EARN 22 – Next-Gen Rail Network is Here!
🕑 Added 2025-06-13 22:00:00 +0000 UTCI’m thrilled to announce that EARN 22 is now available, bringing smarter infrastructure, cleaner circuitry, and key quality‑of‑life upgrades you’ve been asking for.
Here’s what’s new:
Elevated Rails & Junctions
2 Lane and 4 Lane Books: Full elevated rails identical to ground versions.
Ramps and Junctions: Pre-built ramps and junctions to transition between ground and elevated rails.
Circuitry Overhaul
Icon‑Based Signals: Most of the internal signals now use new icons for increased readability—and zero risk of mixing with real items.
Simplified & Improved Logic: I did go over the main circuitry and made some modifications to improve the stability of the network.
Improved Roboport Coverage
Closer Roboports: Blocks’ roboports now close to the tracks, so adjacent service stations auto‑build each other—no manual actions required.
Isolated Defense Network: Walls are pulled away from tracks to isolate their logistic network, preventing bleed‑over with blocks.
Service Stations and Trains
On/Off Controllers: Each Service Station can be shut down instantly via the ☼ combinator—no demolition needed.
Live Status Monitors: New displays give you at‑a‑glance health checks for every station, making troubleshooting a breeze.
Faster Big‑Blueprint Handling: Service Trains clear out sooner when laying massive blueprints (solar, reactors, smelters, etc.), keeping your build flow smooth.
Perimeter Defense Upgrades
Perimeter Ammo Train: When turret toggles are enabled, a new Ammo Train keeps defenses stocked—freeing the construction train to expand the line.
Three‑Lane Perimeter Station: Ammo, construction, and deconstruction trains each get their own lane—dock all three at once, or deploy only what you need.
Unified Depot & Refuel
Single‑Style High‑Throughput Depot: One streamlined depot design with minimal crossings and a fixed refuel station and belts.
Early‑Game Refuel Service: QSB 22 now includes a Refuel Service Station and a train to supply depots.
Depot Monitor: There is a new alarm that monitors the available depot lanes and alerts you if you need to build more depots.
Enhanced Cargo Stations
Green‑Belt Variants: Loading and unloading blueprints now ship with green‑belt + stack‑inserter versions for top‑tier throughput.
Long‑Standing Bug Fixes
Depot Jam / Train Layout Bug Resolved:
Removed coal‑only refuel stops
Removed Preload buffer combinators—use dedicated trains for any material if you need buffers.
Improved train deploy logic to check correct stations.
Vanilla Blueprint Import Bug:
EARN 22 can be imported and functions properly in Factorio 2.0 without Space Age DLC.
You need to re-import if you buy/enable Space Age DLC later.
Since there are many breaking changes with EARN 21, I recommend you to start a new game with EARN 22.
Changelog
v22.0.8 (April 16, 2025)
Inıtial public release of the v22 framework.
v22.0.9 (April 17, 2025)
Updated signals across stations.
(Old stations work as usual. Doesn't require update)
Fixed Perimeter Ammo Stations not requesting turrets.
You need to delete the combinators and place them again on the same station.
Updated signals on Core.
You need to place the new core over the old one.
Fixed the wrong chest capacity on "Green Belt Single Back Unloading Station"
Updated combinator descriptions on Signal Debugger.
v22.0.10 (April 21, 2025)
Added master roboports back to block stations.
Removed the extra laser turret on the outer defense wall
Added belts to the depot and deployer blueprints to enable them to function on water.
v22.0.11 (April 26, 2025)
Fixed a parameterization issue on all stations.
Fixed some parameter formulas on some stations.
Fixed the chest balancing logic on 1-4 robot loading stations.
You only need to update the existing stations if you set a train limit bigger than 1 while placing the station, or if it is a 1-4 robot loading station
Fixed a misplaced signal on block blueprints.
Changed the Core controller Concrete to make it more visible on the map view. Additionally, it's now one tile taller.
Added a Big Power Pole to the debug blueprint so it can easily be connected to the network.
Added Master Roboports back to block service stations.
v22.0.12 (June 14, 2025)
Updated service station wiring to eliminate signal leaks in service hubs and improve Recycle Train management.
Removed extra tracks from deployer train groups, allowing placement on depots.
Refined the Recycle Train schedule to avoid blocking other service trains.
Removed signals from the outer straight tracks of all blocks.
Comments
ElderAxe
Fuel pickup station is part of Service Hub. Just build a service hub and you will have it.
Dante Kalucz
hi i would like to know how i can make fuel load station for service train i mean the pickup fuel station
ElderAxe
For solar train to work, you need service hub built and needs to be connected to QSB. After that you can add a solar addon to service hub. So solar train can request solar panels and accumulators. If all of this is ok, then you can place solar block anywhere. Just make sure signal wires are connected along the tracks.
AelDierne
Hi! i don't understant how it's work. I've finish my quick start base, with rail connection. After i've build the hub.. and... when i' would add a solar block .. . the train dont take solar panel for going build the solar farm... does i've miss something?
Sparrow
is there a guide anywhere on how to use this?
ElderAxe
There are some constant combinators on core for controlling the turret & ammo deliveries. You should enable that combinator
Bram Van Niersen
I have a question, my perimmiter ammo add-on for the service hub doesnt request artillery turret and ammo. I have enabled the perimeter defense but nothing is happening. I have te latest versions
Stephen Ardern
This is what I have been waiting for! Thank you!
ElderAxe
I've fixed this problem with 22.0.9 already. Is it possible that you're using an older version?
Chris Wilson
I believe there is a missing red wire on the ammo service station, between the second (memory cell) and third decider combinator on the far side of the track. Without that connection, it is only requesting the defaults from the constant combinator and not incorporating the optional turrets from the core (i.e. doesn't even fill a train with ammo). The core also needs the turrets and ammo adding to perimeter ammo defaults (signal = 0) for them to be included in the broadcast.