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Logistic Train 22

A community-forged train layout that turned a single logistics line into a scalable factory artery.

Logistic Train 22 is a well-known community blueprint design in the Factorio player community, representing a mid-to-late-game logistics train layout optimized for hauling bulk resources between distant factory nodes. It is not an official in-game technology but rather a shared player creation that has become a reference point for train-design enthusiasts. In the broader Factorio ecosystem, blueprints like this one serve as collaborative building blocks: players design, save, and share complex train networks so others can replicate them in their own saves. Logistic Train 22 gained a small following for its clean routing, efficient station layout, and the way it demonstrates how to scale a single-lane logistics line into a multi-stop hub without excessive track switching.

Type
Community blueprint (train layout)
Category
Logistics / Transport
Affiliation
Player community (unofficial)
First shared
Factorio community forums / modding sites (exact date unverified)
Status
Active community design, frequently referenced in train-design threads

Lore & Background

In the Factorio world, the player's factory grows from a single mining drill into a sprawling industrial complex that must feed itself, defend itself, and ultimately send a rocket into the sky. Trains are the circulatory system of that complex—without them, resources pile up at the source and starve the production lines. The community has long treated train design as a craft in its own right, and blueprints like Logistic Train 22 represent the shared vocabulary of that craft. The design philosophy behind entries like this one is rooted in a few core principles: minimize track intersections to reduce signal conflicts, keep station platforms long enough to dock full-length trains without overflow, and route the line so that loading and unloading happen in a single continuous pass. Logistic Train 22 is often cited in forum discussions as a good intermediate example—more complex than a basic two-stop shuttle, but not yet the sprawling multi-branch network that late-game players build. The alien invasion that drives the game's narrative gives these logistics networks an urgency that pure engineering puzzles rarely carry. Every train that runs on schedule is a train that delivers ammo to the defensive turrets, or ore to the smelters that keep the walls standing. In that context, a well-designed blueprint is not just efficient; it is a small act of survival in a world that is actively trying to consume your factory.

In Their Own Story

The signal light blinked green. The locomotive—painted the same flat industrial grey as every other machine on the line—pulled forward with a low mechanical groan, its cargo cars clanking in sequence. Three stops ahead, a loading platform waited, its hoppers already full of iron plates, the product of a smelter line that had been running for what felt like days. The player watched from the edge of the factory floor, coffee cold in their hand, the alien spores drifting in the distance like a slow grey fog. The train would reach its destination in ninety seconds. The smelters would keep running. The turrets on the northern wall would keep their ammo. And the rocket parts—those endless, maddening rocket parts—would inch one step closer to the launch site. The train hissed to a stop. The loading arms extended. The cycle repeated. Somewhere, a blueprint file sat in a shared folder, its name a simple number, its author long since logged off. The factory kept breathing.

Reader's Guide

Logistic Train 22 is a blueprint, not a researchable technology, so it does not appear in the tech tree or require science packs to unlock. Instead, it lives in Factorio's blueprint system: a player designs a train layout in their own save, selects the region, and saves it to a blueprint book. That book can then be exported as a code (a long alphanumeric string) or shared via the in-game blueprint sharing feature. To use it, a player pastes the blueprint code into their own game, places the layout on the map, and the game auto-constructs the tracks, stations, and signal lights. The design still requires the player to have the relevant technologies researched—train production, signal lights, and the specific rail types used—so the blueprint interacts with the tech tree indirectly: it cannot build anything beyond what your current research permits. In the community, blueprints like this one are often discussed in dedicated train-design threads. Players iterate on layouts, post screenshots of their station spacing, and debate signal-light placement. Logistic Train 22 is typically referenced as a solid mid-game template: long enough for four or more cargo cars, with a single-platform station and a simple two-signal approach that avoids the deadlocks common in more ambitious multi-branch designs. It is a starting point, not a final answer, and most players who adopt it will eventually extend or modify it as their factory's logistics demands grow.

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