All Master Class Blueprints are available on FactorioBin Overview and direct links to all Blueprints: nilaus.atlassian.net/l/cp/HBEUm524 (Pastebin links no longer work)
For those of us in the future (1.1), Rail Signals (and Logistics Bots/Nets) on the Map is now a properly implemented option, so it does not require the debug menu to show.
@@Sathirel2 I just went and disabled all my mods to make sure, and yeah. With the Map open (Either by clicking it or pressing M), there's a set of little boxes under the Mini-map window that filters out different information. You can turn Pollution on and off, show your Turret coverage, your Electrical and Logistic networks and their Bots, and your Rail Signals and Train Stops.
You know your audience so well! I was just waiting to point out that you should have two chains into one exit signal, but you're completely right! There's no difference except that your way uses one less signal. Kudos to you, sir.
I'm not a man who likes 40 minute long youtube videos. But I must say, you are truly trying to write a 100% comprehensive master class of everything. And I learned so much from your video! I have many more to learn, and I think your master classes will be a good help for that!
Thank you for explaining Train Signals to me. at first, I didn't really understand until you made your "rule-of-thumb". Then I totally got it. Thank you again!
For faster station entry you can put extra signals between the cargo wagons and the next train will enter the station before the other one has full left, just make sure the train only moves when it can fully exit or the next train might block other stations. (situational)
From one teacher (me) to another (you) the “can you figure out how to signal” challenge , then taking us through the method, then having us do the problem and explaining the solution, was just great pedagogy. As close to making a youtube video an interactive learning experience as it can get. When is the exam? Thank you!
Good point about the schedule belonging to the whole train, loco(s) and wagons. If you're less disciplined about train make-up (who, me??) and you add a wagon or a locomotive to an existing train, it won't wipe out the schedule, but it will put the train into manual mode, and you'll have to switch it back to automatic. Perhaps it's too deep for the first video, but you might have mentioned about filtering freight wagons. For the interested: Open a wagon and middle-click one of the cargo slots. An item GUI pops up that you can use to filter that slot so that only that item can be loaded into it. Shift-right click copies a slot filter, shift-left click pastes it into another slot. Oh, and shunting! While the engineer is within a loco or a wagon, he uses Ctrl-V to disconnect a coupling, and Ctrl-G to connect (within a certain range).
Also one sometimes has to keep in mind the role of the train when designing these systems. For example if using an artillery train you may want to keep it off the main rail network because if it makes an unscheduled stop, then you will have biters attacking the spot it last fired from. (You only want those to shoot from defended locations, or you'll be dealing with broken tracks.) So you don't want it stopping at some intersection for your ore lines if you can help it any.
I don’t want trains ever stopped inside the intersection, so I will always use chain signals at the start (before each fork) and throughout. I will only use a regular signal where a train is completely clear (no more branching). I’m OK with a little more space required outside of the intersection in order to keep them empty of any stopped trains.
I say this on every video but I absolutely love this series they're always absolutely packed with new information and tips I just had no idea about. Thanks for creating them.
Very good master class as usual! :) You are one of the rare number of Factorians (at least on YT) who really understands signalling and the block concept! I have read an interesting article about railway signalling in Factorio and RL that helped me a lot and you are the first one who also mentioned this specific rule: A block starting with a chain signal cannot "store" a train. It can only go through. So keeping that in mind, signalling is actually pretty simple - excluding a 4-rail-4-way intersection and figuring out where to put the signals to separate the paths. xD
First time dealing with trains in Factorio, was trying to make a Junction, realised i was in over my head. Came back to this Master class for advice. Thank you for these Nilaus, they are very much appreciated.
I use your cityblock blueprint, but put railways between cityblocks. Each city block has separate drone suply area, so drones don't fly everywhere in my base. Also, i plan space for double wall difence in each cityblock in order to begin with cityblock. If i want to make it space-efficient it's reasonable to make rails closely to each other. So right - hand trafic make it possible
i am a fluent english speaker from brazil BUT when dealing with new and complex things ( usualy ) i have to watch the video 2 to 3 times, but with your calm and good explanations i understood everything that i had not understood for months thank you so mutch
I watched half a dozen videos and yours is the first that it clicked with me! Thanks for taking the time to explain it and explain it well! Can't wait to watch more of your videos!
