>
		<updated>2026-04-17T16:09:58Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Add template for balancing inventory. Also add molten station module link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under construction}}&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = {{PAGENAME}}&lt;br /&gt;
| Image         = TrainStationMolten.png&lt;br /&gt;
| Description   = Handles loading and unloading of trains with [[:Category:Molten products|Molten Cargo]].&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts III&lt;br /&gt;
    | Input1Qty   = 30&lt;br /&gt;
}}&lt;br /&gt;
| Cargo         = [[:Category:Molten products|Molten Products]]&lt;br /&gt;
| Storage       = 240&lt;br /&gt;
| Throughput    = 600&lt;br /&gt;
| Workers       = 1&lt;br /&gt;
| Electricity   = 50 KW&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Footprint     = 7x5&lt;br /&gt;
| BoostByUnity  = no&lt;br /&gt;
| Research      = Trains&lt;br /&gt;
| Designation   = Trains&lt;br /&gt;
| DesigImgOverride= RailParts.png&lt;br /&gt;
| Variants      = [[Unit Station Module]] &amp;lt;br/&amp;gt; [[Loose Station Module]] &amp;lt;br/&amp;gt; [[Fluid Station Module]] &amp;lt;br/&amp;gt; [[Molten Station Module]]&amp;lt;ref&amp;gt;Molten transportation is DLC exclusive. [https://store.steampowered.com/app/4349830 Captain of Industry - Trains expanded on Steam]&amp;lt;/ref&amp;gt; &amp;lt;br/&amp;gt; [[Empty Station Module]] &amp;lt;br/&amp;gt; [[Steam Fuel Module]] &amp;lt;br/&amp;gt; [[Diesel Fuel Module]] &amp;lt;br/&amp;gt; [[Hydrogen Fuel Module]] &amp;lt;br/&amp;gt; [[Train Station]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Handles loading/unloading of train [[:Category:Molten products|Molten Products]].&lt;br /&gt;
&lt;br /&gt;
See [[Train Depot]] for making a train.&lt;br /&gt;
&lt;br /&gt;
{{Train Station Module/Balancing}}&lt;br /&gt;
&lt;br /&gt;
{{Train Station Module/Balancing}}&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Template:Train_Station_Module/Balancing&amp;diff=12687</id>
		<title>Template:Train Station Module/Balancing</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Template:Train_Station_Module/Balancing&amp;diff=12687"/>
		<updated>2026-04-17T16:01:47Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Create template sub-page for sharing across Resource Station Modules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Balanced Inventory ==&lt;br /&gt;
&lt;br /&gt;
Resources are shared between all modules of a train station, the amount in each module is balanced automatically, at a maximum rate of 400/min. Individual Station modules are still loaded/unloaded at the rate of the connected transport, for the highest throughput stations, use transports to each station module.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
A Station with 16 [[Loose Station Module]]s, feeding a single [[U-shape Conveyor III]] will fill the first module at 75/min, and all other modules at 25/min. It would take 9.6 months for all station modules to fill up. If the station uses [[Train Station#Linked Storage|Linked Storage]], it is possible a train could arrive while the station is still filling up. Network trains have a maximum wait time for fill up, and so may depart partial filled, which is inefficient.&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Train_Station&amp;diff=12666</id>
		<title>Train Station</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Train_Station&amp;diff=12666"/>
		<updated>2026-04-13T22:16:25Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Add example for common Line Rule uses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under construction}}&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = {{PAGENAME}}&lt;br /&gt;
| Image         = TrainStationRoot.png&lt;br /&gt;
| Description   = Base building that establishes a train station. Add adjacent loading and unloading modules to create a freight station, or use stand-alone as a waypoint.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts III&lt;br /&gt;
    | Input1Qty   = 10&lt;br /&gt;
}}&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Footprint     = 2x5&lt;br /&gt;
| BoostByUnity  = no&lt;br /&gt;
| Research      = Trains&lt;br /&gt;
| Designation   = Trains&lt;br /&gt;
| DesigImgOverride= RailParts.png&lt;br /&gt;
| Variants      = [[Unit Station Module]] &amp;lt;br/&amp;gt; [[Loose Station Module]] &amp;lt;br/&amp;gt; [[Fluid Station Module]] &amp;lt;br/&amp;gt; [[Empty Station Module]] &amp;lt;br/&amp;gt; [[Steam Fuel Module]] &amp;lt;br/&amp;gt; [[Diesel Fuel Module]] &amp;lt;br/&amp;gt; [[Hydrogen Fuel Module]] &amp;lt;br/&amp;gt; [[Train Station]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Creates a train station.&lt;br /&gt;
&lt;br /&gt;
See [[Train Depot]] for making a train.&lt;br /&gt;
&lt;br /&gt;
== Station Configuration ==&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
Renaming any module or the Train Station it&#039;s self renames all connected entities too. This name is shown in train schedules and on trains, it is beneficial to choose a recognizable name. Pausing a Train Station will stop all all trains from visiting. (to be confirmed)&lt;br /&gt;
&lt;br /&gt;
Below the basic building configuration is a list of all assigned Train Lines and Train Networks. Clicking these will open the route in the [[Train Schedule]].&lt;br /&gt;
&lt;br /&gt;
=== Arrival Rules ===&lt;br /&gt;
&lt;br /&gt;
==== Train Limit ====&lt;br /&gt;
Train limit determines the absolute maximum amount of trains that can be at or en-route to the station. For trains on Train Lines this is checked before departing the previous station, and if no alternate station is available within the station group, or the option to skip station is not enabled in the schedule, the train will wait with the message: `Arrival Conditions not met`. For trains on Train Networks, this value is checked before being dispatched to collect the requested resource. Given the network train needs to route to pickup from the waiting bay, collect the resource, and then navigate to the requesting station, it may deprive the station of additional spots.&lt;br /&gt;
&lt;br /&gt;
==== Fuel type ====&lt;br /&gt;
Limits what locomotive types may visit this station, trains without this locomotive may not visit this station. Possible use cases include; multiple stations for a destination with different refueling modules.&lt;br /&gt;
&lt;br /&gt;
==== Force no skip ====&lt;br /&gt;
Overrides any station set rules preventing a train visiting the station. Use where the station terminates and a turn around is necessary. Does not override to skip rules applied via the Train Line Schedule.&lt;br /&gt;
&lt;br /&gt;
==== Line Rules ====&lt;br /&gt;
The thresholds here operate similar to regular storage entities ({{variants|Unit Storage}}, {{variants|Loose Storage}} and {{variants|Fluid Storage}}), trains with matching resource for unloading, or compatible wagon for loading, will visit according to these thresholds. The thresholds may be moved to the far extreme ends to allow trains (on Train Lines) to always visit no matter the stored amounts, allowing for trains to wait at the station, and use departure conditions such as &amp;quot;until empty&amp;quot; or &amp;quot;until full&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
The right most option allows for preventing a train to visit unless it can be fully loaded or unloaded. This toggle is ignored whilst the thresholds are set to always allow train visits.&lt;br /&gt;
&lt;br /&gt;
This toggle allows for Train Lines designed before this update, which depended on the arrival condition &amp;quot;All modules full&amp;quot; or &amp;quot;All modules empty&amp;quot; for filling trains, to instead set the threshold as they like, and enable the toggle to achieve the same thing. This works best with [[#Linked Storage|Linked Storage]].&lt;br /&gt;
&lt;br /&gt;
====== Example ======&lt;br /&gt;
There are many new ways that Line Rules can be used, here are a few of the most common configurations.&lt;br /&gt;
[[File:Mixedloadstationlinerulesexample.png|alt=Window of the Line Rules section of a Train Station featuring 4 request and 4 supply resource entries, each demonstrating possible rule combinations|center|thumb|Example arrival rules for Lines.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Provided resources (in red) each line behaves as follows:&lt;br /&gt;
&lt;br /&gt;
# (Molten) &#039;&#039;&#039;Always&#039;&#039;&#039; Allow Trains (no matter how much is stored or reserved).&lt;br /&gt;
# (Acid) Keep Below or equal to X (including reservations).&lt;br /&gt;
# (Coal) Keep Below or equal to X (including reservations), only trains that can be fully loaded.&lt;br /&gt;
# (Computers) Keep Below Max (including reservations), only allow train to visit when station is full.&lt;br /&gt;
&lt;br /&gt;
Requested resources (in green) each line behaves similarly:&lt;br /&gt;
&lt;br /&gt;
# (Molten) &#039;&#039;&#039;Always&#039;&#039;&#039; Allow Trains (no matter how much is stored or on the way).&lt;br /&gt;
# (Water) Keep Above or Equal to X (including incoming).&lt;br /&gt;
# (Scrap) Keep Above or Equal to X (including incoming), only if train can fully unload contents for that resource.&lt;br /&gt;
# (Wood) Keep Above or Equal to X (including incoming), only allow train to visit when station is empty.&lt;br /&gt;
&lt;br /&gt;
==== Network Rules ====&lt;br /&gt;
The thresholds here operate identically to truck logistics do. However trains will only be dispatched to move a resource if the following conditions are true:&lt;br /&gt;
# The train can be fully filled from the source station&lt;br /&gt;
# The destination has capacity for that trains&#039; full load&lt;br /&gt;
&lt;br /&gt;
==== Linked Storage ====&lt;br /&gt;
The train stations total storage capacity can be increased by attaching storage of the corresponding resource. Storage directly attached to the station will have their capacity added to the stations total. Any storage can be manually linked to the station using the +/- button, however be &#039;&#039;&#039;weary of the following caveats&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Transport speed: a train may be loaded/unloaded faster (600/m per module) than the transport is capable, and during continuous use could mean a train is waiting longer to complete it&#039;s visit. For networked trains, they will not wait to fully load, but will always wait to fully unload.&lt;br /&gt;
* Not connected: it is possible to link any storage to a station, even if no transport connects them together. This can lead to erroneous train visits expecting to be able to load or unload more cargo that the station is actually capable of.&lt;br /&gt;
* Mixed storage access: if storage is available for trucks to pull or push to, or that the input or output transports are not exclusive to the station, a visiting network train may not receive or be able to provide all the expected resources.&lt;br /&gt;
* Shared linked storage: two or more stations linked to and share the same storage can multiply or divide the reported available capacity each station actually has. Storage reservations (thin green/grey lines under the current level) are not shared between stations or storage.&lt;br /&gt;
&lt;br /&gt;
=== Arrivals ===&lt;br /&gt;
This section is by default collapsed, but always displays the number of trains either en-route or currently at the station. Opening the section will list all the trains for inspection.&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=File:Mixedloadstationlinerulesexample.png&amp;diff=12665</id>
		<title>File:Mixedloadstationlinerulesexample.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=File:Mixedloadstationlinerulesexample.png&amp;diff=12665"/>
		<updated>2026-04-13T21:55:48Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Demonstration of all the possible line rules on a mixed use station.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Demonstration of all the possible line rules on a mixed use station.&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Fluid_Fuel_Module&amp;diff=12664</id>
		<title>Fluid Fuel Module</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Fluid_Fuel_Module&amp;diff=12664"/>
		<updated>2026-04-13T12:40:57Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = {{PAGENAME}}&lt;br /&gt;
| Image         = TrainStationFuelFluid.png&lt;br /&gt;
| Description   = Fuel module for refueling diesel and hydrogen locomatives. (Including Fireless Steam, Turbine and Captain&#039;s Locomtives.&amp;lt;ref&amp;gt;DLC exclusive [[https://store.steampowered.com/app/4349830/Captain_of_Industry__Trains_expanded Steam]]&amp;lt;/ref&amp;gt;)&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts III&lt;br /&gt;
    | Input1Qty   = 20&lt;br /&gt;
}}&lt;br /&gt;
| Workers       = 1&lt;br /&gt;
| Electricity   = 50 KW&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Footprint     = 7x5&lt;br /&gt;
| BoostByUnity  = no&lt;br /&gt;
| Research      = Trains&lt;br /&gt;
| Designation   = Trains&lt;br /&gt;
| DesigImgOverride= RailParts.png&lt;br /&gt;
| Variants      = [[Unit Station Module]] &amp;lt;br/&amp;gt; [[Loose Station Module]] &amp;lt;br/&amp;gt; [[Fluid Station Module]] &amp;lt;br/&amp;gt; [[Empty Station Module]] &amp;lt;br/&amp;gt; [[Steam Fuel Module]] &amp;lt;br/&amp;gt; [[Diesel Fuel Module]] &amp;lt;br/&amp;gt; [[Hydrogen Fuel Module]] &amp;lt;br/&amp;gt; [[Train Station]]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For refueling your fluid powered trains.&lt;br /&gt;
&lt;br /&gt;
See [[Train Depot]] for making a train.&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Fluid_Fuel_Module&amp;diff=12663</id>
		<title>Fluid Fuel Module</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Fluid_Fuel_Module&amp;diff=12663"/>
		<updated>2026-04-13T12:40:31Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Created page with &amp;quot;{{Infobox machine | Name          = {{PAGENAME}} | Image         = TrainStationFuelFluid.png | Description   = Fuel module for refueling diesel and hydrogen locomatives. (Including Fireless Steam, Turbine and Captain&amp;#039;s Locomtives.&amp;lt;ref&amp;gt;DLC exclusive https://store.steampowered.com/app/4349830/Captain_of_Industry__Trains_expanded Steam&amp;lt;/ref&amp;gt;) | Recipe        =    {{Machine Recipe     | Input1Name  = Construction Parts III     | Input1Qty   = 20 }} | Storage       = 75 {...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = {{PAGENAME}}&lt;br /&gt;
| Image         = TrainStationFuelFluid.png&lt;br /&gt;
| Description   = Fuel module for refueling diesel and hydrogen locomatives. (Including Fireless Steam, Turbine and Captain&#039;s Locomtives.&amp;lt;ref&amp;gt;DLC exclusive [[https://store.steampowered.com/app/4349830/Captain_of_Industry__Trains_expanded Steam]]&amp;lt;/ref&amp;gt;)&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts III&lt;br /&gt;
    | Input1Qty   = 20&lt;br /&gt;
}}&lt;br /&gt;
| Storage       = 75 {{infoicon|Water}} + 75 {{infoicon|Coal}}&lt;br /&gt;
| Workers       = 1&lt;br /&gt;
| Electricity   = 50 KW&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Footprint     = 7x5&lt;br /&gt;
| BoostByUnity  = no&lt;br /&gt;
| Research      = Trains&lt;br /&gt;
| Designation   = Trains&lt;br /&gt;
| DesigImgOverride= RailParts.png&lt;br /&gt;
| Variants      = [[Unit Station Module]] &amp;lt;br/&amp;gt; [[Loose Station Module]] &amp;lt;br/&amp;gt; [[Fluid Station Module]] &amp;lt;br/&amp;gt; [[Empty Station Module]] &amp;lt;br/&amp;gt; [[Steam Fuel Module]] &amp;lt;br/&amp;gt; [[Diesel Fuel Module]] &amp;lt;br/&amp;gt; [[Hydrogen Fuel Module]] &amp;lt;br/&amp;gt; [[Train Station]]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For refueling your fluid powered trains.&lt;br /&gt;
