Building our MAIN Train Station Hub! - Factorio 1.0 Let’s Play Ep 5

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ImKibitz

ImKibitz

Күн бұрын

Пікірлер: 529
@specialk4431
@specialk4431 4 жыл бұрын
“I don’t know how many of these green circuits I need.” The answer is yes. You need yes amount of green circuits. There’s never enough. There will never be enough. More.
@feku0340
@feku0340 4 жыл бұрын
it only stops when you run out of room
@exostranger7702
@exostranger7702 4 жыл бұрын
and you could say there will always be space ^^
@khkpck
@khkpck 4 жыл бұрын
once u reached a 128 lanebalancer things start to get messi (128blue belts of green circuits)
@nein3405
@nein3405 4 жыл бұрын
​@@khkpck lets be honest, if you use a 128 lane balancer you are doing it wrong ... unless its for aesthetic reasons, then youre absolutely doing the right thing ^^
@kingwesleyXIV
@kingwesleyXIV 4 жыл бұрын
Lets just consume the world
@jacksonstarbringer7972
@jacksonstarbringer7972 4 жыл бұрын
Everyone say thank you to the nice man who edits his factorio videos instead of just uploading raw gameplay
@init100
@init100 4 жыл бұрын
Yes, I don't usually watch Factorio Let's plays because it's usually quite boring, but this series is quite enjoyable because he has edited out the boring parts.
@psmitty840
@psmitty840 4 жыл бұрын
It's great watching someone who's never played this at this point. Kibitz: Does anything Me: Ooooh you're gonna regret that later
@StarGamePlanet
@StarGamePlanet 4 жыл бұрын
psmitty840 only one iron smelter for the main base
@mszpirt
@mszpirt 4 жыл бұрын
Hahaha, this exactly
@deucedeuce1572
@deucedeuce1572 4 жыл бұрын
Now you know how his parents must feel. lol.
@a.c.2659
@a.c.2659 Жыл бұрын
@@deucedeuce1572 man thats dark
@chrisplace6403
@chrisplace6403 4 жыл бұрын
"I dont know much of any thing I need" More, just more, always more. Expand, expand, expand
@jbrnsek
@jbrnsek 4 жыл бұрын
Factory must grow! 1000 science per minute!! unlimited power!!
@poelmeister
@poelmeister 4 жыл бұрын
There is no such thing as ‘overproduction’. Such a thing is blasphemy. The only possible state is a temporary lack of consumption.
@nein3405
@nein3405 4 жыл бұрын
@@poelmeister "The only possible state is a temporary lack of consumption." said like a true factorian ;)
@poelmeister
@poelmeister 4 жыл бұрын
nein Man if I had a dime for every rocket I launched I’d be a billionaire. :) Literally most of my saves end in FPS issues.
@nein3405
@nein3405 4 жыл бұрын
@@poelmeister UPS you mean. and i can relate.
@wretlaw1203
@wretlaw1203 4 жыл бұрын
note for Kibitz: you need to keep track of the crafting speed of the machines. blue assemblers have a crafting speed of .75, which means that anything made in them will be 25% slower than handcrafting, aka it will take 33.3% longer. also, your math on the blue science assemblers is waaayyyy off, they'll only produce .5/s. (2 items per 24 seconds = 1 item per 12 seconds. 33.3% longer time = 16 seconds per item. that's .0625 items/second, times 8 is .5 items/second) that's still 30spm, which is respectable, but it won't keep up with your red. (nor will green, for that matter) sorry to be *that* guy, but would you be so kind as to like this so he's more likely to see?
@sullenskulls9709
@sullenskulls9709 4 жыл бұрын
The above is true, but if every part in a production block is being made in the same tier of assemblers, then they can be basically overlooked at this stage of the game. As you get later into the game and you are looking to build a (multiple) full belt's worth of a certain product, then crafting speed DOES need to be factored in.
@aleksa280
@aleksa280 4 жыл бұрын
yeah this is the comment i made about that... - yellow belt transports 15 items per second - red belt transports 30 items per second - blue belt transports 45 items per second - Assembling machine 1 crafts at 0.50 speed ( that means if they it crafts 2x times slower then a player, player crafts with a 1.00 speed ) - Assembling machine 2 crafts at 0.75 speed, you already know that player crafts at 1.00 speed so i don't have to explain how much slower it is - Assembling machine 3 crafts at 1.25 speed. - Green circuit 0.5 sec - iron gear wheel 0.5 sec and so on but the main thing i wanted to tell you is that perfect for early game the rations speed of Assembling machine 2 = -0.75 circuit crafting speed 0.5 s so 2 per second - 25% of 2 which is 0.5 so 2 - 0.5 = 1.5 and than 1.5 x 10 machines = (25% because Assembling machine 2 crafts with 0.75 speed witch means we lose additional 25% so -25%) 15 items per second witch is exact ratio for a full single yellow belt , any more and its too much the yellow belt cant hold, any less and you will have too little on the belt so the perfect ratio is this one 10 Assembling machines(2) of green circuits is a full yellow belt. if you want more green circuits upgrade to red belt, or create a different design. Also the green science is not balanced correctly 1 yellow belt and 1 basic inserter both take to make 0.5 x 12 = 6 second so 12 is the exact the amount of green science assemblers per 1 belt and 1 insterter assembler.
@aleksa280
@aleksa280 4 жыл бұрын
@@sullenskulls9709 not really look at my comment below yours... its really important even at this stage you cant really overlook them because your output to belts will not be perfect. (you will lose efficiency)
@wretlaw1203
@wretlaw1203 4 жыл бұрын
@@sullenskulls9709 even if it's not relevant *now*, he will need it soon
@wretlaw1203
@wretlaw1203 4 жыл бұрын
@@aleksa280 thank you aleksa, very cool
@lankatr
@lankatr 4 жыл бұрын
You'll want more space between the train stations to fit inserters, chests (buffer), and more inserters and belts (or pumps for oil).
@fleety5621
@fleety5621 4 жыл бұрын
+ possibly also a belt balancer
@giin97
@giin97 4 жыл бұрын
Alternatively, with enough additional trains, the trains themselves can be the buffers. That's what I've done lately, makes the station area more compact, and the parking lanes hardly take any extra room anyway. As long as you have a train pulling in seconds after the previous one leaves, you're good.
