Get the blueprint at blueprints.docjade.com/ Get notified of blueprint updates in the discord. discord.docjade.com/ [20/12/2024] Current version of the blueprint is: 1.0.6 Changelog: 1.0.1 NEW: A new seperate book is availible for 2.0 players that does not include elevated rails. FIX: Fixed depot interrupt. 1.0.2 FIX: Fixed trails filling up with items and sitting at the depots. BREAKING: Updated interrupts, you will need to remove all of your trains, and place the new updated version. 1.0.3 FIX: Leftover editing items in some blueprints (Ledgendary stack inserter, infinity chest) FIX: Train's would trigger the "HasExtra" interrupt while already dropping off, this has been changed to only trigger at depots. FIX: Trains would load with items and sit at depots (again), this has been fixed by requiring both a valid pickup and drop off station to be availble before dispatching the train NEW: AutoTrains now come added to the `AutoTrain` group by default. NEW: Tweaks to interrupts fix flickering and `No Path` warnings while AutoTrains are at Depots. BREAKING: This update changes interrupts, you will need to delete all of your interrupts, remove your trains, re-import the book, then re-place the trains. BREAKING: Make sure your update trains have a stop in the schedule for the depot station, no conditions. 1.0.4 NEW: U-Turns. 1.0.5 FIX: Incorrect signalling on diagonal curves. AutoRail 1.0.6 NEW: Station priority now changes based on satisfaction. (IE Empty drop-off stations will have higher priority than mostly full ones.) NEW: Completely re-designed T-Junction (Throughput) Fix: Updated HasExtra interrupt. Fix: Moved combinators into power pole range on drop-off stations. Fix: Fixed loader designs to tile and removed a redundant design. Fix: Increased throughput on T-Junction by ~50-100% depending on train length. Fix: Increased throughput on 4-Way overpass (throughput) by ~50-100% depending on train length. Fix: Increased throughput on elevated T-Junction. Fix: Fixed deadlocks on elevated T-Junction. Fix: Removed 2 extra rail supports from elevated T-Junction. Fix: Removed redundant overpass blueprint. BREAKING: This is a breaking update for train interrupts, but the update to the HasExtra condition is so minor its not really worth the effort. If you would like to learn more about 2.0's train mechanics, Galdoc (who is NOT the female version of me, stop asking) made an amazing video covering everything: kzbin.info/www/bejne/eZPYdmSEi5WbnLM
@shingshongshamalama3 ай бұрын
People thinking every doc is the same doc smh my head
@LilySanWT3 ай бұрын
Idk what's up with my pc but i can't acces anything on factorioprints, i'm just met with a blank grey screen.
@jacobhinger50393 ай бұрын
@@LilySanWT the website probably crashed from everyone trying to share space age blueprints.
@pokemonfirer3 ай бұрын
how do you prevent trains with cargo wagons from going to stations loading a fluid?
@manoflead6433 ай бұрын
@@pokemonfirer Make a new load/unload interrupt, identical to the normal ones, but with a new colour for fluid load/unloading stations. Make sure the trains with fluid wagons use those interrupts.
@keyboard_slap3 ай бұрын
3:19 Patreon supporter "i_dont_like_trains" must be very disappointed right now
@mr.grahamca3 ай бұрын
counterpoint: very excited because they don't have to figure out trains
@tomsterbg81303 ай бұрын
what??? how could you possibly not like the best mode of transportation both in game and in real life?! High-speed trains decommissioned airlines because they're so fast and more efficient while being less of a pain than boarding an airplane and listening to engine hum
@coldfanta49633 ай бұрын
@@tomsterbg8130 train good. Unless you're from the US 😔
@Gijy25393 ай бұрын
@@coldfanta4963 my understanding was that the trains in the US are just as good as everywhere else except people don't think to use them when traveling.
@coldfanta49633 ай бұрын
@@Gijy2539 they have a slower max speed and majority of the lines have to stop for every freight train
@vick05273 ай бұрын
Rails are probably the only thing I'd want to blueprint going into my blind SA playthrough, thanks Doc And thank you for blurring item spoilers
@jvaler53 ай бұрын
1:35 THANK YOU for hiding spoilers 🙏 docjade my goat
@koofendorfin58713 ай бұрын
Man the new update + expansion's gonna make me relearn the entire game again
@MinkSquared3 ай бұрын
Im only excited for the trains tbh, im not paying the bas egame price again for a dlc
@luuuk86823 ай бұрын
@@MinkSquared I think I remember reading on one of their FFF posts that they're not changing the base game and that you'll need the DLC to be able to use the new fluid logic, elevated trains, etc.