&lt;br /&gt;
See [[Train Depot]] for making a train.&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=File:TrainStationFuelFluid.png&amp;diff=12662</id>
		<title>File:TrainStationFuelFluid.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=File:TrainStationFuelFluid.png&amp;diff=12662"/>
		<updated>2026-04-13T12:37:42Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Changed redirect target from TrainStationFuelDiesel.png to File:TrainStationFuelDiesel.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:TrainStationFuelDiesel.png]]&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=File_talk:TrainStationFuelFluid.png&amp;diff=12661</id>
		<title>File talk:TrainStationFuelFluid.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=File_talk:TrainStationFuelFluid.png&amp;diff=12661"/>
		<updated>2026-04-13T12:36:05Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Created page with &amp;quot;Needs actual file image uploaded, but old diesel fuel module is sufficient likeness for now&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Needs actual file image uploaded, but old diesel fuel module is sufficient likeness for now&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=File:TrainStationFuelFluid.png&amp;diff=12660</id>
		<title>File:TrainStationFuelFluid.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=File:TrainStationFuelFluid.png&amp;diff=12660"/>
		<updated>2026-04-13T12:35:23Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Redirected page to TrainStationFuelDiesel.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[TrainStationFuelDiesel.png]]&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Pipe_Balancer&amp;diff=12659</id>
		<title>Pipe Balancer</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Pipe_Balancer&amp;diff=12659"/>
		<updated>2026-04-13T08:36:43Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Replace manual variant formatting with template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = Pipe Balancer&lt;br /&gt;
| Tier          = &lt;br /&gt;
| Description   = Allows distributing and prioritizing products using any of its two input and output ports.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts II&lt;br /&gt;
    | Input1Qty   = 8&lt;br /&gt;
  }}&lt;br /&gt;
| Electricity   = 20 KW&lt;br /&gt;
| Cargo         = [[:Category:Fluid products|Fluid products]]&lt;br /&gt;
| Footprint     = 2x2&lt;br /&gt;
| Designation   = Transports&lt;br /&gt;
| Research      = Transports Balancing&lt;br /&gt;
| Variants      = [[Flat Balancer]]&amp;lt;br/&amp;gt;[[Molten Balancer]]&amp;lt;br/&amp;gt;[[U-shape Balancer]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Pipe Balancer&#039;&#039;&#039; is a [[:Category:Transports|transport]] with 8 {{variants|Pipe}} ports. Its serves two different but important roles: To allow you to pick priority Input(s) and Output(s) of the &#039;&#039;&#039;balancer&#039;&#039;&#039; and to allow for the (strict) evening out of the resources between multiple inputs, multiple outputs, or both.&lt;br /&gt;
&lt;br /&gt;
Each of the 8 ports can be either input or output (or neither). The direction of the port is determined by the direction of the {{variants|Pipe}} connected to it.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Pipe Balancer&#039;&#039;&#039; works as a balancer, without any options toggeled - it will balance any inputs and outputs (with the same level of priority), effectivly acting as an (double) [[wikipedia:OR_gate|OR Gate]].  The [[Pipe Connector]] has the same effect, thus being the preferred option for this use case (since the patch v0.4.13).&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Pipe Balancer&#039;&#039;&#039; can only be connected to {{variants|Pipe|plural=yes}}, it can not be connected directly to buildings.&lt;br /&gt;
&lt;br /&gt;
Note that &#039;&#039;&#039;Pipes&#039;&#039;&#039; category does not have a Sorter, nor can all of the products, transferred by the pipes, be stored in a {{variants|Fluid Storage}} (namely [[Exhaust]], variants of [[Steam]] and [[Fast Breeder Reactor|Fast Breeder Reactor fuel]]).&lt;br /&gt;
&lt;br /&gt;
==Balancer UI==&lt;br /&gt;
The player can open the balancer&#039;s UI by clicking on the transport. &lt;br /&gt;
&lt;br /&gt;
Two toggles are available under &amp;quot;Even I/O ratios&amp;quot;:&lt;br /&gt;
* Enforce strictly even inputs &lt;br /&gt;
* Enforce strictly even outputs&lt;br /&gt;
&lt;br /&gt;
Under &amp;quot;Prioritization&amp;quot; each port can be prioritized and it also dislpays whether it&#039;s an input or output port.&lt;br /&gt;
It is possible to prioritize none, one, two,  ... ,  or even all of the ports simultaneously, depending on the desired use case.&lt;br /&gt;
&lt;br /&gt;
On the right side of the UI is &amp;quot;Priority&amp;quot;, which sets the power/manpower/maintenance priority for this building. It is advised to keep this fairly high for any of the balancers, as they will severely damage any resource chains when out of order and they do not actually consume any of manpower nor maintenance, only 5 KW of power.&lt;br /&gt;
&lt;br /&gt;
==Strictly Even inputs or outputs==&lt;br /&gt;
If both the first and the second toggles are activated, the transport will only pull equally from connected &#039;&#039;input ports&#039;&#039; and push equally to connected &#039;&#039;output ports&#039;&#039;, effectivly acting as an (double) [[wikipedia:AND_gate|AND Gate]]. &lt;br /&gt;
&lt;br /&gt;
Which means that if one of the &#039;&#039;output ports&#039;&#039; is full (blocked) then any resources won&#039;t be sent through any other &#039;&#039;output ports&#039;&#039; either. &lt;br /&gt;
&lt;br /&gt;
Similiarily when an &#039;&#039;input port&#039;&#039; is lacking resources, no resources are brought in from any other &#039;&#039;input ports&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Enforcing strictly even inputs/outputs resets any priorities set for the ports.&lt;br /&gt;
&lt;br /&gt;
==Priority input or output==&lt;br /&gt;
Any prioritized port is prioritized over a nonprioritized port. All nonprioritized ports are equal, all prioritized ports are equal. &lt;br /&gt;
&lt;br /&gt;
==Example use cases==&lt;br /&gt;
* Priority input: to ensure that a [[Fluid Storage]] is emptied before accepting stock from a main pipeline&lt;br /&gt;
* Priority output: to ensure that a storage or machine receives as much input as it can handle and any excess is [[Flare|flared]] or [[Liquid Dump|dumped]]&lt;br /&gt;
* Balancing inputs: to ensure that two or three dock [[Fluid Module (S)|Fluid Module]]s are pulled from equally&lt;br /&gt;
* Balancing outputs: to ensure that [[High-pressure Turbine]]s receive equal amounts of steam from a [[Nuclear Reactor]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* {{variants|Pipe}}&lt;br /&gt;
* [[Pipe Connector]]&lt;br /&gt;
* [[Flat Balancer]]&lt;br /&gt;
* [[Molten Balancer]]&lt;br /&gt;
* [[U-shape Balancer]]&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Template:Nuclear/Heat_Exchange&amp;diff=12651</id>
		<title>Template:Nuclear/Heat Exchange</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Template:Nuclear/Heat_Exchange&amp;diff=12651"/>
		<updated>2026-04-10T10:07:47Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Heat Exchange ==&lt;br /&gt;
The reactor has two different systems: convert {{infoicon|Water}} into {{infoicon|SteamHp|text=Steam (High)|link=Steam (High)|new=yes}} and  convert {{infoicon|Water}} into {{infoicon|Steam Depleted}}. The two grouped ports at the edge of the reactor are the main heat exchangers of the reactor. These ports are used to create the steam to run the turbines. The separate port on the main reactor building is used for emergency cooling in case the reactor overheats. This port will not provide steam under normal operations.&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Template:Nuclear/Heat_Exchange&amp;diff=12650</id>
		<title>Template:Nuclear/Heat Exchange</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Template:Nuclear/Heat_Exchange&amp;diff=12650"/>
		<updated>2026-04-10T10:06:18Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Created page with &amp;quot;{{under construction}} Testing embedding sections&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under construction}}&lt;br /&gt;
Testing embedding sections&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Bridges&amp;diff=12649</id>
		<title>Bridges</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Bridges&amp;diff=12649"/>
		<updated>2026-04-10T09:39:03Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: /* Bridge Building */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Bridge Selection in Toolbar.png|alt=Screenshot of the bridge options, as they are available via the bridge section of the lower toolbar.|thumb|Bridge choices]]&lt;br /&gt;
Bridges were added in Update 4, and currently come in two variants, [[Truss Bridge]] and [[Cable Stayed Bridge]]. They provide a means to connect islands over water, or as an elevated route bypassing a valley below.&lt;br /&gt;
&lt;br /&gt;
=== Lanes ===&lt;br /&gt;
&lt;br /&gt;
Bridges can have their lanes changed at any time with no cost. There are 4 types of lanes that can be applied:&lt;br /&gt;
# Left-hand drive 2-way small road ([[Pickup|Pickups]], [[Truck|Trucks]], [[Small Excavator|Small Excavators]] and [[Excavator|Excavators]])&lt;br /&gt;
# Right-hand drive 2-way small road&lt;br /&gt;
# 1 lane rail&lt;br /&gt;
# 1 lane electrified rail&lt;br /&gt;
&lt;br /&gt;
There is no lane variant that allows [[Amphibious Truck|Amphibious Trucks]], [[Amphibious Excavator|Amphibious Excavators]], [[Haul_Truck_(Dump)|Haul Trucks]] or [[Mega Excavator|Mega Excavators]] to cross a bridge.&lt;br /&gt;
&lt;br /&gt;
== Bridge Building ==&lt;br /&gt;
&lt;br /&gt;
Bridges can only be placed along a specially aligned grid, 8x the normal tile, displayed when building a bridge.&lt;br /&gt;
&lt;br /&gt;
Whilst building a bridge, the tooltip information displays 3 pieces of information: {{infoicon|WaterSurface|new=yes|icononly=yes}} height above sea level, {{infoicon|GroundSurface|new=yes|icononly=yes}}current height above ground or seabed, and max height that bridge is capable of.&lt;br /&gt;
&lt;br /&gt;
Bridges must a be minimum height above sea level to allow a {{infoicon|BattleShipBlocked|new=yes|text=Ship|link=Ship}} or a {{infoicon|CargoShipBlocked|new=yes|text=Cargo Ship|link=Cargo Ship}} to pass underneath. The pillars of a bridge may also render the waterway too narrow for ships to pass. Both these issues for each ship type, are displayed with corresponding red icons when building a bridge over water, and turn white when there is sufficient clearance for that ship type.&lt;br /&gt;
&lt;br /&gt;
[[Category:Bridges|*]]&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Bridges&amp;diff=12648</id>
		<title>Bridges</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Bridges&amp;diff=12648"/>
		<updated>2026-04-10T08:24:45Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Add paragraph on bridge clearance over water. (Exact height and width details not included)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Bridge Selection in Toolbar.png|alt=Screenshot of the bridge options, as they are available via the bridge section of the lower toolbar.|thumb|Bridge choices]]&lt;br /&gt;
Bridges were added in Update 4, and currently come in two variants, [[Truss Bridge]] and [[Cable Stayed Bridge]]. They provide a means to connect islands over water, or as an elevated route bypassing a valley below.&lt;br /&gt;
&lt;br /&gt;
=== Lanes ===&lt;br /&gt;
&lt;br /&gt;
Bridges can have their lanes changed at any time with no cost. There are 4 types of lanes that can be applied:&lt;br /&gt;
# Left-hand drive 2-way small road ([[Pickup|Pickups]], [[Truck|Trucks]], [[Small Excavator|Small Excavators]] and [[Excavator|Excavators]])&lt;br /&gt;
# Right-hand drive 2-way small road&lt;br /&gt;
# 1 lane rail&lt;br /&gt;
# 1 lane electrified rail&lt;br /&gt;
&lt;br /&gt;
There is no lane variant that allows [[Amphibious Truck|Amphibious Trucks]], [[Amphibious Excavator|Amphibious Excavators]], [[Haul_Truck_(Dump)|Haul Trucks]] or [[Mega Excavator|Mega Excavators]] to cross a bridge.&lt;br /&gt;
&lt;br /&gt;
== Bridge Building ==&lt;br /&gt;
&lt;br /&gt;
Bridges can only be placed along a specially aligned grid, 8x the normal tile, displayed when building a bridge.&lt;br /&gt;
&lt;br /&gt;
Whilst building a bridge, the tooltip information displays 3 pieces of information: {{infoicon|WaterSurface|new=yes|icononly=yes}} height above sea level, {{infoicon|GroundSurface|new=yes|icononly=yes}}current height above ground or seabed, and max height bridge is capable of.&lt;br /&gt;
&lt;br /&gt;
Bridges must a be minimum height above sea level to allow a {{infoicon|BattleShipBlocked|new=yes|text=Ship|link=Ship}} or a {{infoicon|CargoShipBlocked|new=yes|text=Cargo Ship|link=Cargo Ship}} to pass underneath. The pillars of a bridge may also render the waterway too narrow for ships to pass. Both these issues for each ship type, are displayed with corresponding red icons when building a bridge over water, and turn white when there is sufficient clearance for that ship type.&lt;br /&gt;
&lt;br /&gt;
[[Category:Bridges|*]]&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Cargo_Ships&amp;diff=12647</id>
		<title>Cargo Ships</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Cargo_Ships&amp;diff=12647"/>
		<updated>2026-04-10T08:13:04Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Redirected page to Cargo Ship&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Cargo Ship]]&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Bridges&amp;diff=12646</id>
		<title>Bridges</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Bridges&amp;diff=12646"/>
		<updated>2026-04-10T07:29:22Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Add icons for bridge building tooltips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Bridge Selection in Toolbar.png|alt=Screenshot of the bridge options, as they are available via the bridge section of the lower toolbar.|thumb|Bridge choices]]&lt;br /&gt;
Bridges were added in Update 4, and currently come in two variants, [[Truss Bridge]] and [[Cable Stayed Bridge]]. They provide a means to connect islands over water, or as an elevated route bypassing a valley below.&lt;br /&gt;
&lt;br /&gt;
=== Lanes ===&lt;br /&gt;
&lt;br /&gt;
Bridges can have their lanes changed at any time with no cost. There are 4 types of lanes that can be applied:&lt;br /&gt;
# Left-hand drive 2-way small road ([[Pickup|Pickups]], [[Truck|Trucks]], [[Small Excavator|Small Excavators]] and [[Excavator|Excavators]])&lt;br /&gt;
# Right-hand drive 2-way small road&lt;br /&gt;
# 1 lane rail&lt;br /&gt;
# 1 lane electrified rail&lt;br /&gt;
&lt;br /&gt;
There is no lane variant that allows [[Amphibious Truck|Amphibious Trucks]], [[Amphibious Excavator|Amphibious Excavators]], [[Haul_Truck_(Dump)|Haul Trucks]] or [[Mega Excavator|Mega Excavators]] to cross a bridge.&lt;br /&gt;
&lt;br /&gt;
== Bridge Building ==&lt;br /&gt;
&lt;br /&gt;
Bridges can only be placed along a specially aligned grid, 8x the normal tile, displayed when building a bridge.&lt;br /&gt;
&lt;br /&gt;
Whilst building a bridge, the tooltip information displays 3 pieces of information: {{infoicon|WaterSurface|new=yes|icononly=yes}} height above sea level, {{infoicon|GroundSurface|new=yes|icononly=yes}}current height above ground or seabed, and max height bridge is capable of.&lt;br /&gt;