@arifuddinburhanuddin554
@arifuddinburhanuddin554 4 жыл бұрын
@@giin97 ß
@lankatr
@lankatr 4 жыл бұрын
Rule of thumb for signals: 1. Rail signals on junction exits, ASSUMING there is enough room after this signal to fit a train before the next signal (otherwise chain signal) - e.g. at 27.32 these should all be chains because there there is not enough room. 2. Chain signals on junction entrances
@Zinic_
@Zinic_ 4 жыл бұрын
Yeah. Basically if you put down a rail signal, you are okay with a train stopping at that next block.
@AstralBlader1
@AstralBlader1 4 жыл бұрын
or simply put: A rail signal only checks if the next block is clear and lets the train through immediatly on true. A chain signal checks if the path (for each train) to the next rail signal and also the block ahead of it is clear. mainly used to park trains somewhere before the junction so it doesnt clog up the path for other trains to pass through.
@raphaelangst3090
@raphaelangst3090 4 жыл бұрын
So as you know the signals dissect the tracks into seperate 'blocks'. A signal indicates if the block right after is free or not if the signal is red the trains stops, otherwise it'll go on ahead. Orange means that the space is reserved for one arriving train and will be blocked for any other Rail signal: (green/orange/red) Green - The monitored block is empty. Yellow - A train is not able to stop before the monitored block and will pass the signal. The debug option show_train_stop_point can be used to see the distance locomotives need to stop. A yellow signal means that a train is approaching and already has the approval to enter the following block. The block is reserved for a train and all other entrance signals of that block turn red. Red - The monitored block is not empty or another signal monitoring it is orange. chain signal: (green/orange/red/blue) If a chain signal switches to green, all exits are free. If it switches to yellow, the block is reserved for a train and all other entrance signals of that block turn red. If it switches to red, all exits are occupied. If it switches to blue, some but not all exits are free. In this case trains may or may not stop, depending on their path.
@marshallmyers9809
@marshallmyers9809 4 жыл бұрын
What Lankatr said, but here's why: Rail Signals: Looks at the *block* in front of them(and subsequently will stop an incoming train if that block is already occupied by another train). They have 4 states: Green - Block has no train. Red: Block is occupied by a train. Yellow: No train in the block, but there is an approaching train. Flashing: Error state. Chain Signals: Look at the *next signal* in front of them (And will subsequently route a train to any block where it reads a green rail signal). They have 5 states: Green - All signals it can read are green. Red - All signals it can read are red. Yellow: Approaching train. Blue - At least one of the proceeding signals are green and others are in various stats of red/yellow. Flashing: Error state.
@ItzSweet0
@ItzSweet0 4 жыл бұрын
KIBZ! Recolor your character to that spicy spicy red (your channel color). You need to open crafting menu and go to character, then you choose color and it's done. After that all your turret towers will be red, and if you get into the car it will be red too!
@jasoncramer6717
@jasoncramer6717 4 жыл бұрын
upvote this so he sees it, we need the spice!
@ItzSweet0
@ItzSweet0 4 жыл бұрын
@@jasoncramer6717 YES! We need the redness in this gameplay
@WillFixPlanesForMoneh
@WillFixPlanesForMoneh 4 жыл бұрын
“You bite my shins I burn your limbs!” ~ Kibitz I fear no man but that .... thing it scares me.
@ToxicTophat89
@ToxicTophat89 3 жыл бұрын
hudda huddah huh!
@lankatr
@lankatr 4 жыл бұрын
Thank you for changing the solar power mod
@kubakyli7149
@kubakyli7149 4 жыл бұрын
Hey Kibitz. Do you know you can have a really big guns mounted on a train? How about making a death-train or something like that?🙃😁
@GuiSmith
@GuiSmith 4 жыл бұрын
When artillery comes a while down the line, I’m excited to see what Kibs does with it. Plus Spidertron. That’ll be _destruction_ plus some of him exploding himself.
@nein3405
@nein3405 4 жыл бұрын
@@GuiSmith i dont get the artillery hype. unless you research arty range over 9000 its just so much faster to clear biters by other means ...
@henrieligthelm2819
@henrieligthelm2819 4 жыл бұрын
@@nein3405 Depends on how close you build the cannons
@nein3405
@nein3405 4 жыл бұрын
@@henrieligthelm2819 but thats my point exactly. even when spidertron wasnt a thing, you could just run through bases with a fully battle-equiped power armor and they were gone almost instantly, for even faster take some nukes with you. imo arty range is just lacking unless you are very far into endless research (ofc 9000 was exaggerated) and now you just order one of your spiders with bazillions of rockets to do the same while printing your base on the other side of the map.
@nein3405
@nein3405 4 жыл бұрын
also you need to consider the logistics required to support clearing a large area just by arty. the time it takes to set it up, build shells, load the trains, even if you just blueprint and let bots build, is at least equivalent to do it personally (id argue it takes longer). and thats completely ignoring the required resources which also require you to expand mining earlier. i find it kinda sad, since by the time arty becomes viable biters are no issue but merely a nuisance anymore. and it definately IS fun to see it fire on remote bases. theyre just gone relatively quickly and then its sitting there without any use.
@brasilianengineer
@brasilianengineer 4 жыл бұрын
I'd recommend reading up or experimenting to discover the differences between how rail and chain signals behave. The standard rail signals should generally be your default option except where you specifically need the chaining behavior. You use a chain signal specifically before junctions to prevent situations where your train enters an open junction, but then can't leave the junction because the junction exit is closed. Otherwise, your train is sitting in the middle of the junction blocking all other trains from accessing that junction until the exit opens.
@hidsgi-games5369
@hidsgi-games5369 4 жыл бұрын
There's an interactive tutorial for the train signals in-game. Just press the button in the top right with the academic hat icon. That should get you on the right track ;)
@MutantParsleY
@MutantParsleY 4 жыл бұрын
I reccomend 1-4 or 2-8 trains instead of 1-5. Powers of 2 goes hand to hand with belts in factorio.