@BrianatorFTW3 ай бұрын
@@luuuk8682I think the fluid logic and at least most of the circuit stuff are in the free update, but I am sure the elevated rails are locked to the dlc so that will be out
@MinkSquared3 ай бұрын
@@luuuk8682 well damn
@tomsterbg81303 ай бұрын
@@luuuk8682 False, only new content is paid with DLC. The people who don't want it can get a FREE UPDATE called 2.0 which I counted how many cool new features it has and there's at LEAST 53 new stuff. That's new UI updates for better readability and usage, better search, pipette tool improvements, the Factoriopedia, better sounds (except planet exclusive sounds/songs), thousands of improvements with trains, performance improvements, fluid system, new Spidertron graphics and walking logic to massively optimize it, remote view, ghost improvements with tint and super force building and i'm not even half way through the list yet. You get SO MANY cool new improvements for FREE!
@alejandrostrass25593 ай бұрын
bro has my back even before i have the problems. 10/10 would subscribe again
@QTwoSix3 ай бұрын
This is pretty cool but I won't be using it because I would rather figure everything out myself
@DocJade3 ай бұрын
I usually agree on this sentiment for most things, but I've always thought designing rails was a pain in the ass lmao This is the first time I've built my own rail book lol
@27klickslegend3 ай бұрын
@@DocJade rail books are the most fun for me! Im so excited to be able to load balance my stations with priority instead of controlling stop signs with wires lol
@QTwoSix3 ай бұрын
@@DocJade Quite the opposite for myself, I love trains. Funny thing is that I've been working on a request-based system with LTN but looks like now I have to start over. Good thing that the UI is well made so it'll be pretty easy to convert.
@pavuk3573 ай бұрын
I love trains and I'd like to understand how this stuff works but I'm not looking forward making rail book myself. Also the automatic part is likely done using new interrupts but I have to see how exactly they are used.
@gayestferret3 ай бұрын
@@DocJade thats me for balancers. But i loove building rails.
@Comqr3 ай бұрын
this is undeniably the single best blueprint guide / train blueprint i have ever seen, and my god do i wish i could go build them RIGHT NOW, but ofcourse i have to reach train technology in my new world first!
@__81203 ай бұрын
Oh my god the depth of things you can do with trains and circuits now is crazy!! I can't wait to have to relearn all the principles of good train design that I didn't learn the first time
@0xGRIDRUNR3 ай бұрын
absolute gigachad, making these ready for the update
@dakotagraves31393 ай бұрын
Oh boy! I cant wait to spend 30 hours suffering with trying to do rails myself then finally gove up and use this. Thanks for making it!
@Lubieushy2 ай бұрын
We are traveling on the same train 😂
@NolteGameOverАй бұрын
My man you saved my ass... I have weeks playing with common single rails trains because i dont know how to manage them properly but your blue prints helpedme to understand. Thanks
@rhettoricalАй бұрын
I decided to go into SA blind and it's been fun, but now I'm at the point where I actually do need trains and my brain just refuses to comprehend how they work, so this is really helpful.
@bendiko503 ай бұрын
A video that is no longer than it needs to be, with a lot of info packed in, with spoilers hidden, where you give out really cool blueprints for everyone to use. These are the kinds of videos I want to see, keep up the amazing work!
@pmmm7120112 ай бұрын
I tested it, and it is absolutely incredible to see it work. All the designs for every situation, from station to elevated rail to intersections to loaders, and of course the fully automated demand based train system.
@TannerJ073 ай бұрын
You are practically a blueprint factory at this point. Sure would be nice to have in my world.
@TyloLeitharc3 ай бұрын
Now this is amazing
@thewolfin2 ай бұрын
I was dreading implementing this into my base, but it's really not too hard and I'm SO glad I did it! Thank you DocJade and DrCats!
@HlfEatWafl3 ай бұрын
3 videos in 1 day well done my goat
@LeMechung2 ай бұрын
Coming back one month into the expansion to note how absurd those stacks of legendary spoilage are. Keep it weird, doc!