I am a total beginner. Where I am stuck now is at the train network layout. Is there any tutorial? Specific questions: + Distance in tiles between tracks (1, 2, 4) + How many tracks in parallel (2, 4, 8) + Signals on straight tracks + Benefits / drawbacks of buffers / depots + Discussion of different layouts that work and pro's / con's that people use + Where to refill the trains + Train routes (many to many vs. single routes) + Which intersection sizes to use (3 exits, 4 exits) + What intersection types to use
Thank you! I've been searching through your videos lately, looking for a place where you build a train network and explain its inner workings. The timing of this Master Class video is perfect!
been years trying to understand the concept of rail signal, even in the tutorial, I still can't get the big picture. found this video and legit 38 mins of enlightment. you're fenomenal. thanks a lot!
Love your master class series! I am a returning player and am using you as a refresher course so to speak which is amazing! This class on trains definitely helped, keep it up!
For the signal challenge, I would also add 3 chain signals more, that way the trains wait in front of the crossing, and if 1 path is blocked, they eventually can choose a differend route. Great for the deadlock in your network by a mistake. In your case, you actually have to go to the trains, and manually drive them backwards, while in the other case, solving a deadlock is just as simple as CTRL clicking on the map in the train GUI
One thing you didn't mention about signals that is a very common misconception is that you don't need to follow the one-train-length rule when you're just signalling along a straight piece of track with no intersections. On straight track your signals can be as close as you like and it just determines the following distance of trains. Putting them as close as physically possible does work.
It can increase the frequency at which trains can use that rail (and clear another rail), and thus throughput. It makes no difference on a mostly empty network, but if there is a lot of traffic (without causing jams, but occasional waiting), placing chains of rail signals can increase throughput for high traffic sections. There is no effect if there is no waiting , and the block directly after an intersection should of course be big enough for a full train.
One good reason to choose left hand direction over right hand is signals position. For left hand all the signals are inside and for right hand they are outside. If everything is kept inside, it takes less space and keeps railroad clean and neat. And you can build anything immediately next to rails.
I knew absolutely nothing about signals going in. My original guess was 6, but part way through the cross intersection, before the T junction i revised my guess to 9. I didn't, until you demonstrated, anticipate normal vs chain signals. Thanks to you I now have a pretty firm grasp of both. I actually found this video while trying to figure out how to make stations as well as how to fill liquid wagons. This got me halfway there, and a bit further, technically, so I'm grateful for this video.
I've actually started using the temporary stops as a way to help troubleshoot, since you can't set a temp stop if it can't pathfind to it. So it would help by letting you know which segments actually work and where the problem is
I'm really really interested in the next video about trains! Especially dealing with multiple stations with the same name has been a difficult topic for me.
For the T intersection, I believe part of it will come down to preference. Do you want trains to be able to repath at an intersection if they get stopped? If yes, then you want the signal before the intersection so they can choose to go left or right while stopped (and thus for elegance may want it at the end as well). If you don't want them repathing, then it is better to have the signal after they have already turned, as then they are committed and can't change their mind. Then there is also that some people like the aesthetics of having the signal before and after a Y.
Thank you for "temporary station" hint! It will make a lot of things much easier in my spaghetti base - I was sure it's some kind of modding when saw it in videos.
I have watched this video 5+ times and every time it makes my eyes glaze over and I usually fall asleep at the screen. I don't think I ever get trains.
when u came back to the challenge I already forgot about it, too many informative informations, I'm Saying that with over 300hr of gameplay! can't wait to scratch my head over the advanced version of this hahah
Love your videos and keep up the great work! If you're taking suggestions, I'd love to see a video about modules. Where and when to use each of the three types, as well as ideas on when to upgrade from level 1 modules to a higher tier.
Thanks for your Masterclass series, and I am especially looking forward to the advanced train topics masterclass - that's an area I always struggle with.