@Vatharian
@Vatharian 4 жыл бұрын
I prefer 1-3 because whole train fits within single chunk (I play with grid on on hotkey). Simplifies building and give little boost on performance.
@willb5278
@willb5278 4 жыл бұрын
Nah, powers of 2 goes hand in hand with splitters and balancers, I'd be surprised if he needs balancers on his first playthrough.
@Torgonius
@Torgonius 4 жыл бұрын
And then, one day, Kibz discovers the Logistics Train Network mod. We find the remnants of his melted brain the next day.
@henrieligthelm2819
@henrieligthelm2819 4 жыл бұрын
Tho I'd say its better to stay as close as possible to vanilla.
@NotPoodle
@NotPoodle 4 жыл бұрын
I saw the red science setup and smiled. Yes, i did the same thing my first time. labs for red, other labs for green. the 'ah ha' moment was very satisfying. Thank you.
@Eren_Kural
@Eren_Kural 4 жыл бұрын
Kibs, tips for you, add more labs, also the ratio for solar and accumalators is 25 solar - 21 accumalators, but I would reccomend you do 25-25 as you will likely use laser turrets and you may experience power spikes, and also it wont hurt
@salty3011
@salty3011 4 жыл бұрын
Man I've waited for this, every hour checking my phone if it's there and IT FINALLY IS
@nein3405
@nein3405 4 жыл бұрын
kibitz: "we got all the resources we need to make a decent bus" me: "oh my sweet summer child ..." ^^ (its not nearly enought to sustain even 30SPM, let alone the 100smthg you built for red)
@exostranger7702
@exostranger7702 4 жыл бұрын
and the best Part is that he has only one belt for each resource ^^ There js never anything coming to blue circuits xD let alone anything after that
@nein3405
@nein3405 4 жыл бұрын
​@@exostranger7702 ikr ^^ even for smthg like 60SPM you need at least 2-3 iron and 3-4 copper belts - red ones mind you. but he will figure it out eventually im sure :D
@exostranger7702
@exostranger7702 4 жыл бұрын
i hope he has some bots before ^^ if not he will die making everthing with hand
@razuaza
@razuaza 4 жыл бұрын
i think its best to just consider everything kibs is doing atm as his proper starter base. i remember making my first big-ish base and finding out that 4 belts for iron still wasnt enough
@melind82
@melind82 4 жыл бұрын
A few train tips: 1. Trains *always* read signals from the right-hand perspective of the train. If you have signals on both sides of the track that denotes two-way track. (I think it is best to start with one-way rail like you have, its much better for learning the train system) 2. Rail blocks are defined by your signals and only one train is allowed into a block at a time. Chain signals create blocks but also read ahead to the next signal and only allow the train into its block if the block ahead is open. Chain signals can read ahead through multiple chain signals. A red signal means the block is occupied. 3. 1-4 trains are nice for balancing with splitters, at least much easier then 1-5 trains you have. 4. You should test your train parking lot (folks usually call it a stacker) by sending a second and third train to a station with a train in it. The signaling is easy to mess up since you need to make use of correct chain signals through your whole setup to get the train to divert into the stacker waiting spots.
@p75369
@p75369 4 жыл бұрын
"I don't know what you do after that..." The factory grows. As it has always been, it shall always be. A good goal is to set yourself targets in science production per minute. Especially since there's upgrades that only unlock with space science.
@chrystalynnsanchez9184
@chrystalynnsanchez9184 4 жыл бұрын
Keep uploading Factorio we love it
@matuphon
@matuphon 4 жыл бұрын
8:00 Endgoal, hahaha . . . we need more! never stop expanding!
@corv882002
@corv882002 4 жыл бұрын
Signals are actually pretty simple when you get into them. Both types of signals make these blocks you can see with the different colors. Regular signals let trains pass if the next section is free of any trains. Chain signals let trains pass if the train can follow its path to the next regular signal without stopping once (to prevent them stopping on intersections or anywhere other trains could be otherwise be passing through at that time). You should only have chain signals between the parking lot and the unloader stations so that trains don't wait in the middle section and block all other traffic.
@lordsheeby8991
@lordsheeby8991 4 жыл бұрын
Blits! Love you're covering this game! 2500+ hours my self. With rails their is 4 ruels. 1. Rail signal befor a merge. 2. Chain signal before a cross over. 3. All signals inside a intersection should be chains. 4. Rail signal when leaving the intersection Edit: 5 begin intersections with chain signals and end it with rail signal with enough room beyond it to fit 1 of your largest trains Ps. Use the same size train for everything to simplify things. I prefer 2 locos to 4 liquid/cargo.
@nein3405
@nein3405 4 жыл бұрын
you forgot the most important one: enough space for your longest train after a split/merge or its ass WILL clog the junction ;)
@lordsheeby8991
@lordsheeby8991 4 жыл бұрын
@@nein3405 i find by starting the junction with a chain signal it never clogs
@lordsheeby8991
@lordsheeby8991 4 жыл бұрын
@@nein3405 but your right that i should amend that
@nein3405
@nein3405 4 жыл бұрын
@@lordsheeby8991 yes, i thought that too ... until trains refused to share my believes -.- ^^
@Grunalin84
@Grunalin84 4 жыл бұрын
Kibitiz love seeing you try too work out ratios etc. but you may want to consider 2 other mods, non game changing, FNEI, this will help you with knowing what stuff needed for so you know if to over build, and Helmod, this will help you a lot with working out ratios as you need to consider the build times, the numbers needed but also the speed assembly machines. Please upvote so he sees, im sure he will love it unless he likes doing pen and paper calculations (some people love punishing themselfs)
@Wolf_HK
@Wolf_HK 4 жыл бұрын
Yeah I strongly advise Kibitiz to use these 2 mods too. Doesn't change how the game work, though it can make your ratio-perfect life a lot easier.