@vandhal73 ай бұрын
There is an issue where trains dont know if they have cargo or fluid wagons, so a cargo train might go to pick up oil, which it obviously cant. The fix to this is to REMOVE the constant combinator and placing ANOTHER ONE from your inventory, then put the fluid items there. There was a change in one FFF where copied/pasted combinators from blueprints are now grouped. If instead of removing the combinator, you remove all items in it, and add oil, all the other combinators will be updated, it needs to be a fresh new combinator. The easy solution if you will, is to make 2 types of depot, one that holds fluid recipes and other that has solid items (instead of having 2/3 categories on the same combi). This 2nd depot type would also need to have a different icon (different name as you use icons for the station name), so the train can distinguish it and only go to stations that have this different combinator. And of course there would need to be a 2nd type of schedule that has these different depots for fluids otherwise it could return to regular depots, which could send the fluid train to solid cargo stations again. This would also fix the problem of drop stations defaulting to 1234 resources as the station cannot count how much liquid X wagons hold as per the current configuration (value of p0_s probably returns 0 or something so it defaults to 1234). Also using the "request amount" instead of X number of wagons doesnt work for liquids either. Hope I explained myself. TLDR: Train is stupid doesnt know if it holds liquid or solid. Train with liquid must be told what depot to go back to with different train group and different depot type (and combinator setting), otherwise fluid trains go to cargo stations and vice versa
@vandhal73 ай бұрын
Took me around an hour to fix the problems and it now works with fluids. Things I had to do for anyone reading this: - Create a new depot type, instead of pink I used gray. Name must also be changed to gray color. The constant combinator defaults to only using liquid recipes. - Create a new train group. I called it AutoTrain - Liquid. You will need to create NEW interrupts, copying every single setting for AutoTrains but changing the depot station from pink to, in this case, gray. Overwriting the AutoTrain interrupts will break all trains as they share interrupts. This needs to be a NEW interrupt. Do not edit the train interrupt nor its name, that will overwrite it. Place a brand new train without any configuration, and copy every interrupt setting (all settings) like if you were doing a manual copy. Fuel interrupt can be skipped as it doesn't use the new gray depot. If it has pink depot, it needs to be done again. - Create 4 new AutoTrain blueprints, one for each type of fuel, but instead uses this new train group so it applies the new depots and interrupts for liquids. Besides interrupts, it must also have the new gray depot stop as regular stop and not the pink one. - For fluid stations, I had to manually set the decider combinator to 50k x Number of wagons. In my case, I use 4 wagons + 1 locomotive, so its 200k. Remember that the amount of liquid the tanks at the station (which I remind you must be connected with green wires like chests) must be higher than this same number, otherwise trains will never go.
@derdan523 ай бұрын
@@vandhal7 Could you share your edited blueprints book? I tried to follow your instructions, but somehow it's not working yet.
@SparKOps3 ай бұрын
Also looking to get some blueprints to get liquid trains working
@김태준-d3i3 ай бұрын
@@vandhal7 for me, it's only half working. Did everything from creating separate train group, depot stations to copying trains interrupt. (making new ones to avoid making changes on the existing ones) It does batch to the liquid stations ONLY when I click the trains load/unload interrupts and when it finishes it's job, it goes to the depot and it sets it's schedule to manual. Making it auto only makes move backs to manual. Dunno what's causing the problem. Having changes on wildcards from signal to liquid doesn't make the difference.
@vandhal73 ай бұрын
@@김태준-d3i Changing itself to manual? Very weird, I haven't head of trains ever doing that. I played yesterday for 6+ hours and mine worked fine. I'll try to upload the blueprint edit to pastebin, but my fix should be used temporarily until DocJade fixes his blueprint.
@ixcenturion346410 күн бұрын
thank you! i did my own for regular rails and was proud of my work but i have no desire to do it all over again elevated for Fulgora.
@cyborgste3 ай бұрын
oh thank goodness, i have been using elderaxe's rails with my own stuff added, to have it all basically gone at this point, then you come in clutch with a whole book PLUS train automation. thank you sir.
@xt19883 ай бұрын
I appreciate the fact that you blured the items, thank you.
@Joernzen3 ай бұрын
Clean explanation. This is the only thing I really want to have but do not want to work out myself. its just too much. Thanks for making this!
@jacks2573Ай бұрын
Looks insanely good, cant wait to try building large scale bases with this!
@ottodeluxe3 ай бұрын
When I first heard about the new elevated rails, I already was hoping for a book of updated LTN designs, I could make a book myself, but it would take me absolute ages, only to find out later that my designs are prone to deadlocks. And now this madman makes an LTN book without the need for the LTN mod, as encouraged by the devs, absolute legend!
@tomsterbg81303 ай бұрын
I love that we get LTN functionality in a way simpler, digestible and vanilla interface! Sure, may not be that flexible, but the improvements stack with everything else that's new to 2.0 which is a massive help. Especially for trains having the slow "flintstone" driving when out of fuel, remote drive, abstract interrupts, interrupts as a whole which basically automate temporary stops with logic, easy refueling stations and buffer/depo stations, all combined with the other QOL improvements. The new iteration of LTN will probably look a lot more different and advanced if there is one at all, depending on how many things people figure out with the new 2.0 features.
@RickDuarte-wh8dn3 ай бұрын
Sir, can't thank you enough for this
@guyharrington41113 ай бұрын
Wow really great blueprint ... can tell a lot of work went into these. Perfect!
@SuperPyro3 ай бұрын
I was sad to see LTN is dead for 2.0, but this is an amazing set of blueprints which seems just as powerful. Thank you so much for sharing! Got a new sub
@Holtylord3 ай бұрын
Damn, this is amazing! I usually struggle quite badly with signals, awesome!