&lt;br /&gt;
[[Category:Bridges|*]]&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Train_Station&amp;diff=12645</id>
		<title>Train Station</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Train_Station&amp;diff=12645"/>
		<updated>2026-04-08T21:44:15Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under construction}}&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = {{PAGENAME}}&lt;br /&gt;
| Image         = TrainStationRoot.png&lt;br /&gt;
| Description   = Base building that establishes a train station. Add adjacent loading and unloading modules to create a freight station, or use stand-alone as a waypoint.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts III&lt;br /&gt;
    | Input1Qty   = 10&lt;br /&gt;
}}&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Footprint     = 2x5&lt;br /&gt;
| BoostByUnity  = no&lt;br /&gt;
| Research      = Trains&lt;br /&gt;
| Designation   = Trains&lt;br /&gt;
| DesigImgOverride= RailParts.png&lt;br /&gt;
| Variants      = [[Unit Station Module]] &amp;lt;br/&amp;gt; [[Loose Station Module]] &amp;lt;br/&amp;gt; [[Fluid Station Module]] &amp;lt;br/&amp;gt; [[Empty Station Module]] &amp;lt;br/&amp;gt; [[Steam Fuel Module]] &amp;lt;br/&amp;gt; [[Diesel Fuel Module]] &amp;lt;br/&amp;gt; [[Hydrogen Fuel Module]] &amp;lt;br/&amp;gt; [[Train Station]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Creates a train station.&lt;br /&gt;
&lt;br /&gt;
See [[Train Depot]] for making a train.&lt;br /&gt;
&lt;br /&gt;
== Station Configuration ==&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
Renaming any module or the Train Station it&#039;s self renames all connected entities too. This name is shown in train schedules and on trains, it is beneficial to choose a recognizable name. Pausing a Train Station will stop all all trains from visiting. (to be confirmed)&lt;br /&gt;
&lt;br /&gt;
Below the basic building configuration is a list of all assigned Train Lines and Train Networks. Clicking these will open the route in the [[Train Schedule]].&lt;br /&gt;
&lt;br /&gt;
=== Arrival Rules ===&lt;br /&gt;
&lt;br /&gt;
==== Train Limit ====&lt;br /&gt;
Train limit determines the absolute maximum amount of trains that can be at or en-route to the station. For trains on Train Lines this is checked before departing the previous station, and if no alternate station is available within the station group, or the option to skip station is not enabled in the schedule, the train will wait with the message: `Arrival Conditions not met`. For trains on Train Networks, this value is checked before being dispatched to collect the requested resource. Given the network train needs to route to pickup from the waiting bay, collect the resource, and then navigate to the requesting station, it may deprive the station of additional spots.&lt;br /&gt;
&lt;br /&gt;
==== Fuel type ====&lt;br /&gt;
Limits what locomotive types may visit this station, trains without this locomotive may not visit this station. Possible use cases include; multiple stations for a destination with different refueling modules.&lt;br /&gt;
&lt;br /&gt;
==== Force no skip ====&lt;br /&gt;
Overrides any station set rules preventing a train visiting the station. Use where the station terminates and a turn around is necessary. Does not override to skip rules applied via the Train Line Schedule.&lt;br /&gt;
&lt;br /&gt;
==== Line Rules ====&lt;br /&gt;
The thresholds here operate similar to regular storage entities ({{variants|Unit Storage}}, {{variants|Loose Storage}} and {{variants|Fluid Storage}}), trains with matching resource for unloading, or compatible wagon for loading, will visit according to these thresholds. The thresholds may be moved to the far extreme ends to allow trains (on Train Lines) to always visit no matter the stored amounts, allowing for trains to wait at the station, and use departure conditions such as &amp;quot;until empty&amp;quot; or &amp;quot;until full&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
The right most option allows for preventing a train to visit unless it can be fully loaded or unloaded. This toggle is ignored whilst the thresholds are set to always allow train visits.&lt;br /&gt;
This toggle allows for Train Lines designed before this update, which depended on the arrival condition &amp;quot;All modules full&amp;quot; or &amp;quot;All modules empty&amp;quot; for filling trains, to instead set the threshold as they like, and enable the toggle to achieve the same thing. This works best with [[#Linked Storage|Linked Storage]].&lt;br /&gt;
&lt;br /&gt;
==== Network Rules ====&lt;br /&gt;
The thresholds here operate identically to truck logistics do. However trains will only be dispatched to move a resource if the following conditions are true:&lt;br /&gt;
# The train can be fully filled from the source station&lt;br /&gt;
# The destination has capacity for that trains&#039; full load&lt;br /&gt;
&lt;br /&gt;
==== Linked Storage ====&lt;br /&gt;
The train stations total storage capacity can be increased by attaching storage of the corresponding resource. Storage directly attached to the station will have their capacity added to the stations total. Any storage can be manually linked to the station using the +/- button, however be &#039;&#039;&#039;weary of the following caveats&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Transport speed: a train may be loaded/unloaded faster (600/m per module) than the transport is capable, and during continuous use could mean a train is waiting longer to complete it&#039;s visit. For networked trains, they will not wait to fully load, but will always wait to fully unload.&lt;br /&gt;
* Not connected: it is possible to link any storage to a station, even if no transport connects them together. This can lead to erroneous train visits expecting to be able to load or unload more cargo that the station is actually capable of.&lt;br /&gt;
* Mixed storage access: if storage is available for trucks to pull or push to, or that the input or output transports are not exclusive to the station, a visiting network train may not receive or be able to provide all the expected resources.&lt;br /&gt;
* Shared linked storage: two or more stations linked to and share the same storage can multiply or divide the reported available capacity each station actually has. Storage reservations (thin green/grey lines under the current level) are not shared between stations or storage.&lt;br /&gt;
&lt;br /&gt;
=== Arrivals ===&lt;br /&gt;
This section is by default collapsed, but always displays the number of trains either en-route or currently at the station. Opening the section will list all the trains for inspection.&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Train_Station&amp;diff=12612</id>
		<title>Train Station</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Train_Station&amp;diff=12612"/>
		<updated>2026-04-08T14:21:45Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under construction}}&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = {{PAGENAME}}&lt;br /&gt;
| Image         = TrainStationRoot.png&lt;br /&gt;
| Description   = Base building that establishes a train station. Add adjacent loading and unloading modules to create a freight station, or use stand-alone as a waypoint.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts III&lt;br /&gt;
    | Input1Qty   = 10&lt;br /&gt;
}}&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Footprint     = 2x5&lt;br /&gt;
| BoostByUnity  = no&lt;br /&gt;
| Research      = Trains&lt;br /&gt;
| Designation   = Trains&lt;br /&gt;
| DesigImgOverride= RailParts.png&lt;br /&gt;
| Variants      = [[Unit Station Module]] &amp;lt;br/&amp;gt; [[Loose Station Module]] &amp;lt;br/&amp;gt; [[Fluid Station Module]] &amp;lt;br/&amp;gt; [[Empty Station Module]] &amp;lt;br/&amp;gt; [[Steam Fuel Module]] &amp;lt;br/&amp;gt; [[Diesel Fuel Module]] &amp;lt;br/&amp;gt; [[Hydrogen Fuel Module]] &amp;lt;br/&amp;gt; [[Train Station]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Creates a train station.&lt;br /&gt;
&lt;br /&gt;
See [[Train Depot]] for making a train.&lt;br /&gt;
&lt;br /&gt;
== Station Configuration ==&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
Renaming any module or the Train Station it&#039;s self renames all connected entities too. This name is shown in train schedules and on trains, it is beneficial to choose a recognizable name. Pausing a Train Station will stop all all trains from visiting. (to be confirmed) Assigning a priority to the station only affects worker placement as stations do not consume maintenance or power. It is not the same as Station priority within a [[Train Schedule#Train Lines|Train Line schedule]], or network train [[#Network Rules|delivery/collection priority]].&lt;br /&gt;
&lt;br /&gt;
Below the basic building configuration is a list of all assigned Train Lines and Train Networks. Clicking these will open the route in the [[Train Schedule]].&lt;br /&gt;
&lt;br /&gt;
=== Arrival Rules ===&lt;br /&gt;
&lt;br /&gt;
==== Train Limit ====&lt;br /&gt;
Train limit determines the absolute maximum amount of trains that can be at or en-route to the station. For trains on Train Lines this is checked before departing the previous station, and if no alternate station is available within the station group, or the option to skip station is not enabled in the schedule, the train will wait with the message: `Arrival Conditions not met`. For trains on Train Networks, this value is checked before being dispatched to collect the requested resource. Given the network train needs to route to pickup from the waiting bay, collect the resource, and then navigate to the requesting station, it may deprive the station of additional spots.&lt;br /&gt;
&lt;br /&gt;
==== Fuel type ====&lt;br /&gt;
Limits what locomotive types may visit this station, trains without this locomotive may not visit this station. Possible use cases include; multiple stations for a destination with different refueling modules.&lt;br /&gt;
&lt;br /&gt;
==== Force no skip ====&lt;br /&gt;
Overrides any station set rules preventing a train visiting the station. Use where the station terminates and a turn around is necessary. Does not override to skip rules applied via the Train Line Schedule.&lt;br /&gt;
&lt;br /&gt;
==== Line Rules ====&lt;br /&gt;
The thresholds here operate similar to regular storage entities ({{variants|Unit Storage}}, {{variants|Loose Storage}} and {{variants|Fluid Storage}}), trains with matching resource for unloading, or compatible wagon for loading, will visit according to these thresholds. The thresholds may be moved to the far extreme ends to allow trains (on Train Lines) to always visit no matter the stored amounts, allowing for trains to wait at the station, and use departure conditions such as &amp;quot;until empty&amp;quot; or &amp;quot;until full&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
The right most option allows for preventing a train to visit unless it can be fully loaded or unloaded. This toggle is ignored whilst the thresholds are set to always allow train visits.&lt;br /&gt;
This toggle allows for Train Lines designed before this update, which depended on the arrival condition &amp;quot;All modules full&amp;quot; or &amp;quot;All modules empty&amp;quot; for filling trains, to instead set the threshold as they like, and enable the toggle to achieve the same thing. This works best with [[#Linked Storage|Linked Storage]].&lt;br /&gt;
&lt;br /&gt;
==== Network Rules ====&lt;br /&gt;
The thresholds here operate identically to truck logistics do. However trains will only be dispatched to move a resource if the following conditions are true:&lt;br /&gt;
# The train can be fully filled from the source station&lt;br /&gt;
# The destination has capacity for that trains&#039; full load&lt;br /&gt;
&lt;br /&gt;
==== Linked Storage ====&lt;br /&gt;
The train stations total storage capacity can be increased by attaching storage of the corresponding resource. Storage directly attached to the station will have their capacity added to the stations total. Any storage can be manually linked to the station using the +/- button, however be &#039;&#039;&#039;weary of the following caveats&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Transport speed: a train may be loaded/unloaded faster (600/m per module) than the transport is capable, and during continuous use could mean a train is waiting longer to complete it&#039;s visit. For networked trains, they will not wait to fully load, but will always wait to fully unload.&lt;br /&gt;
* Not connected: it is possible to link any storage to a station, even if no transport connects them together. This can lead to erroneous train visits expecting to be able to load or unload more cargo that the station is actually capable of.&lt;br /&gt;
* Mixed storage access: if storage is available for trucks to pull or push to, or that the input or output transports are not exclusive to the station, a visiting network train may not receive or be able to provide all the expected resources.&lt;br /&gt;
* Shared linked storage: two or more stations linked to and share the same storage can multiply or divide the reported available capacity each station actually has. Storage reservations (thin green/grey lines under the current level) are not shared between stations or storage.&lt;br /&gt;
&lt;br /&gt;
=== Arrivals ===&lt;br /&gt;
This section is by default collapsed, but always displays the number of trains either en-route or currently at the station. Opening the section will list all the trains for inspection.&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Train_Station&amp;diff=12611</id>
		<title>Train Station</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Train_Station&amp;diff=12611"/>
		<updated>2026-04-08T14:20:24Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: /* Fuel type */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under construction}}&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = {{PAGENAME}}&lt;br /&gt;
| Image         = TrainStationRoot.png&lt;br /&gt;
| Description   = Base building that establishes a train station. Add adjacent loading and unloading modules to create a freight station, or use stand-alone as a waypoint.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts III&lt;br /&gt;
    | Input1Qty   = 10&lt;br /&gt;
}}&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Footprint     = 2x5&lt;br /&gt;
| BoostByUnity  = no&lt;br /&gt;
| Research      = Trains&lt;br /&gt;
| Designation   = Trains&lt;br /&gt;
| DesigImgOverride= RailParts.png&lt;br /&gt;
| Variants      = [[Unit Station Module]] &amp;lt;br/&amp;gt; [[Loose Station Module]] &amp;lt;br/&amp;gt; [[Fluid Station Module]] &amp;lt;br/&amp;gt; [[Empty Station Module]] &amp;lt;br/&amp;gt; [[Steam Fuel Module]] &amp;lt;br/&amp;gt; [[Diesel Fuel Module]] &amp;lt;br/&amp;gt; [[Hydrogen Fuel Module]] &amp;lt;br/&amp;gt; [[Train Station]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Creates a train station.&lt;br /&gt;
&lt;br /&gt;
See [[Train Depot]] for making a train.&lt;br /&gt;
&lt;br /&gt;
== Station Configuration ==&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
Renaming any module or the Train Station it&#039;s self renames all connected entities too. This name is shown in train schedules and on trains, it is beneficial to choose a recognizable name. Pausing a Train Station will stop all all trains from visiting. (to be confirmed) Assigning a priority to the station only affects worker placement as stations do not consume maintenance or power. It is not the same as Station priority within a [[Train Schedule#Train Lines|Train Line schedule]], or network train [[#network rules|delivery/collection priority]].&lt;br /&gt;