@traniel123456789
@traniel123456789 4 жыл бұрын
8:15 - Unlike in satisfactory, there is no limit to how much more you need of any given item. Endgame, placing 20k solar panels per minute isn't an issue. Using a dozen belts of green circuits becomes the new normal. Essentially, just build more and don't worry about it (for a few hours)
@nein3405
@nein3405 4 жыл бұрын
well, you can have too many power armors ... and pistols (looking at my chest of shame)
@poelmeister
@poelmeister 4 жыл бұрын
nein you can blow up your chest of shame. It’s like it never existed. :)
@nein3405
@nein3405 4 жыл бұрын
@@poelmeister you nuts? ^^
@Minotaur-cd9ch
@Minotaur-cd9ch 4 жыл бұрын
After all these tutorials I watched by these dedicated factorio youtubers with 1000s of hours so I can learn trains I finally understand signals from watching a guy in his first playthough who probably has less hours than even I do. Nicely done mate, nobody else has ever explained it in a way I understand before.
@hidsgi-games5369
@hidsgi-games5369 4 жыл бұрын
Quick note for your green science setup: The belt recipe produces 2 belts per craft, not just 1 like the inserter. Same goes for the blue science. They're crafted 2 at a time.
@aleksa280
@aleksa280 4 жыл бұрын
Kibitz some ratios to keep in mind - yellow belt transports 15 items per second - red belt transports 30 items per second - blue belt transports 45 items per second - Assembling machine 1 crafts at 0.50 speed ( that means if they it crafts 2x times slower then a player, player crafts with a 1.00 speed ) - Assembling machine 2 crafts at 0.75 speed, you already know that player crafts at 1.00 speed so i don't have to explain how much slower it is - Assembling machine 3 crafts at 1.25 speed. - Green circuit 0.5 sec - iron gear wheel 0.5 sec and so on but the main thing i wanted to tell you is that perfect for early game the rations speed of Assembling machine 2 = -0.75 circuit crafting speed 0.5 s so 2 per second - 25% of 2 which is 0.5 so 2 - 0.5 = 1.5 and than 1.5 x 10 machines = (25% because Assembling machine 2 crafts with 0.75 speed witch means we lose additional 25% so -25%) 15 items per second witch is exact ratio for a full single yellow belt , any more and its too much the yellow belt cant hold, any less and you will have too little on the belt so the perfect ratio is this one 10 Assembling machines(2) of green circuits is a full yellow belt. if you want more green circuits upgrade to red belt, or create a different design. Also the green science is not balanced correctly 1 yellow belt and 1 basic inserter both take to make 0.5 x 12 = 6 second so 12 is the exact the amount of green science assemblers per 1 belt and 1 insterter assembler.
@alexex5030
@alexex5030 4 жыл бұрын
Hey Kibitz, love your Factorio videos. Finally someone who is cutting Factorio content propperly. Few Tips: - You could coppy your green circuit production to fill up the entire belt (you will need the circuits) - I think you should take another look at your green science, i think 2 Inserter & 2 Belt Producers make way more than 1/sec.
@missmyf85
@missmyf85 4 жыл бұрын
Dude, I love you videos. I am also learning how to play factorio for the first time and I find them so incredibly useful and entertaining. I've watched several other youtubers but I find most of them assume the player already knows things (like you not knowing about combining all the science in 1 lab), but since you're just learning for the first time you explain things in a much more simple and thorough manner.
@adamsmiddy
@adamsmiddy 4 жыл бұрын
When it comes to railway logic, remember this: CHAIN IN RAIL OUT CHAIN IN RAIL OUT
@racercowan
@racercowan 4 жыл бұрын
If you ever use enough trains to actually NEED a "train parking lot", you might be interested to know that if you name multiple stations the same thing, the trains can choose which station to go to (i.e. it will go to whichever of the stations is available and closest). Apparently you need to have a chain signal right before the split or else it goes for the station that was empty, which isn't always the same as the station that is empty. Also, since signals are always confusing, here's my simple version: Normal signals stop you from leaving a section, while chain signals don't let you leave until you can leave the NEXT section too (in effect, they just copy what the next signal says). Basically, just use the normal signals in most cases, and use chain signals when you need make sure a train is out of the way while it waits for something, like where rails join or cross (wiki has some great examples).
@Jurgensmyyer
@Jurgensmyyer 4 жыл бұрын
how far have you pushed this? it seems to me when the ore sites are about equidistant form the drop-off this is true, but if one station is far and another is near, the trains will sit and wait for the near site. so I've built in a wait timer that all trains leaving the parking lot wait for 10-20 seconds before hitting the signal that tells them where to go. this seems to ensure there's a train at the near site, and that the next one routes to the far site. what's your experience?
@racercowan
@racercowan 4 жыл бұрын
@@Jurgensmyyer AFAIK it searches for the closest empty station that shares the name unless the station has a train, but it only checks if it has a train RIGHT NOW I think. If your decision point is far from the station, then there is a considerable lag time between selection and arrival that can allow for multiple trains to all go to the same place.
@plutoum3335
@plutoum3335 4 жыл бұрын
thanks for coming out with the next video, I have been checking my phone constantly waiting for the next ep. to come out! You are so entertaining!
@vexeddiagram2291
@vexeddiagram2291 4 жыл бұрын
I must say I love your vids a lot it insane how much effort must go in the these vids! keep it
@takingthescenicroute1610
@takingthescenicroute1610 4 жыл бұрын
27:41 You'll notice the chain signal just before the first station branch-off was cyan. This color means "it depends where you are going" (some paths open, some blocked). To wire in the parking it's simply handled as if the block following the parking area were a large N-way merge block. Just have chain signals at the exit of each parking lane. You want chain signals since if they are normal signals a train may exit the parking but get caught in the transit block between the parking and the stations because its station is occupied. Generally a block whose entrances are chain signals, makes that block a "no stopping is permitted" block (though if the train depletes its fuel all bets are off).
@Lilvictus
@Lilvictus 4 жыл бұрын
YESSS I have been waiting for this upload! I started with your satisfactory videos, which are great, but I've come to enjoy these even more. Keep up the good content!
@Tomtom-qy3tg
@Tomtom-qy3tg 4 жыл бұрын
You uploading made my day. You uploading factorio made my week. You uploading factorio + trains made my month.