@leogray1091Ай бұрын
This is sooooooooooooooooooooooooo cool! I love rail and spend too much time on it. but never come up with as good a design like this one!
@brianh8703 ай бұрын
I probably won't use your blueprints but I will scour them to find out how you did it so I can modify my blueprints to work in a similar fashion. I love the new way trains work!
@vandhal73 ай бұрын
Found another issue that can potentially clog the system. If you have more than 1 provider of any resource, for example 3 iron providers (with avaiable resources) but only 1 requester (doesnt matter if there are more or less requesters than providers), each provider will ask for a train and 3 trains will be sent to the same requester, despite the requester station having a train limit of 1. The first train that fills up will go to the requester station but the other 2 will remain at the provider station with the ZZZ message and no route. It will remain there indefinitely or until the train at the requester leaves AND it asks for resources again. I can't confirm it but since they no longer have a route, they can redirect to any other potential new requester inmediately, but I do not know if other provider stations will send even more trains as its hard to replicate this on a live game. If many stations are clogged like this, resource delivery will slow down significantly for other resources as there are less trains avaiable. The easiest solution is to have more trains (and depots) than total provider stations you have combined for all resources. This way there will be at least 1 free train for whatever task without needing to free up trains. I think the main issue resides in that the requester station doesn't know that it has incoming resources. It knows it has incoming trains, but because it can't know how many resources are being sent until they actually arrive, it will keep asking for trains, which ends up calling for all requesters. The train limit in the station gets ignored and only works so there are only X amount of trains actually in or going to the station. Not a real issue in regular factories. But definitely something to consider on megabases with potentially dozens of the same providers. But on the other hand, with enough trains and flow of resources, it could even speed up deliveries. Up to you if you want to fix this, thought it was something worth bringing up. Another solution would be to allow more trains at the requester station, but it should have its own stacker for trains to wait. But since trains at provider can redirect automatically, there is really no point in building the stacker where trains are actually stuck there and can't redirect.
@RealWall13 ай бұрын
I also think I have this problem. I have 6 depots and 7 trains all with only 1 wagon for each train and the depots are all taken with 6 of the trains having full wagons with iron ore even though the 3 dropoffs are full.
@MoDlegion3 ай бұрын
Sounds like a clock issue, they all take the same request because they all see it at the same tick. If you add a clock and only enable each depot station for 1 tick it'll cycle through all trains and only 1 will pick up the request (be sure to offset each depot by an extra frame, e.g. use only even or uneven numbers).
@RealWall13 ай бұрын
@@MoDlegion oh ok thank you : )
@toddneuschatz55313 ай бұрын
I’m astonished-this is amazing!
@Choo_Choo_Oreo3 ай бұрын
Nice, Ill look at those elevated rails once it comes out since I already made myself a chunk railbook. Most certainty will come back if I have any question.
@captheobbyist64343 ай бұрын
finally a good rail book. i waited for a while until i found one
@paza08592 ай бұрын
Just tried to fit these rails and station blueprints in my city block it's not completly working. I guess i'll learn all of it myself, thanks for the blueprints too it help a lot to understand how stations and new trains works. Very nice short video guide
@meowmymix3957Ай бұрын
Thank you for including a vanilla book!
@danielmills79722 ай бұрын
Minor tweak for the station loader blueprints: the last one in the line needs to be turned inwards so it doesn't interfere with the next one in the chain.
@LilSchmidl3 ай бұрын
The only thing that could make me love this book more is if you added a roundabouts section. Great work! I'm loving these new train mechanics.
@DocJade3 ай бұрын
They dont fit into 1 chunk unfortunately, and I was trying to keep everything within that footprint
@kaschmir33 ай бұрын
@@DocJade What do you mean they don't fit one chunk? Lots of things in your BP book don't fit one chunk but you still centered them around one. I added one myself and it's trivial, no?
@DocJade3 ай бұрын
I was hoping to keep exceptions to a miniumum but those will be coming soonish
@laelster3 ай бұрын
I've been looking for a good railbook and this is the one! Thank you!
@NerdTouchingGrass2 ай бұрын
HOLY SHIT you may have just saved my life! I love this game but i struggle with the trains for whatever reason
@micle5463 ай бұрын
Having power poles also cover the stations would be nice :)
@levis12673 ай бұрын
as someone who cant design rails myself for the life of me, this is super handy!
@oQuindo13 ай бұрын
The one issue I have run into is that it does not seem to handle High Production/Low Demand resources that well. Train after Train will pick up the resource and end up jamming. It can be managed by adjusting priority and other stuff.
@tortex20003 ай бұрын
came back to Factorio for space age and all my blueprints were gone went looking for a setup and randomly found yours been using it since thanks....needs a liquid loader unloader setup.
@Stef-an2 ай бұрын
Brilliant blueprint, thanks a lot mate!