&lt;br /&gt;
Below the basic building configuration is a list of all assigned Train Lines and Train Networks. Clicking these will open the route in the [[Train Schedule]].&lt;br /&gt;
&lt;br /&gt;
=== Arrival Rules ===&lt;br /&gt;
&lt;br /&gt;
==== Train Limit ====&lt;br /&gt;
Train limit determines the absolute maximum amount of trains that can be at or en-route to the station. For trains on Train Lines this is checked before departing the previous station, and if no alternate station is available within the station group, or the option to skip station is not enabled in the schedule, the train will wait with the message: `Arrival Conditions not met`. For trains on Train Networks, this value is checked before being dispatched to collect the requested resource. Given the network train needs to route to pickup from the waiting bay, collect the resource, and then navigate to the requesting station, it may deprive the station of additional spots.&lt;br /&gt;
&lt;br /&gt;
==== Fuel type ====&lt;br /&gt;
Limits what locomotive types may visit this station, trains without this locomotive may not visit this station. Possible use cases include; multiple stations for a destination with different refueling modules.&lt;br /&gt;
&lt;br /&gt;
==== Force no skip ====&lt;br /&gt;
Overrides any station set rules preventing a train visiting the station. Use where the station terminates and a turn around is necessary. Does not override to skip rules applied via the Train Line Schedule.&lt;br /&gt;
&lt;br /&gt;
==== Line Rules ====&lt;br /&gt;
The thresholds here operate similar to regular storage entities ({{variants|Unit Storage}}, {{variants|Loose Storage}} and {{variants|Fluid Storage}}), trains with matching resource for unloading, or compatible wagon for loading, will visit according to these thresholds. The thresholds may be moved to the far extreme ends to allow trains (on Train Lines) to always visit no matter the stored amounts, allowing for trains to wait at the station, and use departure conditions such as &amp;quot;until empty&amp;quot; or &amp;quot;until full&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
The right most option allows for preventing a train to visit unless it can be fully loaded or unloaded. This toggle is ignored whilst the thresholds are set to always allow train visits.&lt;br /&gt;
This toggle allows for Train Lines designed before this update, which depended on the arrival condition &amp;quot;All modules full&amp;quot; or &amp;quot;All modules empty&amp;quot; for filling trains, to instead set the threshold as they like, and enable the toggle to achieve the same thing. This works best with [[#Linked Storage|Linked Storage]].&lt;br /&gt;
&lt;br /&gt;
==== Network Rules ====&lt;br /&gt;
The thresholds here operate identically to truck logistics do. However trains will only be dispatched to move a resource if the following conditions are true:&lt;br /&gt;
# The train can be fully filled from the source station&lt;br /&gt;
# The destination has capacity for that trains&#039; full load&lt;br /&gt;
&lt;br /&gt;
==== Linked Storage ====&lt;br /&gt;
The train stations total storage capacity can be increased by attaching storage of the corresponding resource. Storage directly attached to the station will have their capacity added to the stations total. Any storage can be manually linked to the station using the +/- button, however be &#039;&#039;&#039;weary of the following caveats&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Transport speed: a train may be loaded/unloaded faster (600/m per module) than the transport is capable, and during continuous use could mean a train is waiting longer to complete it&#039;s visit. For networked trains, they will not wait to fully load, but will always wait to fully unload.&lt;br /&gt;
* Not connected: it is possible to link any storage to a station, even if no transport connects them together. This can lead to erroneous train visits expecting to be able to load or unload more cargo that the station is actually capable of.&lt;br /&gt;
* Mixed storage access: if storage is available for trucks to pull or push to, or that the input or output transports are not exclusive to the station, a visiting network train may not receive or be able to provide all the expected resources.&lt;br /&gt;
* Shared linked storage: two or more stations linked to and share the same storage can multiply or divide the reported available capacity each station actually has. Storage reservations (thin green/grey lines under the current level) are not shared between stations or storage.&lt;br /&gt;
&lt;br /&gt;
=== Arrivals ===&lt;br /&gt;
This section is by default collapsed, but always displays the number of trains either en-route or currently at the station. Opening the section will list all the trains for inspection.&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Train_Station&amp;diff=12610</id>
		<title>Train Station</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Train_Station&amp;diff=12610"/>
		<updated>2026-04-08T14:20:04Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Add shared linked storage issue.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under construction}}&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = {{PAGENAME}}&lt;br /&gt;
| Image         = TrainStationRoot.png&lt;br /&gt;
| Description   = Base building that establishes a train station. Add adjacent loading and unloading modules to create a freight station, or use stand-alone as a waypoint.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts III&lt;br /&gt;
    | Input1Qty   = 10&lt;br /&gt;
}}&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Footprint     = 2x5&lt;br /&gt;
| BoostByUnity  = no&lt;br /&gt;
| Research      = Trains&lt;br /&gt;
| Designation   = Trains&lt;br /&gt;
| DesigImgOverride= RailParts.png&lt;br /&gt;
| Variants      = [[Unit Station Module]] &amp;lt;br/&amp;gt; [[Loose Station Module]] &amp;lt;br/&amp;gt; [[Fluid Station Module]] &amp;lt;br/&amp;gt; [[Empty Station Module]] &amp;lt;br/&amp;gt; [[Steam Fuel Module]] &amp;lt;br/&amp;gt; [[Diesel Fuel Module]] &amp;lt;br/&amp;gt; [[Hydrogen Fuel Module]] &amp;lt;br/&amp;gt; [[Train Station]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Creates a train station.&lt;br /&gt;
&lt;br /&gt;
See [[Train Depot]] for making a train.&lt;br /&gt;
&lt;br /&gt;
== Station Configuration ==&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
Renaming any module or the Train Station it&#039;s self renames all connected entities too. This name is shown in train schedules and on trains, it is beneficial to choose a recognizable name. Pausing a Train Station will stop all all trains from visiting. (to be confirmed) Assigning a priority to the station only affects worker placement as stations do not consume maintenance or power. It is not the same as Station priority within a [[Train Schedule#Train Lines|Train Line schedule]], or network train [[#network rules|delivery/collection priority]].&lt;br /&gt;
&lt;br /&gt;
Below the basic building configuration is a list of all assigned Train Lines and Train Networks. Clicking these will open the route in the [[Train Schedule]].&lt;br /&gt;
&lt;br /&gt;
=== Arrival Rules ===&lt;br /&gt;
&lt;br /&gt;
==== Train Limit ====&lt;br /&gt;
Train limit determines the absolute maximum amount of trains that can be at or en-route to the station. For trains on Train Lines this is checked before departing the previous station, and if no alternate station is available within the station group, or the option to skip station is not enabled in the schedule, the train will wait with the message: `Arrival Conditions not met`. For trains on Train Networks, this value is checked before being dispatched to collect the requested resource. Given the network train needs to route to pickup from the waiting bay, collect the resource, and then navigate to the requesting station, it may deprive the station of additional spots.&lt;br /&gt;
&lt;br /&gt;
==== Fuel type ====&lt;br /&gt;
Limits what locomotive types may visit this station,trains without this locomotive may not visit this station. Possible use cases include; multiple stations for a destination with different refueling modules.&lt;br /&gt;
&lt;br /&gt;
==== Force no skip ====&lt;br /&gt;
Overrides any station set rules preventing a train visiting the station. Use where the station terminates and a turn around is necessary. Does not override to skip rules applied via the Train Line Schedule.&lt;br /&gt;
&lt;br /&gt;
==== Line Rules ====&lt;br /&gt;
The thresholds here operate similar to regular storage entities ({{variants|Unit Storage}}, {{variants|Loose Storage}} and {{variants|Fluid Storage}}), trains with matching resource for unloading, or compatible wagon for loading, will visit according to these thresholds. The thresholds may be moved to the far extreme ends to allow trains (on Train Lines) to always visit no matter the stored amounts, allowing for trains to wait at the station, and use departure conditions such as &amp;quot;until empty&amp;quot; or &amp;quot;until full&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
The right most option allows for preventing a train to visit unless it can be fully loaded or unloaded. This toggle is ignored whilst the thresholds are set to always allow train visits.&lt;br /&gt;
This toggle allows for Train Lines designed before this update, which depended on the arrival condition &amp;quot;All modules full&amp;quot; or &amp;quot;All modules empty&amp;quot; for filling trains, to instead set the threshold as they like, and enable the toggle to achieve the same thing. This works best with [[#Linked Storage|Linked Storage]].&lt;br /&gt;
&lt;br /&gt;
==== Network Rules ====&lt;br /&gt;
The thresholds here operate identically to truck logistics do. However trains will only be dispatched to move a resource if the following conditions are true:&lt;br /&gt;
# The train can be fully filled from the source station&lt;br /&gt;
# The destination has capacity for that trains&#039; full load&lt;br /&gt;
&lt;br /&gt;
==== Linked Storage ====&lt;br /&gt;
The train stations total storage capacity can be increased by attaching storage of the corresponding resource. Storage directly attached to the station will have their capacity added to the stations total. Any storage can be manually linked to the station using the +/- button, however be &#039;&#039;&#039;weary of the following caveats&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Transport speed: a train may be loaded/unloaded faster (600/m per module) than the transport is capable, and during continuous use could mean a train is waiting longer to complete it&#039;s visit. For networked trains, they will not wait to fully load, but will always wait to fully unload.&lt;br /&gt;
* Not connected: it is possible to link any storage to a station, even if no transport connects them together. This can lead to erroneous train visits expecting to be able to load or unload more cargo that the station is actually capable of.&lt;br /&gt;
* Mixed storage access: if storage is available for trucks to pull or push to, or that the input or output transports are not exclusive to the station, a visiting network train may not receive or be able to provide all the expected resources.&lt;br /&gt;
* Shared linked storage: two or more stations linked to and share the same storage can multiply or divide the reported available capacity each station actually has. Storage reservations (thin green/grey lines under the current level) are not shared between stations or storage.&lt;br /&gt;
&lt;br /&gt;
=== Arrivals ===&lt;br /&gt;
This section is by default collapsed, but always displays the number of trains either en-route or currently at the station. Opening the section will list all the trains for inspection.&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Train_Station&amp;diff=12607</id>
		<title>Train Station</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Train_Station&amp;diff=12607"/>
		<updated>2026-04-08T14:15:46Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under construction}}&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = {{PAGENAME}}&lt;br /&gt;
| Image         = TrainStationRoot.png&lt;br /&gt;
| Description   = Base building that establishes a train station. Add adjacent loading and unloading modules to create a freight station, or use stand-alone as a waypoint.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts III&lt;br /&gt;
    | Input1Qty   = 10&lt;br /&gt;
}}&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Footprint     = 2x5&lt;br /&gt;
| BoostByUnity  = no&lt;br /&gt;
| Research      = Trains&lt;br /&gt;
| Designation   = Trains&lt;br /&gt;
| DesigImgOverride= RailParts.png&lt;br /&gt;
| Variants      = [[Unit Station Module]] &amp;lt;br/&amp;gt; [[Loose Station Module]] &amp;lt;br/&amp;gt; [[Fluid Station Module]] &amp;lt;br/&amp;gt; [[Empty Station Module]] &amp;lt;br/&amp;gt; [[Steam Fuel Module]] &amp;lt;br/&amp;gt; [[Diesel Fuel Module]] &amp;lt;br/&amp;gt; [[Hydrogen Fuel Module]] &amp;lt;br/&amp;gt; [[Train Station]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Creates a train station.&lt;br /&gt;
&lt;br /&gt;
See [[Train Depot]] for making a train.&lt;br /&gt;
&lt;br /&gt;
== Station Configuration ==&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
Renaming any module or the Train Station it&#039;s self renames all connected entities too. This name is shown in train schedules and on trains, it is beneficial to choose a recognizable name. Pausing a Train Station will stop all all trains from visiting. (to be confirmed) Assigning a priority to the station only affects worker placement as stations do not consume maintenance or power. It is not the same as Station priority within a [[Train Schedule#Train Lines|Train Line schedule]], or network train [[#network rules|delivery/collection priority]].&lt;br /&gt;
&lt;br /&gt;
Below the basic building configuration is a list of all assigned Train Lines and Train Networks. Clicking these will open the route in the [[Train Schedule]].&lt;br /&gt;
&lt;br /&gt;
=== Arrival Rules ===&lt;br /&gt;
&lt;br /&gt;
==== Train Limit ====&lt;br /&gt;
Train limit determines the absolute maximum amount of trains that can be at or en-route to the station. For trains on Train Lines this is checked before departing the previous station, and if no alternate station is available within the station group, or the option to skip station is not enabled in the schedule, the train will wait with the message: `Arrival Conditions not met`. For trains on Train Networks, this value is checked before being dispatched to collect the requested resource. Given the network train needs to route to pickup from the waiting bay, collect the resource, and then navigate to the requesting station, it may deprive the station of additional spots.&lt;br /&gt;
&lt;br /&gt;
==== Fuel type ====&lt;br /&gt;
Limits what locomotive types may visit this station,trains without this locomotive may not visit this station. Possible use cases include; multiple stations for a destination with different refueling modules.&lt;br /&gt;
&lt;br /&gt;
==== Force no skip ====&lt;br /&gt;
Overrides any station set rules preventing a train visiting the station. Use where the station terminates and a turn around is necessary. Does not override to skip rules applied via the Train Line Schedule.&lt;br /&gt;