@panzerkampfwagenviiimaus2187
@panzerkampfwagenviiimaus2187 4 жыл бұрын
Tom tom SpaceX forever
@tiagotiagot
@tiagotiagot 4 жыл бұрын
From what I understand, regular signals just read the block ahead, while chain signals will read all blocks ahead until the first regular signal and will propagate whatever the signal ahead, chain or regular, is saying. So you use regular signals for one specific block, and chain signals to combine the result of all blocks ahead until the first regular signal, including the block covered by the regular signal. Chain signals are good for finding a free path when there is more than one possible path.
@dazley8021
@dazley8021 4 жыл бұрын
If you plan on multiple trains to stop at one station, you have to plan in a "buffer" or parking space for those trains. Easiest would be to just extend the tracks before the station to be able to fit two or more trains on there after the track switch. With how you set it now, if a train blocks the station and another wants in, this train will park at the signal before the station and block the whole junction.
@metenrog
@metenrog 4 жыл бұрын
You know Kibitz, even though you are figuring this all out, I think that is the best explanation for rail signals I’ve ever heard. I real like how you are approaching this game. Keep it up!
4 жыл бұрын
"I don't know if it's enough". First rule of Factorio: It's never enough.
@cathygaroutte6385
@cathygaroutte6385 4 жыл бұрын
I can't stop watching I need more plz Kibitz don't stop
@bakyra4683
@bakyra4683 4 жыл бұрын
Loving your series Kibitz! Locomotives can pull 4 cargos at max speed. If you want anywhere between 5 to 8 cargos, use double locomotive. Most people stay with 1-2 for small transports and 1-4 for big amounts. 2-8 only for ridiculously long trips of raw materials
@Ronkley
@Ronkley 4 жыл бұрын
You won't believe the size of the smile that spread across my face when this popped up in my notifications. I have been watching your satisfactory videos while waiting for these ones and they're really good!
@Webtroter
@Webtroter 4 жыл бұрын
Hi Kibitz, I'm really happy to see you have accepted the nighttime for your gameplay. It is a great part of the game. You should also mention that you seem to have another mod that adds lights to power poles. No problem for me there. For your "real" oil setup, I suggest you take time understanding the cracking of oil. It's an important part of petroleum gas production. And with the production of solid fuel, you can use it to balance oil derivatives overproduction. You can then use this fuel as a more efficient way of powering your coal-powered machines.
@AvonaStar
@AvonaStar 4 жыл бұрын
how is no one talking about those triple blue inserters on the science array? lol... I laughed so hard...
@charlesrocheleau4142
@charlesrocheleau4142 4 жыл бұрын
Blue on the science labs and yellow EVERYWHERE else...
@ivedefected8123
@ivedefected8123 4 жыл бұрын
Signal: stop here if this block is full Chain: stop here if this block is full or the next signal in your path says to stop, too. Nothing to it. Love your vids, kibs!
@cellfire7907
@cellfire7907 4 жыл бұрын
this is so fun to watch. can't wait to see all the trains jam up. that is also going to be fun to see.
@jaspertell3970
@jaspertell3970 4 жыл бұрын
Easy way to know how much things are gona take, factorio calculator (kirkmcdonald github). It's simple, easy and very transparent, I use it for my sciences (and some others) aiming for 1 per second. The math ain't horrible but this just makes things simple and totaled. Also don't limit your bus system to just belts, train bus and fluid bus(s) organize things well, kinda like in satisfactory, a primary loop / line with branch offs to resources. 1 mistake you made, loading / unloading infrastructure for trains is considerable, incorporate, SETUP BELT PATHS BEFORE the copy paste.
@Fr_Dae
@Fr_Dae 4 жыл бұрын
stop count minstake, you don't have too many fingers
@nein3405
@nein3405 4 жыл бұрын
'"Easy way to know how much things ..." yes, MORE! ;)
@Fr_Dae
@Fr_Dae 4 жыл бұрын
@SaviorOfNirn that false and stupid
@iwillbecomeimmortalordietr8506
@iwillbecomeimmortalordietr8506 4 жыл бұрын
@SaviorOfNirn theres nothing wrong with tips but he should just be doing his own thing. embrace the sphaget!
@Speiger
@Speiger 4 жыл бұрын
@ImKibitz, chainsignals are just extender signals. They copy what the signals infront of them say. So if you want to have a area where no trains stay you put normal signals at the end points and use chainsignals/extender signals in the areas where blocks should be but no trains should wait or stay. That means trains will only enter chainsignal blocks if the path is actually free to go.
@TheEinsteinV
@TheEinsteinV 4 жыл бұрын
The mod Max Rate Calculator is really helpful in calculation ratios for you. It gives all inputs en outputs of selected machines. Note in your calculations that some products produces two items per craft (e.g. belts), you didnt take it into account... It also takes into account the crafting speed of the machines, which is usefull for compressing belts. To answer how many you want: first aim (make a setup) for a full belt of something (e.g. Green Circuits), so you can split that belt off as inputs for other products. Note that Green Circuits are usually INPUT constained on the Copper Plates, so you might need multiple setups to fill a belt with Green Circuits (you can use splitters to merge item into a belt as well). Also keep in mind that you can double throughput by simple upgrading from yellow to red belts. During the midgame you will realize that 4 full belts of Green Circuits might not even be enough and it would simply mean copy/paste of your setups to double production.
@gameknight77yt71
@gameknight77yt71 4 жыл бұрын
use chain signals instead of rail signals if their is not enough space in that block for a train to stop at the signal. i.e. in you station in between each of the tracks that split off and merge and then only use one rail signal at the end. also same thing in your parking area except put a chain signal in between the parking area and the stations
@GenericAmerican1
@GenericAmerican1 4 жыл бұрын
Simple way to think of it. A RAIL signal checks the track/block ahead, and signals the train based on if there's a train occupying that block/section of track. A CHAIN signal looks ahead to the NEXT signal, or signals (in the case of diverging tracks). And either stops the train, or directs it down an open path based on what the signals ahead say. Rail signals are your bread and butter. Chain signals are primarily for merging, splitting, go arounds or holding areas, junctions. And some other advanced things. For example, if you place a Chain signal BEFORE a junction, the chain signal can check the state of a RAIL signal on the other end of the junction. This RAIL signal will be sending its info back to the chain signal, in effect saying yes/no on the other end of the junction being clear. As you don't want a train to try to cross but get stuck in the middle because of blockage just past the junction.