@ihavetwofaces3 ай бұрын
This man just reminded us why he's "Doc"(tor)Jade, PhD in trains.
@overdramaticpan3 ай бұрын
This seems really awesome!
@ecogreen1233 ай бұрын
i have never wanted to yoink a blueprint more, i tend to not want to take blueprints from online but try to make it myself, but i haven't been able to get around to a rail network before.
@theDemolisher1317 күн бұрын
So you basically made a full vanilla LTN mod. Well that's impressive I might have to use this in gen 8 of my Self Expanding Factory.
@SlywynАй бұрын
I love the new trains in 2.0
@kjubyte3 ай бұрын
I really like the interrupt based train system, but sadly it has one major issue: Let's say we have 10 trains, 10 depots, 6 iron ore loading stations, 1 iron ore unloading station. The interrupt system will immediately send 6 trains to the iron ore loading station. Even if we only need one train at the unloading station. So, if at least one requester station requests a train, trains will be send to every corresponding supply station that hasn't reached their train limit yet. After that, we have those trains sitting at the supply station. One by one they will drive to the requester station. As soon as all supply stations are empty and at least one requester station requests a train again, the cycle starts again. This means, that in the worst case you need [count of all train stations] - [count of different item types] trains. Otherwise all trains could be sitting at supply stations and if a requester station for a different item requests a train, there may be no trains available anymore. For every item, there could be as many trains in use as you have train stations for that item type minus 1. Another minor issue is the different time it takes until a train arrives at the requester station. If the requester station starts to request a train there are two possibilities: [1] No trains waiting at any supply station, trains will be send to every supply station. [2] Trains waiting at the supply station (because of [1] earlier). In case of [1] trains will be need much longer until they arrive at the requester station. So in my example you'll get 5 trains without much of a delay but the 6th train will take a lot more time. This could be solved by removing the "unload station is not full" condition in the LoadAndUnload interrupt, but then you'll need even more trains. These issues may be solved by counting the trains at supply and requester stations. (can easily be done by transmitting the signals via radar) Only dispatch a train for a given item, if the combined train limit at the requester stations is higher than the amount of trains currently in use at supply and requester stations. The difficult part is to make sure, that multiple depot stations never try to dispatch a train for the same type at the same time. Each tick only one train should be dispatched, so the signal has time to update with one more train in use. Otherwise you would have the same problem as before.
@binary_gaming1133 ай бұрын
I'll watch this once I've solved all the space age puzzles myself.
@jockeril2 ай бұрын
mind blown... bye-bye and thanks for all the fish 🙂(and blueprints)
@Mockedarchie3 ай бұрын
Pro-tip I highly suggest people fill the trains at the depots if they use all auto trains. I'd suggest still having a refueling station just incase but much easier to have 1 refueling station than N where N is the number of auto trains. THanks a lot for the blueprint book Jade I used LTN prior to this 2.0 space age playthrough and fell in love with the cityblock playstyle but really didn't want to have to spend a few hours to make a similar and worse blueprint book!
@twitchy.mp32 ай бұрын
Omg this looks really cool if I ever beat the game on my own I may check this out
@EleanorTerenuum3 ай бұрын
Thank you very much for making this!
@DemonMasta673 ай бұрын
The rail designs are pretty good, and easy to use, only complaint is that unfortunately the AutoTrains don't work very well out of the box. Maybe I did something wrong, but from what I can tell is happening, a train goes to a depot, gets a random job assigned, lets say "Go pick up a full load of Iron Ore.", train goes and gets a full load of Iron Ore. But then another train gets the same job assigned, as the Iron Ore Pickup is available now, so it also goes and gets a full load of iron ore, which would be fine except now there's a train sitting in the dropoff, unloading. So it goes to a depot to wait for the dropoff to be free, except while it's waiting, two more trains have been sent to get iron ore because the iron ore pickup is still available, and pickups are always faster than dropoffs, unless you are consuming more than youre producing, and now I've got 6 trains sitting in depots with full loads of iron ore, all waiting to drop it off, except they can't because RNG decided that no train was sent to the other mines and my base is at a standstill. There's probably a more elegant way to fix this, but the way I did it, was by connecting the pickup and the dropoff stops via wire, and setting the pickups to only enable if the dropoff buffers were below a certain amount. Edit: Also it would be pretty nice if there was a blueprint to attach large waiting stations with Auto Depots to the rail network, rather than having to build the waiting track yourself and then adding the Auto Depots to it. Edit 2: Go read Coyjins comment in the replies, there's an even easier fix.
@erikstahl20443 ай бұрын
I went to the comments to see if anyone else had run into the same problem, and lo and behold. But then again, maybe we just did it wrong🤔
@adrianien60473 ай бұрын
I have the same problem
@Sporkyz743 ай бұрын
@@erikstahl2044 Seems he wrote about it in his pinned comment. Guess we're stuck with manual scheduling until he fixes it.