I recently decided to use trains a lot, and began a save with that intention. Because of this, I very quickly set up a chest that always has many stacks of rails in it just waiting for me. Rails have not been a problem, and I didn't even really think about having a single two-way rail to my first resource outposts. Once I got the tech to mess with trains, I very quickly had a unified train network, and, knowing that was coming, having special-case two-way trains doesn't seem like a good way even just to start. I've been enjoying messing with the logic of stops and trains and circuits in general trying to get them to behave how I want, especially when I have a disconnected outpost which I cannot (self-imposed limitation) connect to with a circuit network. I'm watching this to see what I've done wrong or have over-complicated, what chain signals are for, and see what I haven't even considered that trains can do. (Edit at 7:40) Interesting. I'm not super far along in my save (Red, Green, Blue, and Military sciences), so neither are my outposts very far away, nor is my production very large. The *only* 1-2 train I have is one that carries solid fuel and water to two of my resource outposts that are powered by their own steam engines. All the rest, including the ones that fetch remote ore, are 1-1 trains. It used to be that my stone train (the first mining outpost I had, as I ran out of local stone first) was a 1-2 train carrying mixed stone and solid fuel, and water, but that sucks, and I figured out the logic to have an outpost supplying train that would take that job from it (and all other ore-fetching trains in the future, including an iron one I have now).
Thanks for this very good and concise and well organized and illustrated video on this (initially) VERY confusing topic Nilaus!! Great Train tutorial!! I love the walk-through on the T-Intersection signaling, and the *Rules for Signals*!! Excellent!! Thanks again Nilaus!!
4th rule: if the train is not allowed to park in the next block use a chain signal. Yes it's kinda logical for the intersection but if you are not so sure this helps. By the other rules you can place normal signal before a big intersection because it can park there
I liked this, one thing that I think is important to realize though is whether or not to use two-headed trains isn't as much about the driving direction as much as it is whether you will have a turnaround point. I have some sections of rail, especially when starting out that was only going out to a small mine and back. While I did only have the one rail out there I used a single-headed train with a turnaround and just setup the signaling such that a train couldn't enter that section unless it could go all the way through.
Hey, great video very relevant to me right now! One thing I was hoping to see though was actually early game, mid game and end game loading and unloading setups! Like fastest unloading and loading methods.
the "space for one train (of the maximum train lenght you run) after rail signal" is only valid after junctions. on straights it doesnt really matter. if you have different sized trains it can even be beneficial to have the rail signals spaced out according to the shortest train, since you can fit more trains per track.
After you added the second train and station you could also have the teaching moment where you have both trains going, and show the blocking, chain signals and path routing for these trains.
Not finished watching yet (and actually I'll finish it tomorrow, just noticed the time, it's late here!), but I loved the signal challenge! Was confident at first, paused it and worked out one of the lines before continuing (was too much to hold in my head). Learned something, but was still confident when you explained your method, and then ended up still being wrong even after I adjusted XD Great video so far, and I've learned a lot from your videos just in general, so thank you!
as someone who works on real trains, there really needs to be multiple aspect signals in this game. this is all so complicated when it doesn't have to be...
Great guide I have been waiting for a good guide like this for a long time but I didn't fully understand signals and how it all works so if you can explain more about it ,it would be great
One important thing to know for beginners (like me, last week...): you cannot place stations on a section of track which is not either vertical or horizontal.
30:08 The train actually won't slow down, it will get through at full speed. Very handy for tunning the path. To slow down and leave immediately you need to set "wait for 0 seconds".
I found myself pausing video to press like, only to find out it is allready there (5-8 times). Super easy to be the I LIKE TRAINS kid. (asdfmovie song)
Beautiful. Thank you. Can you do a drone masterclass next? I'm struggling with how to get those logistic networks going and where to get them to draw the items from and everything! So overwhelming!
Left or right handed drive actually makes a bigger difference then just merely changing the side on which your signals are. I've messed around with both. There are some designs that I have made where left hand drive just isn't possible because I would need to have 2 signals placed in a space that only allows for one. This can obviously work the other way around with other intersection designs.
There's one more place I use double-headed trains: a fuel supply train. Obviously it's not necessary if you have a central fuel depot, but any sort of central depot can become a traffic bottleneck easily. Relatedly, the reason you'd use empty/full cargo and inactivity would be if you are refueling at the same station as you are loading/unloading. When I signal an intersection, I actually always start with chain signals. Then, I examine each signal, and if it's okay for a train to park after a signal, I'll replace it with a regular signal. This approach means I get a deadlock-free but sub-optimal intersection immediately and can then start looking at blocks to optimize the throughput. Also, as intersections get big, there are many more chain signals than rail signals, so I don't need to do as much work and am less likely to make a mistake.
If the advanced one doesn't include at least a short clip of nearly (and not so nearly) getting run over by trains in past series, I shall be disappointed :D Free pistols for all!