@FuitThins
@FuitThins 4 жыл бұрын
By the way Kibitz, there is a concept called direct insertion where you use an inserter to take the product of one machine and place it into another which means less belts and possibly more compact builds if you are interested. I know that you use it in some areas but it is a good thing to keep in the back of you mind whenever you build anything. It also works with liquid and pipes where you line up the liquid input of one machine with the output of another.
@SplinterBLOfficial
@SplinterBLOfficial 4 жыл бұрын
Keep this series going! This is even more fun to watch you learn than Satisfactory.
@Dohyden2
@Dohyden2 4 жыл бұрын
I've clocked Factorio and I think the trains can automatically detect when a train is leaving a block so you probably don't need as many signals as you think you need. They can also detect what direction a train is moving on and will put 2 trains on the same block when it knows they wont collide.
@Fixitt
@Fixitt 4 жыл бұрын
You can find an in game tutorial on both trains and other complicated parts in the top right corner of the screen. They are in game interactive so would be good for video. Chain signal before every junction, or inside a junction. Regular signal after every junction. If you aren’t sure, use a chain as it’s safer.
@chaosmonkey7037
@chaosmonkey7037 4 жыл бұрын
There's one more factor to take into account when working out ratios, which is how many products are produced each time. You get two transport belts for every run so you could take out one transport belt assembler and one gear factory from your green science factory.
@zEskimoz
@zEskimoz 4 жыл бұрын
hey kibz your ultimate end goal becomes infinite science , most people classify 1k of each color science per minute as the "completed mega base" . this requires utter world domination , and often hundreds oh hours of gameplay
@HugoBaesJr
@HugoBaesJr 4 жыл бұрын
Some people have already pointed out, but you can make a lot more green science with that setup. What I usually do to find out the ratio, I take the final product crafting time and check how much intermediate products a assembly machine can produce over that time. For green science, each pack takes 6 seconds to craft. Each assembling machine can produce 2 belts per half-second (4 belts/s) and 1 inserter per half-second (2 inserters/s). So, in 6 seconds they can produce 24 belts and 12 inserters, and that can feed 12 green science machines (12 belt + 12 inserter = 12 green science pack). Your setup with 2 inserters and 2 belts (1 belt is enough) can feed 24 green science. The same for your engines, each one takes 10 seconds to craft. Each machine can produce 1 pipe per half-second (2 pipes/s) and 1 gear per half-second (2 gears/s). So, in 10 seconds they can produce 20 pipes and 20 gears, that's enough for 10 engine machines (10 gears + 20 pipes + 10 steel = 10 engines).
@timzoikie8262
@timzoikie8262 4 жыл бұрын
The easiest way to build things like circuit factories is with tileable repeatable pattern so when you need to expand it you can just plonk more down. You will need to expand your circuits over and over, and eventually even feed it directly with its own copper and iron smelters. GL Kibz
@Merecir
@Merecir 4 жыл бұрын
1) When unloading the cargo wagons you will need AT LEAST 9 blocks in between the tracks. 2) For the parking area to work you need the trains to pass through the parking before going to the stations. The unload stations should not be directly connected to the main line except at the line out. For signals in the parking go with rail signals at the start and chain at the end of each parking lane. Not complicated at all.
@clehric8059
@clehric8059 4 жыл бұрын
Yo Kibz great content. Use main signals to separate blocks, that parts easy. Use chain signals to stop trains before junctions so they don't block it while waiting. The chain signal will mirror the next MAIN signal (chains copy chains but rely on a main). If a chain signal turns blue it means that there are both red and green main signals ahead (in your parking lot for instance ;)) and the train may pass only if going through a green main signal to the next block. :)
@olegtarasov9171
@olegtarasov9171 4 жыл бұрын
Hey Kibbz, when calculating rates I can clearly see you did not see some recipes produce x2 items per cycle, such as copper wire, blue science, Plastic, Yellow Transport Belts etc. Some sciences do even produce 3. So for your red circuit setup, 1 copper wire assembler can feed 6 circuit assemblers for example. Also for the majority of setups for intermediates such as circuits, you might want to build mirror setups that fill both sides of the belt instead of using splitter to balance lanes as it effectively limits your output to a single side, and you will need those full belts anyways. For such starter green circuit setup I would recommend building for 2 full belts of output in the middle. For stuff like inserters etc, it is best to have gears feed directly into inserters. This will effectively free your iron lane from gears, not limiting it to a half lane, which does already starve your iron. The whole bus should be planned to have 4 iron, 4 copper, 2-4 green circuits lanes from the get go, everything else can stay 1 lane. Not counting dedicated iron and copper to the green setup, which will require 2 belts of iron and 2 belts of copper for your 2 belts of greens.
@Soclever
@Soclever 4 жыл бұрын
"I think we're on the right track here" 24:51 😂
@Reeuwijk78
@Reeuwijk78 4 жыл бұрын
Nice choo! Bit cluttered on the signals, but you're gettin there. Also, you can give trains specific colours. The uranium train should have one wagon less and a liquid one in its place. Uranium mining uses sulpheric acid. One less wagon is no biggie, you don't need that much uranium to come in. Happy learning ImKibitz!
@nein3405
@nein3405 4 жыл бұрын
id do uranium processing and kovarex on site, its questionable you ever need more than one uranium patch anyway.
@offtheball87
@offtheball87 4 жыл бұрын
One tip: using that splitter trick to put product on both sides of the belt isn't gonna help you out. Your throughput will still be limited to half a belt, because that's all your machines can output to. All you get from that is belt storage. If you need that much (which you do times four probably for green circuits) you need a setup that outputs to both sides of the belt. Although you don't have anywhere near enough iron or copper for the science you're setting up.
@deefdragon
@deefdragon 4 жыл бұрын
the specific way that chain signals work is they tell the train if *the path the train wants to take* is open. As such, you put chains before splits so that if the lower path is blocked, but the train wants to go to the upper path, the chain signal knows that that particular path is open.
@Alibagil03261
@Alibagil03261 4 жыл бұрын
I just have to get it out there: Leftmost Advanced circuit constructor does not have green circuits fed in since you gave it a short arm. Also to the production ratios - I preffer to do them on per minute basis, since as you divide to per second you end up with a lot of fractions and ultimately that is just more digits you have to work with/remember. Anyways - good stuff, glad you're enjoying Factorio.