@coyjin3 ай бұрын
If I’m not mistaken you can now use radars to broadcast circuit values. You might be able to use this instead of hooking a wire up all the way back to every pickup and drop off.
@DemonMasta673 ай бұрын
@@coyjin Oh my god that's actually genius, and makes fixing the problem way easier. You could even probably incorporate that into the blueprints as well! I completely forgot they added that, thanks a ton chief.
@bzs1872 ай бұрын
It's awesome, thank you. At first I thought it's broken, then I realized that I just don't make enough stuff for the station to trigger. 😅
@tommo43563 ай бұрын
Not sure if im just using it wrong but from my understanding the depot assigns jobs completely randomly so its possible for all trains to be assigned the same job. And if that item is backed up, none all of the trains get stuck
@coyjin3 ай бұрын
@@tommo4356 This is the same thing that happened to me. I ended up with all my trains full of coal in the buffer depot.
@lancekeltner26253 ай бұрын
@@coyjin so how do you get around this then? I've got the same issue with all trains having iron in the depot.
@leonbulgakow3 ай бұрын
@@lancekeltner2625I would also be interested, I have the same problem. Maunaly, you can simply remove the temporary stop and double click on the automatic switch in the train and this train works normanly again. until it gets stuck again
@leonbulgakow3 ай бұрын
@@lancekeltner2625 I think I've found a fix. to be precise he patched it. You have to remove all trains, reinsert the updated blueprint book and then place new trains from the new book. it is also described in his pinned comment at the top
@lancekeltner26253 ай бұрын
@@leonbulgakow can confirm, replacing the trains worked!
@ThatOliveMrT3 ай бұрын
I thought about what if factorio had parameter generation for blueprints but I'm kinda glad we do things the old fashion way
@simonnachreiner83803 ай бұрын
Thank you so much. My old rail book broke with the edition of elevated rails and I was NOT looking forward to updating it.
@VoyagerTim3 ай бұрын
Thank you so much for this!
@starbreeze72493 ай бұрын
thank you magician man
@shatteredshadow54013 ай бұрын
That's awesome, my least favorite bit about LTN was sometimes trains would go back to Depot and still have items
@DocJade3 ай бұрын
These will still do that, you can set a drop off station to not accept a full load of items, so the train will remain in the network continuing to make deliveries until it can completely empty itself, which is annoying, but necessary
@KiwiSenseiYT3 ай бұрын
@@DocJade Curious, how does this differ from the statement in the video where you said "the auto trains will always wait until they've completely emptied their wagon"? I thought this meant they will stay at a drop-off until cargo is empty, but your answer to this comment makes it seem like they will sometimes just go off on their own adventures even before empty. Am I missing something?
@PixLSteam3 ай бұрын
@@KiwiSenseiYT They won't pick up any items unless they're empty. They'll keep looking for dropoffs if they somehow end up with too many items. At least that matches my understanding of how train interrupts work in general.
@smthngsmthngsmthngdarkside3 ай бұрын
This is amazing
@bignose1403 ай бұрын
JFC dude. This is insane
@shooter6103 ай бұрын
Thx for the Build. Only problem is that trains are still loading if all unloader stations are deactivated. Set the Autotrain:Depot interrupts from "Destination full or no path" to "At specified station" and select the depot. Depot trains then still select random tasks and loading trains wait at the loader station until a unloader is free. Edit: Saw your fix to late :p
@guffels3 ай бұрын
Trying this for my 3rd or 4th save sounds really cool
@alexlowe20543 ай бұрын
This is pretty amazing. Although I've been working on my own rail designs for the better part of the last few months, learning the most fiddly bits of rails, circuits, and trains. It's been a pain, but at this point I know how to do almost everything this book does, so I'll probably just build my own rail blueprint book. I don't need that many blueprints, so it's nice to have a much smaller book with just the stuff I need. I also like circular roundabouts, which few people seem to put in their rail books, but it looks like those are no longer possible using chunk aligned blueprints. Although with the ability to move rails over by a single tile, I might not even bother building things chunk aligned anymore. That'll be fun. Either way, awesome blueprint book.
@gamerdude131313133 ай бұрын
Just need a mod to reskin these trains into Thomas the Tank Engine & Friends!
@hograthm3 ай бұрын
Finally I can use framework even inside my favorite game.
@KiwiSenseiYT3 ай бұрын
But we had that possibility for years already, what do you mean by "finally"? xD
@TamThan4ever3 ай бұрын
absolute madlad
@Onebadterran3 ай бұрын
I feel like I will have to learn about Factorio all over again. I have never fussed with logic systems, like at all. Even in my own K2SE playthrough it never came up. But it sounds like it is going to be necessary so I hope it is easy to understand
@nikkohull98253 ай бұрын
Wow. Amazing. Thank you so much.