&lt;br /&gt;
==== Line Rules ====&lt;br /&gt;
The thresholds here operate similar to regular storage entities ({{variants|Unit Storage}}, {{variants|Loose Storage}} and {{variants|Fluid Storage}}), trains with matching resource for unloading, or compatible wagon for loading, will visit according to these thresholds. The thresholds may be moved to the far extreme ends to allow trains (on Train Lines) to always visit no matter the stored amounts, allowing for trains to wait at the station, and use departure conditions such as &amp;quot;until empty&amp;quot; or &amp;quot;until full&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
The right most option allows for preventing a train to visit unless it can be fully loaded or unloaded. This toggle is ignored whilst the thresholds are set to always allow train visits.&lt;br /&gt;
This toggle allows for Train Lines designed before this update, which depended on the arrival condition &amp;quot;All modules full&amp;quot; or &amp;quot;All modules empty&amp;quot; for filling trains, to instead set the threshold as they like, and enable the toggle to achieve the same thing. This works best with [[#Linked Storage|Linked Storage]].&lt;br /&gt;
&lt;br /&gt;
==== Network Rules ====&lt;br /&gt;
The thresholds here operate identically to truck logistics do. However trains will only be dispatched to move a resource if the following conditions are true:&lt;br /&gt;
# The train can be fully filled from the source station&lt;br /&gt;
# The destination has capacity for that trains&#039; full load&lt;br /&gt;
&lt;br /&gt;
==== Linked Storage ====&lt;br /&gt;
The train stations total storage capacity can be increased by attaching storage of the corresponding resource. Storage directly attached to the station will have their capacity added to the stations total. Any storage can be manually linked to the station using the +/- button, however be &#039;&#039;&#039;weary of the following caveats&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Transport speed: a train may be loaded/unloaded faster (600/m per module) than the transport is capable, and during continuous use could mean a train is waiting longer to complete it&#039;s visit. For networked trains, they will not wait to fully load, but will always wait to fully unload.&lt;br /&gt;
* Not connected: it is possible to link any storage to a station, even if no transport connects them together. This can lead to erroneous train visits expecting to be able to load or unload more cargo that the station is actually capable of.&lt;br /&gt;
* Mixed storage access: if storage is available for trucks to pull or push to, or that the input or output transports are not exclusive to the station, a visiting network train may not receive or be able to provide all the expected resources.&lt;br /&gt;
&lt;br /&gt;
=== Arrivals ===&lt;br /&gt;
This section is by default collapsed, but always displays the number of trains either en-route or currently at the station. Opening the section will list all the trains for inspection.&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Train_Station&amp;diff=12605</id>
		<title>Train Station</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Train_Station&amp;diff=12605"/>
		<updated>2026-04-08T14:14:34Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Add sections for upcoming train changes expected in Update 4.1 (version 0.8.3)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under construction}}&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = {{PAGENAME}}&lt;br /&gt;
| Image         = TrainStationRoot.png&lt;br /&gt;
| Description   = Base building that establishes a train station. Add adjacent loading and unloading modules to create a freight station, or use stand-alone as a waypoint.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts III&lt;br /&gt;
    | Input1Qty   = 10&lt;br /&gt;
}}&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Footprint     = 2x5&lt;br /&gt;
| BoostByUnity  = no&lt;br /&gt;
| Research      = Trains&lt;br /&gt;
| Designation   = Trains&lt;br /&gt;
| DesigImgOverride= RailParts.png&lt;br /&gt;
| Variants      = [[Unit Station Module]] &amp;lt;br/&amp;gt; [[Loose Station Module]] &amp;lt;br/&amp;gt; [[Fluid Station Module]] &amp;lt;br/&amp;gt; [[Empty Station Module]] &amp;lt;br/&amp;gt; [[Steam Fuel Module]] &amp;lt;br/&amp;gt; [[Diesel Fuel Module]] &amp;lt;br/&amp;gt; [[Hydrogen Fuel Module]] &amp;lt;br/&amp;gt; [[Train Station]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Creates a train station.&lt;br /&gt;
&lt;br /&gt;
See [[Train Depot]] for making a train.&lt;br /&gt;
&lt;br /&gt;
== Station Configuration ==&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
Renaming any module or the Train Station it&#039;s self renames all connected entities too. This name is shown in train schedules and on trains, it is beneficial to choose a recognizable name. Pausing a Train Station will stop all all trains from visiting. (to be confirmed) Assigning a priority to the station only affects worker placement as stations do not consume maintenance or power. It is not the same as Station priority within a [[Train Schedule#Train Lines|Train Line schedule]], or network train [[#network rules|delivery/collection priority]].&lt;br /&gt;
&lt;br /&gt;
Below the basic building configuration is a list of all assigned Train Lines and Train Networks. Clicking these will open the route in the [[Train Schedule]].&lt;br /&gt;
&lt;br /&gt;
=== Arrival Rules ===&lt;br /&gt;
&lt;br /&gt;
==== Train Limit ====&lt;br /&gt;
Train limit determines the absolute maximum amount of trains that can be at or en-route to the station. For trains on Train Lines this is checked before departing the previous station, and if no alternate station is available within the station group, or the option to skip station is not enabled in the schedule, the train will wait with the message: `Arrival Conditions not met`. For trains on Train Networks, this value is checked before being dispatched to collect the requested resource. Given the network train needs to route to pickup from the waiting bay, collect the resource, and then navigate to the requesting station, it may deprive the station of additional spots.&lt;br /&gt;
&lt;br /&gt;
==== Fuel type ====&lt;br /&gt;
Limits what locomotive types may visit this station,trains without this locomotive may not visit this station. Possible use cases include; multiple stations for a destination with different refueling modules.&lt;br /&gt;
&lt;br /&gt;
==== Force no skip ====&lt;br /&gt;
Overrides any station set rules preventing a train visiting the station. Use where the station terminates and a turn around is necessary. Does not override to skip rules applied via the Train Line Schedule.&lt;br /&gt;
&lt;br /&gt;
==== Line Rules ====&lt;br /&gt;
The thresholds here operate similar to regular storage entities ({{variants|Unit Storage}}, {{variants|Loose Storage}} and {{variants|Fluid Storage}}), trains with matching resource for unloading, or compatible wagon for loading, will visit according to these thresholds. The thresholds may be moved to the far extreme ends to allow trains (on Train Lines) to always visit no matter the stored amounts, allowing for trains to wait at the station, and use departure conditions such as &amp;quot;until empty&amp;quot; or &amp;quot;until full&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
The right most option allows for preventing a train to visit unless it can be fully loaded or unloaded. This toggle is ignored whilst the thresholds are set to always allow train visits.&lt;br /&gt;
This toggle allows for Train Lines designed before this update, which depended on the arrival condition &amp;quot;All modules full&amp;quot; or &amp;quot;All modules empty&amp;quot; for filling trains, to instead set the threshold as they like, and enable the toggle to achieve the same thing. This works best with [[#Linked Storage|Linked Storage]].&lt;br /&gt;
&lt;br /&gt;
==== Network Rules ====&lt;br /&gt;
The thresholds here operate identically to truck logistics do. However trains will only be dispatched to move a resource if the following conditions are true:&lt;br /&gt;
# The train can be fully filled from the source station&lt;br /&gt;
# The destination has capacity for that trains&#039; full load&lt;br /&gt;
&lt;br /&gt;
==== Linked Storage ====&lt;br /&gt;
The train stations total storage capacity can be increased by attaching storage of the corresponding resource. Storage directly attached to the station will have their capacity added to the stations total. Any storage can be manually linked to the station using the +/- button, however be **weary of the following caveats**:&lt;br /&gt;
&lt;br /&gt;
* Transport speed: a train may be loaded/unloaded faster (600/m per module) than the transport is capable, and during continuous use could mean a train is waiting longer to complete it&#039;s visit. For networked trains, they will not wait to fully load, but will always wait to fully unload.&lt;br /&gt;
* Not connected: it is possible to link any storage to a station, even if no transport connects them together. This can lead to erroneous train visits expecting to be able to load or unload more cargo that the station is actually capable of.&lt;br /&gt;
* Mixed storage access: if storage is available for trucks to pull or push to, or that the input or output transports are not exclusive to the station, a visiting network train may not receive or be able to provide all the expected resources.&lt;br /&gt;
&lt;br /&gt;
=== Arrivals ===&lt;br /&gt;
This section is by default collapsed, but always displays the number of trains either en-route or currently at the station. Opening the section will list all the trains for inspection.&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Train_Station&amp;diff=12596</id>
		<title>Train Station</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Train_Station&amp;diff=12596"/>
		<updated>2026-04-08T13:25:39Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Mark in use&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{in use}}&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = {{PAGENAME}}&lt;br /&gt;
| Image         = TrainStationRoot.png&lt;br /&gt;
| Description   = Base building that establishes a train station. Add adjacent loading and unloading modules to create a freight station, or use stand-alone as a waypoint.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts III&lt;br /&gt;
    | Input1Qty   = 10&lt;br /&gt;
}}&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Footprint     = 2x5&lt;br /&gt;
| BoostByUnity  = no&lt;br /&gt;
| Research      = Trains&lt;br /&gt;
| Designation   = Trains&lt;br /&gt;
| DesigImgOverride= RailParts.png&lt;br /&gt;
| Variants      = [[Unit Station Module]] &amp;lt;br/&amp;gt; [[Loose Station Module]] &amp;lt;br/&amp;gt; [[Fluid Station Module]] &amp;lt;br/&amp;gt; [[Empty Station Module]] &amp;lt;br/&amp;gt; [[Steam Fuel Module]] &amp;lt;br/&amp;gt; [[Diesel Fuel Module]] &amp;lt;br/&amp;gt; [[Hydrogen Fuel Module]] &amp;lt;br/&amp;gt; [[Train Station]]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Creates a train station.&lt;br /&gt;
&lt;br /&gt;
See [[Train Depot]] for making a train.&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Truss_Bridge&amp;diff=12589</id>
		<title>Truss Bridge</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Truss_Bridge&amp;diff=12589"/>
		<updated>2026-04-08T12:20:49Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Add infobox footer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under construction}}&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = Truss bridge&lt;br /&gt;
| Image         = Truss2.png&lt;br /&gt;
| Description   = Provides a link across water or valleys, allowing trains or trucks to cross.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Steel&lt;br /&gt;
    | Input1Qty   = 40&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 16&lt;br /&gt;
  }} per 16 tiles&lt;br /&gt;
| Footprint     = 9x6&lt;br /&gt;
&amp;lt;!---| Research      = Bridges---&amp;gt;&lt;br /&gt;
| Designation   = Bridges&lt;br /&gt;
| Variants      = [[Cable Stayed Bridge]]&lt;br /&gt;
}}&lt;br /&gt;
This bridge variant can be useful for cheap crossings, it does not have the same restrictions for turns or minimum length as the [[Cable Stayed Bridge]] does. However it is limited to 2 lanes, and a maximum height above ground (or seabed) of 40 meters.&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Cable_Stayed_Bridge&amp;diff=12588</id>
		<title>Cable Stayed Bridge</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Cable_Stayed_Bridge&amp;diff=12588"/>
		<updated>2026-04-08T12:20:32Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Add infobox footer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under construction}}&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = Cable Stayed bridge&lt;br /&gt;
| Image         = CableStayed4.png&lt;br /&gt;
| Description   = Provides a link across water or valleys, allowing trains or trucks to cross.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Steel&lt;br /&gt;
    | Input1Qty   = 80&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 105&lt;br /&gt;
  }} per 16 tiles&lt;br /&gt;
| Footprint     = 9x6&lt;br /&gt;
&amp;lt;!---| Research      = Bridges---&amp;gt;&lt;br /&gt;
| Designation   = Bridges&lt;br /&gt;
| Variants      = [[Truss Bridge]]&lt;br /&gt;
}}&lt;br /&gt;
This bridge variant has a maximum height above ground (or seabed) of 100 meters. It is more expensive than [[Truss Bridge]] and has a minimum length for the cable stayed tower to be placed. It allows for 4 lanes, so is the only variant to allow trains and trucks to cross the same span.&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Talk:Mechanical_Energy&amp;diff=12587</id>
		<title>Talk:Mechanical Energy</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Talk:Mechanical_Energy&amp;diff=12587"/>
		<updated>2026-04-08T12:19:40Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Created page with &amp;quot;Reckon this page is redundant, and we can put a redirect to Mechanical Power here instead.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reckon this page is redundant, and we can put a redirect to [[Mechanical Power]] here instead.&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Cable_Stayed_Bridge&amp;diff=12585</id>
		<title>Cable Stayed Bridge</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Cable_Stayed_Bridge&amp;diff=12585"/>
		<updated>2026-04-08T12:08:30Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Link iconography&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under construction}}&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = Cable Stayed bridge&lt;br /&gt;
| Image         = CableStayed4.png&lt;br /&gt;
| Description   = Provides a link across water or valleys, allowing trains or trucks to cross.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Steel&lt;br /&gt;
    | Input1Qty   = 80&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 105&lt;br /&gt;
  }} per 16 tiles&lt;br /&gt;
| Footprint     = 9x6&lt;br /&gt;
&amp;lt;!---| Research      = Bridges---&amp;gt;&lt;br /&gt;
| Designation   = Bridges&lt;br /&gt;
| Variants      = [[Truss Bridge]]&lt;br /&gt;
}}&lt;br /&gt;
This bridge variant has a maximum height above ground (or seabed) of 100 meters. It is more expensive than [[Truss Bridge]] and has a minimum length for the cable stayed tower to be placed. It allows for 4 lanes, so is the only variant to allow trains and trucks to cross the same span.&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Truss_Bridge&amp;diff=12584</id>