@killionkwe
@killionkwe 4 жыл бұрын
I've just started watching this Let's Play series, and I have to say... I love it! and It's different when I can put a face to it haha. Nice beard btw😎
@pauljs75
@pauljs75 4 жыл бұрын
The fun begins with trains when 10 of them try to leave the standby area at the same time when the next stop opens up, and creating a traffic jam. Then the question is whether to take car of such things with a logistic train mod, or the challenge of implementing control circuits into the rails of the standard game.
@GoblinKnightLeo
@GoblinKnightLeo 4 жыл бұрын
"It's _fine"_ I know which Factorio YTer you've been watching.
@tekneinINC
@tekneinINC 4 жыл бұрын
Lol, I doubt KoS would say it’s fine about anything in this factory. Keep the faith Kibs, you’ll learn!
@Trupen
@Trupen 4 жыл бұрын
The optimal ratio for solar power is 21 accumulators per 25 solar panels It might be helpful :D
@p75369
@p75369 4 жыл бұрын
To learn trains: 1) Ignore the chain signals initially, we'll get to them soon. 2) Rail signals divide the track up into blocks. A train will not proceed past a rail signal if the block after it is currently occupied or reserved by another train that's en route. Red light means the following block is occupied. Yellow means it's reserved by a coming train. Green means it's free and a train can enter. 3) You want to divide your rail network into many blocks, even on straight sections, the smaller the blocks, the closer trains can follow eachother. 4) You want to finely carve junctions and intersections as much as possible so that trains don't block eachother needlessly. 5) You will need more space than you think. I recomend leaving 3 "track widths" (or 6 normal grid tiles) between tracks, this allows for lots of space on junction for attaching signals. 6) Rail signals go on the right of the track and trains will never drive the wrong way. 7) You can place two signals directly opposite each other (the white square) to designate a track as two-way. This is almost always more trouble than it's worth unless you just want to do it for the funsies or a self imposed challenge. 8) Chain signals. These are "advanced warning" effectively. They slave themselves to the next proper rail signal and will duplicate it's status. If there's two possible "exit" points with different statuses, they will turn blue. A train will know which individual exist has which status though and react accordingly (so if it's a T junction and left is blocked, a train will continue through if it wants to turn right, but will stop at the chain signal if it wants to turn left). 9) The most important use of chain signals is at junctions/intersection. You place rail signals at the exit points of the J/I and place chain signals at the entrance points. This will make trains wait to enter the J/I until it can safely exit the other side, if you only use rail signals, a train will enter the J/I and stop at the exit with it's ass hanging behind it blocking the junction for other directions. You can add additional chain signals in the middle of J/I to further divide it up as in point4 so that trains that are not going to cross eachothers paths won't reserve the whole junction. 10) No roundabouts. It's surprisingly easy for trains to get jammed in a roundabout. A train that recalculates it's path whilst on a roundabout can even crash into itself.
@Hexadris
@Hexadris 4 жыл бұрын
The endgoal after the rocket launch would be to push the infinte research options as far as possible, that usually requiers a megabase, megabases would be bases that produce every sort of research pack in a quantity of atleast 1k per minute, there are bases that produce 4k - 10k without even dropping the performance under 60 fps/ups, thats about as far as you can push without mods.
@RTKizzzle
@RTKizzzle 4 жыл бұрын
What I’ve enjoyed the most watching this series and your satisfactory series is you slowly loosing your mind. The overwhelming complexities of the projects you undertake have been taking their toll. Either that or the lockdowns from the rona and social isolation is taking its toll. Either way, I’m enjoying it.
@bjsmithranch
@bjsmithranch 4 жыл бұрын
When he finds out about using the train cannon Islands to clear half the map is gonna be great
@drver944t
@drver944t 4 жыл бұрын
If you want to use only solar and accumulators for power, you can also set up your steam power as a back up. Place a accumulator next to your offshore pumps, hook up red or green wires from the accumulator to your pumps. Then the accumulators will be sending a signal indicating how much battery you have. Then go to the pump and you can set the pump to only activate when the batteries start to run low, buy enable/disable when A
@Magistrella
@Magistrella 4 жыл бұрын
Can't wait for Kibz to find out that he will need massive space to (un-)load the choos Fun times ^o^ Keep those videos coming~
@nobody-yc5zo
@nobody-yc5zo 4 жыл бұрын
When it comes to the circuit boards of any color there is never a limit to how many you need. You always need more
@jacobwiens659
@jacobwiens659 3 жыл бұрын
Both signals will divide the track into blocks. If chain signals mark the entry to a block, that block will be kept clear. Chain signal basically say, don’t enter unless you can leave.
@dunneebrushmofozilla3908
@dunneebrushmofozilla3908 4 жыл бұрын
Another great video Kibz but im not too sure about the train stations, on account of you only have the trains parking there right now not loading or unloading... you're going to need the space for arms and belts at the least, you might also want to merge belts coming from each cargo wagon unloading zone into something manageable to bring those resources to where they're needed in your base, else the belt spaghetti will be a nightmare. I have no doubt you'll get there but, and look forward to the next episode of this series.
@baconburger-zt9ro
@baconburger-zt9ro 4 жыл бұрын
murging=splitting in train logic. i am glad that you did the left lane right lane train tactic. it avoids jams.
@SmokeandSpirit
@SmokeandSpirit 4 жыл бұрын
I just don't know how you're gonna build and expand south with all those biters in that direction. One, I think you underestimate how fast they expand and evolve. Every one of those nests you destroy and every fume of smoke they inhale makes them stronger, faster, and breed like rabits. You witnessed the expansion firsthand, there's much more to come. It's gonna be one hell of a show regardless. xD Stay on top of that research and military prioritization. Best of luck, brother. You've got some real hell coming your way.
@calvissuperman
@calvissuperman 4 жыл бұрын
The end goal is a very specific amount of science. Usually people will work towards 1 science a second of each type for a starter base. That will NOT include all the production towards items like belts and battteries that are used for other things. Usually I do enough for 2 science per second, but I only put enough science assemblers for 1 a second so the other half of the factory focuses on item production.