@chriselliott45543 ай бұрын
You sound like mr Ambiguous amphibian. Thanks for the blueprints, very cool factory person
@MothflavoredJam3 ай бұрын
The way this is presented reminds me alot of Cave Johnson from Portal two, and the various "ads" for the games. lamo
@autononima3 ай бұрын
I love the stuff you do and how you don't put it behind any patreon or discord. Will you make some sort of very efficient space platform next? I saw Nilaus's space platform that would automatically get fuel and ammo with a sushi belt and had no overflow.
@Ravengerblade3 ай бұрын
The version I use atm (v1.0.3) Works really well when I'm only setting up a network with solid items. I do have some feedback for the following issue I found. The issue: When I want to also setup autoRail stations for fluids. Since the base setup only checks for Pickup and drop off stations on one single set of circuit colors (red and blue), this causes trains with only cargo wagons to also try and go to the stations with fluid pickup, making me dependent on having a train with fluid wagons decide it wants to go to the fluid station Proposed solution: Update the blueprint book with separate solid item and fluid trains & stations. These stations and trains would functionally be the same, except the circuit colors used for them would be different, as to differentiate between fluid and solid items. Solution pro's: This will create a clear divide between solid item and fluid trains, while maintaining the QoL of this blueprint. Solution cons: It will create some amount of duplication, as we basically get 2 sets of the same blueprints, only the circuit colors are different.
@johnveldthuis3313 ай бұрын
I am seeing this as well. Have 2 trains with wagons and 1 with tanks but the wagons keep getting sent to the oil depot and then return empty because they can't fill.
@fluffyliberta3 ай бұрын
Yeee, I found out the same issue. Would like your proposal be implemented
@nagitoyup69293 ай бұрын
I would wait for LTN/vybersyn to take full advantage of the new rail system. Used LTN a lot. Only downside in LTN is that schedule resets only at depot. If it can reset at the end of delivery, it can be great. I'm sure it will be once new version comes out.
@poleski72813 ай бұрын
Just updated to the latest 1.0.2 blueprint and its still having some issues with the trains sitting in the depot full of items. Dont know much about train signals but after watching the trains it seems that after picking up the cargo, it sees the dropoff point as full and skips it, instead just going back to the depot to await the next instruction. This should probably block the pickup from being reached at all if the dropoff is full, that or have the train sit at the pickup point until a dropoff point is full instead of going back to the depot
@DocJade3 ай бұрын
This was just updated again, sorry for the inconvenience!
@lancekeltner26253 ай бұрын
@@DocJade which parts were updated? as in which stations/trains do i need to replace with the new bp's to get it working?
@EricJohnsonGuru3 ай бұрын
I am having the same problem and I have the same question I have version 1.0 one of the no elevated
@lancekeltner26253 ай бұрын
@@EricJohnsonGuru replace all trains with new autotrains from the new book. Then it's fixed!
@Voidoath3 ай бұрын
For people new to interrupt and the group system - train groups and interrupts (and logistics requests) use a tag system where all edits to a tag affect all instances of that tag. (Reposting my comment from a community post for better visibility) This means that [AutoTrain:Load] or [Manually Selected Stations] is affected by changes made to *any* instance of those tags. Even if you have different train groups, like a [Cargo Wagon] and a [Fluid Wagon] train group. That took me a moment to track down after I wondered why I was losing changes when I split my trains into cargo and fluid wagon groups. Making new interrupts, for example [AutoTrain:FluidLoad], and filling that out as a separate instance alleviated my problems and let me split my train system into an item and cargo wagon group and a fluid and fluid wagon group. Setting dropoff for fluid wagons requires you to use the fluid wildcard from the others section, the item wildcard only looks for actual items. Changing [Blue] [Item Wildcard] to [Blue] [Fluid Wildcard] solved this issue for me. I also edited them to [Blue] [Cargo Wagon] [Item Wildcard] and [Blue] [Fluid Wagon] [Fluid Wildcard] respectively. Good luck conquering the stars engineers!
@nikander1002 ай бұрын
UPDATE + FIX in my first reply. is it just me or since the release from today 2.0.21 when the auto trains go to the depo they switch to manual mode and never switch back to automatic, even when a station becomes available again.
@nikander1002 ай бұрын
Update: its indeed a bug (hopefully a bug) with interrupt only systems I've found a temporary workaround for those interested: setup a dummy station that can't be reached, add it as the only train stop to the group. don't forge to set the train limit to "0" otherwise you will keep getting pathing warnings while trains are in depot I put down a single rail, with a station not connected to any of my main rails and set that as the single static station.