		<title>Truss Bridge</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Truss_Bridge&amp;diff=12584"/>
		<updated>2026-04-08T12:07:30Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Link iconography&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under construction}}&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = Truss bridge&lt;br /&gt;
| Image         = Truss2.png&lt;br /&gt;
| Description   = Provides a link across water or valleys, allowing trains or trucks to cross.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Steel&lt;br /&gt;
    | Input1Qty   = 40&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 16&lt;br /&gt;
  }} per 16 tiles&lt;br /&gt;
| Footprint     = 9x6&lt;br /&gt;
&amp;lt;!---| Research      = Bridges---&amp;gt;&lt;br /&gt;
| Designation   = Bridges&lt;br /&gt;
| Variants      = [[Cable Stayed Bridge]]&lt;br /&gt;
}}&lt;br /&gt;
This bridge variant can be useful for cheap crossings, it does not have the same restrictions for turns or minimum length as the [[Cable Stayed Bridge]] does. However it is limited to 2 lanes, and a maximum height above ground (or seabed) of 40 meters.&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Bridges&amp;diff=12569</id>
		<title>Bridges</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Bridges&amp;diff=12569"/>
		<updated>2026-04-08T08:57:15Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Bridge Selection in Toolbar.png|alt=Screenshot of the bridge options, as they are available via the bridge section of the lower toolbar.|thumb|Bridge choices]]&lt;br /&gt;
Bridges were added in Update 4, and currently come in two variants, [[Truss Bridge]] and [[Cable Stayed Bridge]]. They provide a means to connect islands over water, or as an elevated route bypassing a valley below.&lt;br /&gt;
&lt;br /&gt;
=== Lanes ===&lt;br /&gt;
&lt;br /&gt;
Bridges can have their lanes changed at any time with no cost. There are 4 types of lanes that can be applied:&lt;br /&gt;
# Left-hand drive 2-way small road ([[Pickup|Pickups]], [[Truck|Trucks]], [[Small Excavator|Small Excavators]] and [[Excavator|Excavators]])&lt;br /&gt;
# Right-hand drive 2-way small road&lt;br /&gt;
# 1 lane rail&lt;br /&gt;
# 1 lane electrified rail&lt;br /&gt;
&lt;br /&gt;
There is no lane variant that allows [[Amphibious Truck|Amphibious Trucks]], [[Amphibious Excavator|Amphibious Excavators]], [[Haul_Truck_(Dump)|Haul Trucks]] or [[Mega Excavator|Mega Excavators]] to cross a bridge.&lt;br /&gt;
&lt;br /&gt;
== Bridge Building ==&lt;br /&gt;
&lt;br /&gt;
Bridges can only be placed along a specially aligned grid, 8x the normal tile, displayed when building a bridge.&lt;br /&gt;
Whilst building a bridge, the tooltip information displays 3 pieces of information: height above sea level, current height above ground or seabed, and max height bridge is capable of.&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Bridges&amp;diff=12568</id>
		<title>Bridges</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Bridges&amp;diff=12568"/>
		<updated>2026-04-08T08:57:00Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Bridge Selection in Toolbar.png|alt=Screenshot of the bridge options, as they are available via the bridge section of the lower toolbar.|thumb|Bridge choices]]&lt;br /&gt;
Bridges were added in Update 4, and currently come in two variants, [[Truss Bridge]] and [[Cable Stayed Bridge]]. They provide a means to connect islands over water, or as an elevated route bypassing a valley below.ds&lt;br /&gt;
&lt;br /&gt;
=== Lanes ===&lt;br /&gt;
&lt;br /&gt;
Bridges can have their lanes changed at any time with no cost. There are 4 types of lanes that can be applied:&lt;br /&gt;
# Left-hand drive 2-way small road ([[Pickup|Pickups]], [[Truck|Trucks]], [[Small Excavator|Small Excavators]] and [[Excavator|Excavators]])&lt;br /&gt;
# Right-hand drive 2-way small road&lt;br /&gt;
# 1 lane rail&lt;br /&gt;
# 1 lane electrified rail&lt;br /&gt;
&lt;br /&gt;
There is no lane variant that allows [[Amphibious Truck|Amphibious Trucks]], [[Amphibious Excavator|Amphibious Excavators]], [[Haul_Truck_(Dump)|Haul Trucks]] or [[Mega Excavator|Mega Excavators]] to cross a bridge.&lt;br /&gt;
&lt;br /&gt;
== Bridge Building ==&lt;br /&gt;
&lt;br /&gt;
Bridges can only be placed along a specially aligned grid, 8x the normal tile, displayed when building a bridge.&lt;br /&gt;
Whilst building a bridge, the tooltip information displays 3 pieces of information: height above sea level, current height above ground or seabed, and max height bridge is capable of.&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Cable_Stayed_Bridge&amp;diff=12567</id>
		<title>Cable Stayed Bridge</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Cable_Stayed_Bridge&amp;diff=12567"/>
		<updated>2026-04-08T08:19:25Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under construction}}&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = Cable Stayed bridge&lt;br /&gt;
| Description   = Provides a link across water or valleys, allowing trains or trucks to cross.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Steel&lt;br /&gt;
    | Input1Qty   = 80&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 105&lt;br /&gt;
  }} per 16 tiles&lt;br /&gt;
| Footprint     = 9x6&lt;br /&gt;
&amp;lt;!---| Research      = Bridges---&amp;gt;&lt;br /&gt;
| Designation   = Bridges&lt;br /&gt;
| Variants      = [[Truss Bridge]]&lt;br /&gt;
}}&lt;br /&gt;
This bridge variant has a maximum height above ground (or seabed) of 100 meters. It is more expensive than [[Truss Bridge]] and has a minimum length for the cable stayed tower to be placed. It allows for 4 lanes, so is the only variant to allow trains and trucks to cross the same span.&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Train_Schedule&amp;diff=12566</id>
		<title>Train Schedule</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Train_Schedule&amp;diff=12566"/>
		<updated>2026-04-08T08:11:04Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under construction}}&lt;br /&gt;
&lt;br /&gt;
Accessed via the F7 key, the interface provides the ability to manage and configure train schedules for moving unit, loose, fluid or molten&amp;lt;ref&amp;gt;DLC exclusive [[https://store.steampowered.com/app/4349830/Captain_of_Industry__Trains_expanded Steam]]&amp;lt;/ref&amp;gt; materials. There are two distinct types of train schedules that can be made, the &#039;&#039;&#039;Train Line&#039;&#039;&#039; as was added with &#039;&#039;&#039;Update 3&#039;&#039;&#039;, allows the configuration of the routes between stations, setting conditions on what is collected or dropped off, and when to depart. Stations can be grouped into a single stop, and the [[trains|train]] will select the highest priority, then nearest station , with arrival conditions allowing. There also is the option, as of Update 4.1, to create &#039;&#039;&#039;Train Networks&#039;&#039;&#039;, which define a set of stations for moving cargo between, a set of stations for use for refueling, and a set of stations for waiting.&lt;br /&gt;
[[File:A Train Line Schedule.png|alt=Screenshot of the Train Scheduler window depicting a typical train line hauling from an iron ore mine to a fabrication plant, slag collection to contract export, back to mine.|thumb|Example of a Train &#039;&#039;Line&#039;&#039; Schedule (version 0.8.3[tbc])]]&lt;br /&gt;
&lt;br /&gt;
=== Train Lines ===&lt;br /&gt;
These were added in [[Update 3: Trains, Space &amp;amp; Asteroids]] as the only means to configure train routing. They allow specifying the routes taken by trains between stations, configuring filters for loading and unloading, departure rules, refueling stops. Train lines are uniquely capable of carrying multiple resources simultaneously, where Train Networks can only service a single resource per *job*. &lt;br /&gt;
&lt;br /&gt;
==== Station Grouping ====&lt;br /&gt;
Multiple stations can be assigned to the same stop, forming a group, within that group priorities may be set to determine which station the train will visit next. Of those available (according to their arrival conditions), among those with the highest priority, the nearest will be selected, at the moment of departure from the previous destination. A train will not check again while on it&#039;s en route.&lt;br /&gt;
&lt;br /&gt;
==== Refueling ====&lt;br /&gt;
Station stops may be assigned to be refuel only, trains will only visit these stations if their fuel level upon departing their previous station is below the set amount. Trains will prefer the closest refueling station of the highest priority within the group. &lt;br /&gt;
- [ ] verify if this is true&lt;br /&gt;
&lt;br /&gt;
==== Waypoints ====&lt;br /&gt;
Special notice is given to the function of waypoints as part of Train Lines, these allow the specification of a preferred route by trains to reach the next stop, should multiple be possible. Their *availability* reflects that of the proceeding station, thus a train will not move to a waypoint unless the station ahead of it is available.&lt;br /&gt;
They may also be used for turn around points for terminus stations.&lt;br /&gt;
&lt;br /&gt;
=== Train Networks ===&lt;br /&gt;
These were added in [[Update 4.1]] and provide a means for dynamic scheduling of trains for transportation jobs between stations in the network, akin to the truck logistics. A network consists of three parts, assigning 3 different &amp;quot;roles&amp;quot; to stations:&lt;br /&gt;
&lt;br /&gt;
1. Cargo Stations - Stations between which cargo will be transported&lt;br /&gt;
&lt;br /&gt;
2. Fuel Stations - Stations by which trains will visit to refuel&lt;br /&gt;
&lt;br /&gt;
3. Waiting Bays - Stations/Waypoints trains will visit to wait for their next job&amp;lt;!-- Tl;Dr Train Networks are akin truck logistics, with a very strict rule on not traveling empty. Stations are like storage silos, red line determines when push into the logistics network, green line determines when to pull from the logistics network. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Train Dispatch ====&lt;br /&gt;
Trains are assigned jobs, to move a single resource between two stations. There are a number of factors used to determine the jobs assigned, these factors are considered per resource in the network:&lt;br /&gt;
&lt;br /&gt;
# Source Station available (train limits) &amp;amp; priority (with round robin)&lt;br /&gt;
# Destination Station available (train limits) &amp;amp; priority (with round robin)&lt;br /&gt;
# Based on station storage thresholds:&lt;br /&gt;
## Source station has a resource in excess of it&#039;s defined threshold **AND** a suitable destination station exists with matching resources&lt;br /&gt;
## Destination station has a resource below it&#039;s defined threshold **AND** a suitable source station exits with matching resources&lt;br /&gt;
# Based on available train:&lt;br /&gt;
## Determine sufficient quantity in source station to fill train&lt;br /&gt;
## Determine sufficient space in destination to accept full train load&lt;br /&gt;
&lt;br /&gt;
If there are no jobs available, a train not already at a waiting bay, will relocate there.&lt;br /&gt;
&lt;br /&gt;
==== Source Station ====&lt;br /&gt;
A source station is defined as having any station module set to load. (Red slider) When the amount of the stored resource (including linked) exceeds the amount set on the red slider, the station will actively request trains for collecting the resource.&lt;br /&gt;
A destination station may also request a resource when it falls below it&#039;s defined threshold, in which case it will pull from the highest priority source station available. &lt;br /&gt;
&amp;gt;[!warning] Though trains will only be scheduled to retrieve from a source station when there is sufficient cargo to fill the train (and destination), mishandling of linked storage and or line trains can empty the station preventing the network train from filling it&#039;s wagons.&lt;br /&gt;
&lt;br /&gt;
==== Destination Station ====&lt;br /&gt;
A destination station is defined as having any station module set to unload. (Green slider) When the amount of the stored resource (including linked) drops below the amount set on the green slider, the station will actively request trains for bringing the resource. A source station may also &amp;quot;push&amp;quot; a resource to a destination station when it rises above it&#039;s defined threshold, in which case it will push to the highest priority destination station available.&lt;br /&gt;
&amp;gt; [!warning] Though trains will only be scheduled to deliver when there&#039;s sufficient space, mishandling of linked storage and or line trains can fill the station preventing the network train from emptying it&#039;s cargo.&lt;br /&gt;
&lt;br /&gt;
== Migrating to Update 4.1 ==&lt;br /&gt;
Some list of changes to consider when loading an old save into Update 4.1&lt;br /&gt;
&lt;br /&gt;
* Arrival Conditions migration&lt;br /&gt;
** Old &amp;quot;All modules full&amp;quot; -&amp;gt; New &amp;quot;Keep empty&amp;quot; + full train load enabled&lt;br /&gt;
** Old &amp;quot;All modules empty&amp;quot; -&amp;gt; New &amp;quot;Keep full&amp;quot; + full train load enabled&lt;br /&gt;
&lt;br /&gt;
=== Transition to Network Schedule ===&lt;br /&gt;
Considerations for moving to train logistics from lines to network&lt;br /&gt;
* Adjust sliders considered above&lt;br /&gt;
* train &amp;amp; station storage capacity&lt;br /&gt;
* waiting bays&lt;br /&gt;
* priorities&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting Trains ==&lt;br /&gt;
Common issues encountered with trains:&lt;br /&gt;
&lt;br /&gt;
* Trains with Arrival Conditions not met&lt;br /&gt;
* No Jobs available&lt;br /&gt;
* Trains aren&#039;t collecting from this station&lt;br /&gt;
* Trains aren&#039;t delivering to this station&lt;br /&gt;
* Network Trains are traveling less than fully loaded&lt;br /&gt;
** linked storage&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Train_Schedule&amp;diff=12565</id>
		<title>Train Schedule</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Train_Schedule&amp;diff=12565"/>
		<updated>2026-04-08T08:09:11Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under construction}}&lt;br /&gt;
&lt;br /&gt;
Accessed via the F7 key, the interface provides the ability to manage and configure train schedules for moving unit, loose, fluid or molten&amp;lt;ref&amp;gt;DLC exclusive [[https://store.steampowered.com/app/4349830/Captain_of_Industry__Trains_expanded Steam]]&amp;lt;/ref&amp;gt; materials. There are two distinct types of train schedules that can be made, the &#039;&#039;&#039;Train Line&#039;&#039;&#039; as was added with &#039;&#039;&#039;Update 3&#039;&#039;&#039;, allows the configuration of the routes between stations, setting conditions on what is collected or dropped off, and when to depart. Stations can be grouped into a single stop, and the [[trains|train]] will select the highest priority, then nearest station , with arrival conditions allowing. There also is the option, as of Update 4.1, to create &#039;&#039;&#039;Train Networks&#039;&#039;&#039;, which define a set of stations for moving cargo between, a set of stations for use for refueling, and a set of stations for waiting.&lt;br /&gt;
[[File:A Train Line Schedule.png|alt=Screenshot of the Train Scheduler window depicting a typical train line hauling from an iron ore mine to a fabrication plant, slag collection to contract export, back to mine.|thumb|Example of a Train &#039;&#039;Line&#039;&#039; Schedule (version 0.8.3[tbc])]]&lt;br /&gt;