@rudrappapt6327
@rudrappapt6327 4 жыл бұрын
Finally I was waiting for this episode for a long time, btw please upload a schedule that which date ur gonna upload , which game
@leevitarkiainen04
@leevitarkiainen04 4 жыл бұрын
Chain signals basically looks ate the next signal ahead on the track and if the next signal is green then the chain signall will also be green. Before splitting rails you have to place a chain signal and after the rails have splitted, you to have on each side (left and right) a regular signal. So let's say that the right track is blocked by a train and your train wants to go left. Then if the left track is clear, the chain signall will let any train go left but not right. If you are merging two tracks, then you want on each side chain signals before merging the tracks. After the tracks have merged you want to place a normal signal. This way it will create a block where only one train can enter at a time. Basically the same works for intersections. So when entering a intercetion place chain signals and when exiting intercetions, place a normal signal. Once againg this will create a block that only one train can enter at a time. Bear in mind that the absolute basic tutorial on trains last over an hour. Not even joking, look it up on youtube.
@NIGHTSTALKER0069
@NIGHTSTALKER0069 4 жыл бұрын
Advanced oil will help you out a ton. You can crack the light and heavy to has if you don’t need it.
@thunderstone6096
@thunderstone6096 4 жыл бұрын
I love how a bunch of absolutely massive trains fit into a tiny little box
@Saolht
@Saolht 4 жыл бұрын
Chain signal's check the main signal. If the main signal shows red, the chain signal shows also red. The train stops then by the chain signal. In my experience I only used the main signals and really the chain signals. The trains work with the section structure, mean that the train won't go in a section that's already been blocked bye another train. Here for you need tide block sections. Greetings from Germany.
@MortlachNL
@MortlachNL 4 жыл бұрын
Trains are a LOT of fun in this game. I'll give you a quick hint on signals that you can use to make safe junctions in like 99% of cases: it's quite simple: Put a Chain Signal before a merge or junction Put a normal signal after a merge or junction That's it! That's all there is to signaling junctions. Also, connect the station to the circuit network (red and green wires). There are a TON of options for train control that way!
@MortlachNL
@MortlachNL 4 жыл бұрын
For instance that train stacker with the 8 trains. Put a chain signal before every merge point as the train leaves the station and one normal signal at the point where the track curves down.
@MortlachNL
@MortlachNL 4 жыл бұрын
LOL, you managed to figure it out. That's on my for commenting during the video instead of waiting till the end
@BeCurieUs
@BeCurieUs 4 жыл бұрын
Hack with trains, you can name stations the same name and it will try to path to any station with that name. This can be good if you just have an iron train that goes to any active iron mine. Then, you can enable or disable that station based on a local count of the ore. Then you can have your main station only dispatch trains of certain flavors when you are low on certain counts of ore. Welcome to the megabase phase of the game :D
@endy2629
@endy2629 4 жыл бұрын
10:45 that's not 1 inserter and belt a second, that's 4 inserters and 8 belts per second (the belt craft makes 2 belts, not one). You should also not forget to check if the recipie make 1 item or more in general.
@jeffreyblack666
@jeffreyblack666 4 жыл бұрын
I know this is likely a bit late. Short version: For your station setup, have a normal signal at the very end, just before each station and at the start of each of the waiting bays. All other signals along the path from before the waiting area to exiting the station setup should be chain signals. Also, ensure there is a chain signal after each station, and where you want the train to stop in the waiting bay (i.e. it will stop at this chain signal) This way a train will only enter if it can either wait or go to a station or go straight through, and it will only leave the waiting area if it can get to its station or leave. A good way to test it is to have 2 (or more) sets of trains, with each set having 2 (or more) trains, where each train in the set goes to the same stations, and have them wait at the main station. Long version: You fundamentally misunderstand the signals. You have 2 types, normal signals (the one with 3 lights), and chain signals (the one with lights that change colour). The distinction is the behaviour of trains at them. A normal signal only checks if there is a train in the block it is protecting. If the track is clear (no train), then it allows the trains to pass (and has a green light). Otherwise the train is stopped (red light). A chain signal looks ahead to the next signal (regardless of if it is a chain or normal signal) on the trains path. If the train would be allowed through that signal, then the chain signal allows it through, otherwise it blocks it. If all paths ahead are clear, its light is green. If all are blocked the light is red. Otherwise the light is blue, indicating some paths are clear, but not all. The basic idea of when to put down each signal is as follows: Decide where it needs to be placed to break the track into blocks (typically just after a split or just before a merge, and on both sides of a crossing). First start by placing down the normal signals in all locations. Then any block which is too short to have a train sit in it gets a chain signal at the entry point. i.e. considering it from the train's point of view, if it starts to pass a signal and then reaches another before entirely passing the first, the first one should have been a chain signal. Also, any time a train may be waiting for another to leave, there must be chain signals only (i.e. replace all normal signals) from the point it waits at (i.e. it stops right in front of this first chain signal) all the way to the start of the block it will stop in or wait for the train to clear in. Setting it up this way will mean if it can't go directly to the station it will recalculate its route to go to the waiting area. It will then stop and wait at the waiting area until it can get to its station. Then it will only leave its station once it can exit the station complex. The way you have it set up means a train will go along the short route, rather than bothering with the waiting area, travel through there and stop at the chain signal before its station. It will then block any trains that try to get to a later station.
@JossOwX
@JossOwX 2 жыл бұрын
"You bite my shins I burn your limbs" Very well said
@N8Maple01
@N8Maple01 4 жыл бұрын
Fyi, biters will expand into blocks without radar coverage. That is why radars are a high priority target for them. If they pop the radar, then they have a chance to expand into that area.
@PvtPuddles
@PvtPuddles 4 жыл бұрын
Hey Kibs! Until you understand why you need chain signals, you don’t need to use them. They have a specific purpose, and are primarily used so that your trains don’t stop on a junction.
@FastTquick
@FastTquick 4 жыл бұрын
You working on trains in Factorio reminds me of something: I believe in addition to collisions and signaling, trains in Satisfactory should have wait conditions for train stations as well.
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