@keyserroo7832 ай бұрын
@@nikander100 can you explain it further? i added a station and set its name to (red signal railgun turret) and added railgun turret to constant combinators for selection combinator station is placed on one block of rail floating in the base, i also set manually train limit to 0 on that station but it didnt work for me
@nikander1002 ай бұрын
@@keyserroo783 youtube flagged my comment with the image link, should be back soon hopefully.😃
@keyserroo7832 ай бұрын
@@nikander100 nvm i got it, thanks
@stsigurdarson2 ай бұрын
@@keyserroo783 what did you have to do to make it work?
@leumgui3 ай бұрын
goddamn what a nice blueprint book
@yasielfranchiАй бұрын
thank you
@shingshongshamalama3 ай бұрын
They've integrated LTN/TSM features directly into the base game so I no longer have to spend half my CPU managing trains. Nice.
@TheBlueBear133712 күн бұрын
Would be awesome to add some parking logic to this. Right now the trains are waiting far away out at the mine if the targett drop of station is full. Works great otherwise! Very neat :)
@DocJade12 күн бұрын
@@TheBlueBear1337 usually this only happens if there a few trains that are completely idle, better to sit in a station ready to go than do nothing IMO
@TheBlueBear133712 күн бұрын
@DocJade thanks for reply 😁 the number of trains doesn't really change the problem. The fact that they wait far away for the drop of to be available causes the depo to be completely empty for a short while before the next train have had time to come home.
@johnveldthuis3313 ай бұрын
Doesn't work with mixed train lengths. Have a 8 wagon iron plate pickup and a 8 wagon dropoff but also a 4 wagon dropoff. Keeps sending the 8 wagon train to the 4 dropoff so never empties and keeps sending the 1/2 full train back all the time. It should send the 4 wagon train to the 4 wagon dropoff.
@chewbone3 ай бұрын
I've seen the same problem.
@Choo_Choo_Oreo3 ай бұрын
For intersections mops are really good, but the elevated T intersection is worst and need improvements as it has a lower throughput though testing some how.
@kirbydk3 ай бұрын
There's a signal issue with Elevated - Cardinal - Intersections - 4-way. Missing some chain signals on their way into the intersection. Otherwise north-> south and west-> north trains will deadlock each other.
@DocJade3 ай бұрын
Known issue, on todo list, thanks!
@Leonten103 ай бұрын
This may be an issue of congested systems with low throughput items. but I had to add an interrupt for depot inactivity if the random station selected is saturated. For example, I had too much coal and my dropoff and pickup were both full. Trains in the depot were buffering for coal even though other needs were not being fulfilled. Another solution would have been to add more trains but I'm not sure if it would run into the same issue eventually.
@Sven33993 ай бұрын
How did you setup the interrupt? i ran into the same problem
@Hutch1493 ай бұрын
@@Sven3399 My solution for this was, that i modified the Load Interrupt, the Refuel (I unchecked the Interrupt Option otherwise you get other trains full of Cargo in the Depo again) and deleted the Unload Interrupt. First I gave all Trains the Depo as there only Destination. Then I Modified the Load Interrupt. 1. No check for the Interrupt Option. 2. Conditions: “Blue Color and Signal Parameter” is not full AND Train at Depo AND Empty Cargo. Targets: Station 1 “Red Color and Signal Parameter” [Full Cargo OR Circuit OR 5s Inactivity]. Station 2 “Blue Color and Signal Parameter” [Empty Cargo]
@StarkillerHDXАй бұрын
I believe the drop-off priority calculator is not properly connected right now in the 1.0.6 version. The arithmetic combinator that divides the item number by Signal R to output Signal P lacks Signal R. Connecting the constant combinator with the arithmetic combinator using a red wire seems to fix this problem, unless I have missed some important detail. Without connecting it, Signal P within the train station remains at a constant 510. Would love to know if I missed something. (Edit: Just adding the combinator input into the calculator breaks the item counter in the station, silly me. But adding a separate constant combinator with a Signal R to the calculator does seem to work.)
@bfredsys113 ай бұрын
Wow, awesome video, new subscriber here! Thank you very much for making that video.
@jaimemquАй бұрын
Some Loaders snap is wrong I think (side by side) with the poles. Great Blueprint By The Way. I recomended. Creers.
@Alex_hawks3 ай бұрын
Suggestion, include a signal in the train blueprints that is manually set to red to stop the train
@CAlonghair3 ай бұрын
Will you make a video explaining how it works? I want to make it myself rather than just copying a blueprint book but I'm not sure how I would approach it
@Rico_Suave_3 ай бұрын
thanks man
@danieljakesouza40112 ай бұрын
i'm on last update of the autorail and,it appears to have a bias, i'm on space age, and don't pass too much time in nauvis (only train network for now) and it has a heavy bias onto something that is not that nescessary (example, coal, i only use about a lane of it, but still made 4 the same ammount of wagons for the iron and copper ore) and what i mean is, i have 21 trains stopped and doing nothing but waiting to get more coal, even though iron and coper are in desperate need for attention what do?