&lt;br /&gt;
=== Train Lines ===&lt;br /&gt;
These were added in [[Update 3: Trains, Space &amp;amp; Asteroids]] as the only means to configure train routing. They allow specifying the routes taken by trains between stations, configuring filters for loading and unloading, departure rules, refueling stops. Train lines are uniquely capable of carrying multiple resources simultaneously, where Train Networks can only service a single resource per *job*. &lt;br /&gt;
&lt;br /&gt;
==== Station Grouping ====&lt;br /&gt;
Multiple stations can be assigned to the same stop, forming a group, within that group priorities may be set to determine which station the train will visit next. Of those available (according to their arrival conditions), among those with the highest priority, the nearest will be selected, at the moment of departure from the previous destination. A train will not check again while on it&#039;s en route.&lt;br /&gt;
&lt;br /&gt;
==== Refueling ====&lt;br /&gt;
Station stops may be assigned to be refuel only, trains will only visit these stations if their fuel level upon departing their previous station is below the set amount. Trains will prefer the closest refueling station of the highest priority within the group. &lt;br /&gt;
- [ ] verify if this is true&lt;br /&gt;
&lt;br /&gt;
==== Waypoints ====&lt;br /&gt;
Special notice is given to the function of waypoints as part of Train Lines, these allow the specification of a preferred route by trains to reach the next stop, should multiple be possible. Their *availability* reflects that of the proceeding station, thus a train will not move to a waypoint unless the station ahead of it is available.&lt;br /&gt;
They may also be used for turn around points for terminus stations.&lt;br /&gt;
&lt;br /&gt;
=== Train Networks ===&lt;br /&gt;
These were added in [[Update 4.1]] and provide a means for dynamic scheduling of trains for transportation jobs between stations in the network, akin to the truck logistics. A network consists of three parts, assigning 3 different &amp;quot;roles&amp;quot; to stations:&lt;br /&gt;
&lt;br /&gt;
1. Cargo Stations - Stations between which cargo will be transported&lt;br /&gt;
&lt;br /&gt;
2. Fuel Stations - Stations by which trains will visit to refuel&lt;br /&gt;
&lt;br /&gt;
3. Waiting Bays - Stations/Waypoints trains will visit to wait for their next job&amp;lt;!-- Tl;Dr Train Networks are akin truck logistics, with a very strict rule on not traveling empty. Stations are like storage silos, red line determines when push into the logistics network, green line determines when to pull from the logistics network. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Train Dispatch ====&lt;br /&gt;
Trains are assigned jobs, to move a single resource between two stations. There are a number of factors used to determine the jobs assigned, these factors are considered per resource in the network:&lt;br /&gt;
&lt;br /&gt;
# Source Station available (train limits) &amp;amp; priority (with round robin)&lt;br /&gt;
# Destination Station available (train limits) &amp;amp; priority (with round robin)&lt;br /&gt;
# Based on station storage thresholds:&lt;br /&gt;
## Source station has a resource in excess of it&#039;s defined threshold **AND** a suitable destination station exists with matching resources&lt;br /&gt;
## Destination station has a resource below it&#039;s defined threshold **AND** a suitable source station exits with matching resources&lt;br /&gt;
# Based on available train:&lt;br /&gt;
## Determine sufficient quantity in source station to fill train&lt;br /&gt;
## Determine sufficient space in destination to accept full train load&lt;br /&gt;
&lt;br /&gt;
If there are no jobs available, a train not already at a waiting bay, will relocate there.&lt;br /&gt;
&lt;br /&gt;
==== Source Station ====&lt;br /&gt;
A source station is defined as having any station module set to load. (Red slider) When the amount of the stored resource (including linked) exceeds the amount set on the red slider, the station will actively request trains for collecting the resource.&lt;br /&gt;
A destination station may also request a resource when it falls below it&#039;s defined threshold, in which case it will pull from the highest priority source station available. &lt;br /&gt;
&amp;gt;[!warning] Though trains will only be scheduled to retrieve from a source station when there is sufficient cargo to fill the train (and destination), mishandling of linked storage and or line trains can empty the station preventing the network train from filling it&#039;s wagons.&lt;br /&gt;
&lt;br /&gt;
==== Destination Station ====&lt;br /&gt;
A destination station is defined as having any station module set to unload. (Green slider) When the amount of the stored resource (including linked) drops below the amount set on the green slider, the station will actively request trains for bringing the resource. A source station may also &amp;quot;push&amp;quot; a resource to a destination station when it rises above it&#039;s defined threshold, in which case it will push to the highest priority destination station available.&lt;br /&gt;
&amp;gt; [!warning] Though trains will only be scheduled to deliver when there&#039;s sufficient space, mishandling of linked storage and or line trains can fill the station preventing the network train from emptying it&#039;s cargo.&lt;br /&gt;
&lt;br /&gt;
== Migrating to Update 4.1 ==&lt;br /&gt;
Some list of changes to consider when loading an old save into Update 4.1&lt;br /&gt;
&lt;br /&gt;
- [ ] Arrival Conditions migration&lt;br /&gt;
	- [ ] Old &amp;quot;All modules full&amp;quot; -&amp;gt; New &amp;quot;Keep empty&amp;quot; + full train load enabled&lt;br /&gt;
	- [ ] Old &amp;quot;All modules empty&amp;quot; -&amp;gt; New &amp;quot;Keep full&amp;quot; + full train load enabled&lt;br /&gt;
&lt;br /&gt;
=== Transition to Network Schedule ===&lt;br /&gt;
Considerations for moving to train logistics from lines to network&lt;br /&gt;
- [ ] Adjust sliders considered above&lt;br /&gt;
- [ ] train &amp;amp; station storage capacity&lt;br /&gt;
- [ ] waiting bays&lt;br /&gt;
- [ ] priorities&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting Trains ==&lt;br /&gt;
Common issues encountered with trains:&lt;br /&gt;
&lt;br /&gt;
* Trains with Arrival Conditions not met&lt;br /&gt;
* No Jobs available&lt;br /&gt;
* Trains aren&#039;t collecting from this station&lt;br /&gt;
* Trains aren&#039;t delivering to this station&lt;br /&gt;
* Network Trains are traveling less than fully loaded&lt;br /&gt;
** linked storage&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Cable_Stayed_Bridge&amp;diff=12564</id>
		<title>Cable Stayed Bridge</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Cable_Stayed_Bridge&amp;diff=12564"/>
		<updated>2026-04-08T08:06:35Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Initial implementation of page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under construction}}&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = Cable Stayed bridge&lt;br /&gt;
| Description   = Provides a link across water or valleys, allowing trains or trucks to cross.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Steel&lt;br /&gt;
    | Input1Qty   = 80&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 105&lt;br /&gt;
  }} per 16 tiles&lt;br /&gt;
| Footprint     = 9x6&lt;br /&gt;
&amp;lt;!---| Research      = Bridges---&amp;gt;&lt;br /&gt;
| Designation   = Bridges&lt;br /&gt;
| Variants      = [[Truss Bridge]]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Truss_Bridge&amp;diff=12563</id>
		<title>Truss Bridge</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Truss_Bridge&amp;diff=12563"/>
		<updated>2026-04-08T08:05:34Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under construction}}&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = Truss bridge&lt;br /&gt;
| Description   = Provides a link across water or valleys, allowing trains or trucks to cross.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Steel&lt;br /&gt;
    | Input1Qty   = 40&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 16&lt;br /&gt;
  }} per 16 tiles&lt;br /&gt;
| Footprint     = 9x6&lt;br /&gt;
&amp;lt;!---| Research      = Bridges---&amp;gt;&lt;br /&gt;
| Designation   = Bridges&lt;br /&gt;
| Variants      = [[Cable Stayed Bridge]]&lt;br /&gt;
}}&lt;br /&gt;
This bridge variant can be useful for cheap crossings, it does not have the same restrictions for turns or minimum length as the [[Cable Stayed Bridge]] does. However it is limited to 2 lanes, and a maximum height above ground (or seabed) of 40 meters.&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Truss_Bridge&amp;diff=12562</id>
		<title>Truss Bridge</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Truss_Bridge&amp;diff=12562"/>
		<updated>2026-04-08T08:05:01Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Add under construction banner&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under construction}}&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = Truss bridge&lt;br /&gt;
| Description   = Provides a link across water or valleys, allowing trains or trucks to cross.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Steel&lt;br /&gt;
    | Input1Qty   = 40&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 16&lt;br /&gt;
  }} per 16 tiles&lt;br /&gt;
| Footprint     = 9x6&lt;br /&gt;
&amp;lt;!---| Research      = Bridges---&amp;gt;&lt;br /&gt;
| Designation   = Bridges&lt;br /&gt;
| Variants      = [[Cable Stayed Bridge]]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
This bridge variant can be useful for cheap crossings, it does not have the same restrictions for turns or minimum length as the [[Cable Stayed Bridge]] does. However it is limited to 2 lanes, and a maximum height above ground (or seabed) of 40 meters.&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Truss_Bridge&amp;diff=12561</id>
		<title>Truss Bridge</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Truss_Bridge&amp;diff=12561"/>
		<updated>2026-04-08T08:03:10Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = Truss Bridge&lt;br /&gt;
| Description   = Provides a link across water or valleys, allowing trains or trucks to cross.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Steel&lt;br /&gt;
    | Input1Qty   = 40&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 16&lt;br /&gt;
  }} per 16 tiles&lt;br /&gt;
| Footprint     = 9x6&lt;br /&gt;
&amp;lt;!---| Research      = Bridges---&amp;gt;&lt;br /&gt;
| Designation   = Bridges&lt;br /&gt;
| Variants      = [[Cable Stayed Bridge]]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
This bridge variant can be useful for cheap crossings, it does not have the same restrictions for turns or minimum length as the [[Cable Stayed Bridge]] does. However it is limited to 2 lanes, and a maximum height above ground (or seabed) of 40 meters.&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=File:Truss_Bridge.png&amp;diff=12560</id>
		<title>File:Truss Bridge.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=File:Truss_Bridge.png&amp;diff=12560"/>
		<updated>2026-04-08T08:02:01Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Timj11dude moved page File:Truss Bridge.png to File:Truss Bridge Constructed.png: Avoid overlap with official iconography&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Truss Bridge Constructed.png]]&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=File:Truss_Bridge_Constructed.png&amp;diff=12559</id>
		<title>File:Truss Bridge Constructed.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=File:Truss_Bridge_Constructed.png&amp;diff=12559"/>
		<updated>2026-04-08T08:02:01Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Timj11dude moved page File:Truss Bridge.png to File:Truss Bridge Constructed.png: Avoid overlap with official iconography&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;View of two constructed truss bridges&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Truss_Bridge&amp;diff=12558</id>
		<title>Truss Bridge</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Truss_Bridge&amp;diff=12558"/>
		<updated>2026-04-08T07:53:33Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Created page with &amp;quot;{{Infobox machine | Name          = Truss bridge | Description   = Provides a link across water or valleys, allowing trains or trucks to cross. | Recipe        =    {{Machine Recipe     | Input1Name  = Steel     | Input1Qty   = 40     | Input2Name  = Concrete Slab     | Input2Qty   = 16   }} per 16 tiles | Footprint     = 9x6 &amp;lt;!---| Research      = Bridges---&amp;gt; | Designation   = Bridges | Variants      = Cable Stayed Bridge }} {{stub}} This bridge variant can be usefu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = Truss bridge&lt;br /&gt;
| Description   = Provides a link across water or valleys, allowing trains or trucks to cross.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Steel&lt;br /&gt;
    | Input1Qty   = 40&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 16&lt;br /&gt;
  }} per 16 tiles&lt;br /&gt;
| Footprint     = 9x6&lt;br /&gt;
&amp;lt;!---| Research      = Bridges---&amp;gt;&lt;br /&gt;
| Designation   = Bridges&lt;br /&gt;
| Variants      = [[Cable Stayed Bridge]]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
This bridge variant can be useful for cheap crossings, it does not have the same restrictions for turns or minimum length as the [[Cable Stayed Bridge]] does. However it is limited to 2 lanes, and a maximum height above ground (or seabed) of 40 meters.&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Train_Schedule&amp;diff=12557</id>
		<title>Train Schedule</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Train_Schedule&amp;diff=12557"/>
		<updated>2026-04-08T07:25:25Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Created page with &amp;quot;{{stub}}  Accessed via the F7 key, the interface provides the ability to manage and configure train schedules for moving unit, loose, fluid or molten&amp;lt;ref&amp;gt;DLC exclusive https://store.steampowered.com/app/4349830/Captain_of_Industry__Trains_expanded Steam&amp;lt;/ref&amp;gt; materials. There are two distinct types of train schedules that can be made, the &amp;#039;&amp;#039;&amp;#039;Train Line&amp;#039;&amp;#039;&amp;#039; as was added with &amp;#039;&amp;#039;&amp;#039;Update 3&amp;#039;&amp;#039;&amp;#039;, allows the configuration of the routes between stations, setting conditions on...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Accessed via the F7 key, the interface provides the ability to manage and configure train schedules for moving unit, loose, fluid or molten&amp;lt;ref&amp;gt;DLC exclusive [[https://store.steampowered.com/app/4349830/Captain_of_Industry__Trains_expanded Steam]]&amp;lt;/ref&amp;gt; materials. There are two distinct types of train schedules that can be made, the &#039;&#039;&#039;Train Line&#039;&#039;&#039; as was added with &#039;&#039;&#039;Update 3&#039;&#039;&#039;, allows the configuration of the routes between stations, setting conditions on what is collected or dropped off, and when to depart. Stations can be grouped into a single stop, and the [[trains|train]] will select the highest priority, then nearest station , with arrival conditions allowing. There also is the option, as of Update 4.1, to create &#039;&#039;&#039;Train Networks&#039;&#039;&#039;, which define a set of stations for moving cargo between, a set of stations for use for refueling, and a set of stations for waiting.&lt;br /&gt;
[[File:A Train Line Schedule.png|alt=Screenshot of the Train Scheduler window depicting a typical train line hauling from an iron ore mine to a fabrication plant, slag collection to contract export, back to mine.|thumb|Example of a Train &#039;&#039;Line&#039;&#039; Schedule (version 0.8.3[tbc])]]&lt;br /&gt;
&lt;br /&gt;
=== Train Lines ===&lt;br /&gt;
These were added in [[Update 3: Trains, Space &amp;amp; Asteroids]] as the only means to configure train routing. They allow specifying the routes taken by trains between stations, configuring filters for loading and unloading, departure rules, refueling stops. Train lines are uniquely capable of carrying multiple resources simultaneously, where Train Networks can only service a single resource per *job*. &lt;br /&gt;
&lt;br /&gt;
==== Station Grouping ====&lt;br /&gt;
Multiple stations can be assigned to the same stop, forming a group, within that group priorities may be set to determine which station the train will visit next. Of those available (according to their arrival conditions), among those with the highest priority, the nearest will be selected, at the moment of departure from the previous destination. A train will not check again while on it&#039;s en route.&lt;br /&gt;
&lt;br /&gt;
==== Refueling ====&lt;br /&gt;
Station stops may be assigned to be refuel only, trains will only visit these stations if their fuel level upon departing their previous station is below the set amount. Trains will prefer the closest refueling station of the highest priority within the group. &lt;br /&gt;
- [ ] verify if this is true&lt;br /&gt;
&lt;br /&gt;
==== Waypoints ====&lt;br /&gt;
Special notice is given to the function of waypoints as part of Train Lines, these allow the specification of a preferred route by trains to reach the next stop, should multiple be possible. Their *availability* reflects that of the proceeding station, thus a train will not move to a waypoint unless the station ahead of it is available.&lt;br /&gt;
They may also be used for turn around points for terminus stations.&lt;br /&gt;
&lt;br /&gt;
=== Train Networks ===&lt;br /&gt;
These were added in [[Update 4.1]] and provide a means for dynamic scheduling of trains for transportation jobs between stations in the network, akin to the truck logistics. A network consists of three parts, assigning 3 different &amp;quot;roles&amp;quot; to stations:&lt;br /&gt;
&lt;br /&gt;
1. Cargo Stations - Stations between which cargo will be transported&lt;br /&gt;
&lt;br /&gt;
2. Fuel Stations - Stations by which trains will visit to refuel&lt;br /&gt;
&lt;br /&gt;
3. Waiting Bays - Stations/Waypoints trains will visit to wait for their next job&amp;lt;!-- Tl;Dr Train Networks are akin truck logistics, with a very strict rule on not traveling empty. Stations are like storage silos, red line determines when push into the logistics network, green line determines when to pull from the logistics network. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Train Dispatch ====&lt;br /&gt;
Trains are assigned jobs, to move a single resource between two stations. There are a number of factors used to determine the jobs assigned, these factors are considered per resource in the network:&lt;br /&gt;
&lt;br /&gt;
# Source Station available (train limits) &amp;amp; priority (with round robin)&lt;br /&gt;
# Destination Station available (train limits) &amp;amp; priority (with round robin)&lt;br /&gt;
# Based on station storage thresholds:&lt;br /&gt;
## Source station has a resource in excess of it&#039;s defined threshold **AND** a suitable destination station exists with matching resources&lt;br /&gt;
## Destination station has a resource below it&#039;s defined threshold **AND** a suitable source station exits with matching resources&lt;br /&gt;
# Based on available train:&lt;br /&gt;
## Determine sufficient quantity in source station to fill train&lt;br /&gt;
## Determine sufficient space in destination to accept full train load&lt;br /&gt;
&lt;br /&gt;
If there are no jobs available, a train not already at a waiting bay, will relocate there.&lt;br /&gt;
&lt;br /&gt;
==== Source Station ====&lt;br /&gt;
A source station is defined as having any station module set to load. (Red slider) When the amount of the stored resource (including linked) exceeds the amount set on the red slider, the station will actively request trains for collecting the resource.&lt;br /&gt;
A destination station may also request a resource when it falls below it&#039;s defined threshold, in which case it will pull from the highest priority source station available. &lt;br /&gt;
&amp;gt;[!warning] Though trains will only be scheduled to retrieve from a source station when there is sufficient cargo to fill the train (and destination), mishandling of linked storage and or line trains can empty the station preventing the network train from filling it&#039;s wagons.&lt;br /&gt;
&lt;br /&gt;
==== Destination Station ====&lt;br /&gt;
A destination station is defined as having any station module set to unload. (Green slider) When the amount of the stored resource (including linked) drops below the amount set on the green slider, the station will actively request trains for bringing the resource. A source station may also &amp;quot;push&amp;quot; a resource to a destination station when it rises above it&#039;s defined threshold, in which case it will push to the highest priority destination station available.&lt;br /&gt;
&amp;gt; [!warning] Though trains will only be scheduled to deliver when there&#039;s sufficient space, mishandling of linked storage and or line trains can fill the station preventing the network train from emptying it&#039;s cargo.&lt;br /&gt;
&lt;br /&gt;
== Migrating to Update 4.1 ==&lt;br /&gt;
Some list of changes to consider when loading an old save into Update 4.1&lt;br /&gt;
&lt;br /&gt;
- [ ] Arrival Conditions migration&lt;br /&gt;
	- [ ] Old &amp;quot;All modules full&amp;quot; -&amp;gt; New &amp;quot;Keep empty&amp;quot; + full train load enabled&lt;br /&gt;
	- [ ] Old &amp;quot;All modules empty&amp;quot; -&amp;gt; New &amp;quot;Keep full&amp;quot; + full train load enabled&lt;br /&gt;
&lt;br /&gt;
=== Transition to Network Schedule ===&lt;br /&gt;
Considerations for moving to train logistics from lines to network&lt;br /&gt;
- [ ] Adjust sliders considered above&lt;br /&gt;
- [ ] train &amp;amp; station storage capacity&lt;br /&gt;
- [ ] waiting bays&lt;br /&gt;
- [ ] priorities&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting Trains ==&lt;br /&gt;
Common issues encountered with trains:&lt;br /&gt;
&lt;br /&gt;
* Trains with Arrival Conditions not met&lt;br /&gt;
* No Jobs available&lt;br /&gt;
* Trains aren&#039;t collecting from this station&lt;br /&gt;
* Trains aren&#039;t delivering to this station&lt;br /&gt;
* Network Trains are traveling less than fully loaded&lt;br /&gt;
** linked storage&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Train&amp;diff=12556</id>
		<title>Train</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Train&amp;diff=12556"/>
		<updated>2026-04-08T07:15:21Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: Add redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Trains]]&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=User:Timj11dude/sandbox&amp;diff=12555</id>
		<title>User:Timj11dude/sandbox</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=User:Timj11dude/sandbox&amp;diff=12555"/>
		<updated>2026-04-08T07:10:54Z</updated>

		<summary type="html">&lt;p&gt;Timj11dude: /* Train Schedules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Train Schedules ==&lt;br /&gt;
Accessed via the F7 key, the interface provides the ability to manage and configure train schedules for moving unit, loose, fluid or molten&amp;lt;ref&amp;gt;DLC exclusive [[https://store.steampowered.com/app/4349830/Captain_of_Industry__Trains_expanded Steam]]&amp;lt;/ref&amp;gt; materials. There are two distinct types of train schedules that can be made, the &#039;&#039;&#039;Train Line&#039;&#039;&#039; as was added with &#039;&#039;&#039;Update 3&#039;&#039;&#039;, allows the configuration of the routes between stations, setting conditions on what is collected or dropped off, and when to depart. Stations can be grouped into a single stop, and the [[trains|train]] will select the highest priority, then nearest station , with arrival conditions allowing. There also is the option, as of Update 4.1, to create &#039;&#039;&#039;Train Networks&#039;&#039;&#039;, which define a set of stations for moving cargo between, a set of stations for use for refueling, and a set of stations for waiting.&lt;br /&gt;
[[File:A Train Line Schedule.png|alt=Screenshot of the Train Scheduler window depicting a typical train line hauling from an iron ore mine to a fabrication plant, slag collection to contract export, back to mine.|thumb|Example of a Train &#039;&#039;Line&#039;&#039; Schedule (version 0.8.3[tbc])]]&lt;br /&gt;
&lt;br /&gt;
=== Train Lines ===&lt;br /&gt;
These were added in [[Update 3: Trains, Space &amp;amp; Asteroids]] as the only means to configure train routing. They allow specifying the routes taken by trains between stations, configuring filters for loading and unloading, departure rules, refueling stops. Train lines are uniquely capable of carrying multiple resources simultaneously, where Train Networks can only service a single resource per *job*. &lt;br /&gt;
&lt;br /&gt;
==== Station Grouping ====&lt;br /&gt;
Multiple stations can be assigned to the same stop, forming a group, within that group priorities may be set to determine which station the train will visit next. Of those available (according to their arrival conditions), among those with the highest priority, the nearest will be selected, at the moment of departure from the previous destination. A train will not check again while on it&#039;s en route.&lt;br /&gt;
&lt;br /&gt;
==== Refueling ====&lt;br /&gt;
Station stops may be assigned to be refuel only, trains will only visit these stations if their fuel level upon departing their previous station is below the set amount. Trains will prefer the closest refueling station of the highest priority within the group. &lt;br /&gt;
- [ ] verify if this is true&lt;br /&gt;
&lt;br /&gt;
==== Waypoints ====&lt;br /&gt;
Special notice is given to the function of waypoints as part of Train Lines, these allow the specification of a preferred route by trains to reach the next stop, should multiple be possible. Their *availability* reflects that of the proceeding station, thus a train will not move to a waypoint unless the station ahead of it is available.&lt;br /&gt;
They may also be used for turn around points for terminus stations.&lt;br /&gt;
&lt;br /&gt;
=== Train Networks ===&lt;br /&gt;
These were added in [[Update 4.1]] and provide a means for dynamic scheduling of trains for transportation jobs between stations in the network, akin to the truck logistics. A network consists of three parts, assigning 3 different &amp;quot;roles&amp;quot; to stations:&lt;br /&gt;
&lt;br /&gt;
1. Cargo Stations - Stations between which cargo will be transported&lt;br /&gt;
&lt;br /&gt;
2. Fuel Stations - Stations by which trains will visit to refuel&lt;br /&gt;
&lt;br /&gt;
3. Waiting Bays - Stations/Waypoints trains will visit to wait for their next job&amp;lt;!-- Tl;Dr Train Networks are akin truck logistics, with a very strict rule on not traveling empty. Stations are like storage silos, red line determines when push into the logistics network, green line determines when to pull from the logistics network. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Train Dispatch ====&lt;br /&gt;
Trains are assigned jobs, to move a single resource between two stations. There are a number of factors used to determine the jobs assigned, these factors are considered per resource in the network:&lt;br /&gt;
&lt;br /&gt;
# Source Station available (train limits) &amp;amp; priority (with round robin)&lt;br /&gt;
# Destination Station available (train limits) &amp;amp; priority (with round robin)&lt;br /&gt;
# Based on station storage thresholds:&lt;br /&gt;
## Source station has a resource in excess of it&#039;s defined threshold **AND** a suitable destination station exists with matching resources&lt;br /&gt;
## Destination station has a resource below it&#039;s defined threshold **AND** a suitable source station exits with matching resources&lt;br /&gt;
# Based on available train:&lt;br /&gt;
## Determine sufficient quantity in source station to fill train&lt;br /&gt;
## Determine sufficient space in destination to accept full train load&lt;br /&gt;
&lt;br /&gt;
If there are no jobs available, a train not already at a waiting bay, will relocate there.&lt;br /&gt;
&lt;br /&gt;
==== Source Station ====&lt;br /&gt;
A source station is defined as having any station module set to load. (Red slider) When the amount of the stored resource (including linked) exceeds the amount set on the red slider, the station will actively request trains for collecting the resource.&lt;br /&gt;
A destination station may also request a resource when it falls below it&#039;s defined threshold, in which case it will pull from the highest priority source station available. &lt;br /&gt;
&amp;gt;[!warning] Though trains will only be scheduled to retrieve from a source station when there is sufficient cargo to fill the train (and destination), mishandling of linked storage and or line trains can empty the station preventing the network train from filling it&#039;s wagons.&lt;br /&gt;
&lt;br /&gt;
==== Destination Station ====&lt;br /&gt;
A destination station is defined as having any station module set to unload. (Green slider) When the amount of the stored resource (including linked) drops below the amount set on the green slider, the station will actively request trains for bringing the resource. A source station may also &amp;quot;push&amp;quot; a resource to a destination station when it rises above it&#039;s defined threshold, in which case it will push to the highest priority destination station available.&lt;br /&gt;
&amp;gt; [!warning] Though trains will only be scheduled to deliver when there&#039;s sufficient space, mishandling of linked storage and or line trains can fill the station preventing the network train from emptying it&#039;s cargo.&lt;br /&gt;
&lt;br /&gt;
== Migrating to Update 4.1 ==&lt;br /&gt;
Some list of changes to consider when loading an old save into Update 4.1&lt;br /&gt;
&lt;br /&gt;
- [ ] Arrival Conditions migration&lt;br /&gt;
	- [ ] Old &amp;quot;All modules full&amp;quot; -&amp;gt; New &amp;quot;Keep empty&amp;quot; + full train load enabled&lt;br /&gt;
	- [ ] Old &amp;quot;All modules empty&amp;quot; -&amp;gt; New &amp;quot;Keep full&amp;quot; + full train load enabled&lt;br /&gt;
&lt;br /&gt;
=== Transition to Network Schedule ===&lt;br /&gt;
Considerations for moving to train logistics from lines to network&lt;br /&gt;
- [ ] Adjust sliders considered above&lt;br /&gt;
- [ ] train &amp;amp; station storage capacity&lt;br /&gt;
- [ ] waiting bays&lt;br /&gt;
- [ ] priorities&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting Trains ==&lt;br /&gt;
Common issues encountered with trains:&lt;br /&gt;
&lt;br /&gt;
* Trains with Arrival Conditions not met&lt;br /&gt;
* No Jobs available&lt;br /&gt;
* Trains aren&#039;t collecting from this station&lt;br /&gt;
* Trains aren&#039;t delivering to this station&lt;br /&gt;
* Network Trains are traveling less than fully loaded&lt;br /&gt;
** linked storage&lt;/div&gt;</summary>
		<author><name>Timj11dude</name></author>
	</entry>
</feed>