2 роки тому+6
Thanks for trying. :) You take great time to explain in some detail the very basics of train systems. However, as soon as you start explaining signals and chain signals there is just too much confused pointing around. You say you want to leave chain signals out for the moment and a minute later you jump right into the problem of block overhang, which makes chain signals inevitable. Why start with a cross intersection? There is a great number of far simpler intersections - a simple merger of two lines for example. Those would give you sufficient opportunities to explain the concepts from the bottom up. Anyway, I really appreciate content you're putting out and your video is a very good one to add to the list of train tutorial videos. But unfortunately it's not a catch-all video, even for the basic stuff.
Yeah, I got pretty lost there lol. I went through it a couple times and still don't understand what the colors mean or how the train signals affect each other.
Yet another helpful video. I'd love to see a part 2. I love trains, and your video already helped. Especially stations with the same name sound very interesting
thanks for seperating your videobar into sections. this helps a lot with tutorials. as always, an other high class tutorial. thanks for the work you put into it =)
Thanks, I'm the kind of guy that doesn't understand something unless I understand everything. So other tutorials just telling me the rules doesn't help much.
My biggest issue with the drive right l, or drive left, rule is that a single train running out of fuel will bring the entire netwirk down in minutes and create a backlog that can takes a long time to clear. This will easily bring your operations to a grinding halt. I MUCH prefer trains driving forward on both sides with crossover intersections every 2 train lengths. This way, if a train runs out of fuel, other trains can just take the alternate track, giving you time to fix the issue without worry. Signaling for this is very easy and well worth the extra effort.
All Master Class Blueprints are available on FactorioBin
Overview and direct links to all Blueprints: nilaus.atlassian.net/l/cp/HBEUm524
(Pastebin links no longer work)
appreciate you coming back to drop updated comment/links this since im binging so long after release
We need a master class on how to be less addicted, Nilaus. Send help, I can’t stop, the factory must GROW!
easy stop when your computer stops ^^
@@antigov03 *power goes out* Did I Forget to Automate the Power????
Universal Paperclips is just a more honest but less fun Factorio. You stop when the whole universe has become part of your factory.
Bruh. My life is ruined now. I though LoL was bad. Shiiit
Have you tried adding additional production?
For those of us in the future (1.1), Rail Signals (and Logistics Bots/Nets) on the Map is now a properly implemented option, so it does not require the debug menu to show.
I spent way too long looking for that setting in the Debug menu. Thanks for the tip, saved me even more time, appreciate it!
thank you from the world of tomorrow
Where? Can't find any option about that nor I can see signals on the map
@@Sathirel2 I just went and disabled all my mods to make sure, and yeah. With the Map open (Either by clicking it or pressing M), there's a set of little boxes under the Mini-map window that filters out different information. You can turn Pollution on and off, show your Turret coverage, your Electrical and Logistic networks and their Bots, and your Rail Signals and Train Stops.
Thanks from the future
You know your audience so well! I was just waiting to point out that you should have two chains into one exit signal, but you're completely right! There's no difference except that your way uses one less signal. Kudos to you, sir.
asked about trains on stream and get a masterclass a few days later :)
I'm not a man who likes 40 minute long youtube videos. But I must say, you are truly trying to write a 100% comprehensive master class of everything. And I learned so much from your video! I have many more to learn, and I think your master classes will be a good help for that!
Thank you for explaining Train Signals to me. at first, I didn't really understand until you made your "rule-of-thumb". Then I totally got it. Thank you again!
For faster station entry you can put extra signals between the cargo wagons and the next train will enter the station before the other one has full left, just make sure the train only moves when it can fully exit or the next train might block other stations. (situational)
I actually remove those from my stations for this tutorial as I felt that was too abstract for a Basic Train Tutorial
From one teacher (me) to another (you) the “can you figure out how to signal” challenge , then taking us through the method, then having us do the problem and explaining the solution, was just great pedagogy. As close to making a youtube video an interactive learning experience as it can get. When is the exam? Thank you!
I'm so glad you explained who the teachers were, otherwise I would've never guessed that was what you meant. Excellent pedagogy!
The exam is your factory :)
The exam is making your own train network for your factory in your world.
Good point about the schedule belonging to the whole train, loco(s) and wagons. If you're less disciplined about train make-up (who, me??) and you add a wagon or a locomotive to an existing train, it won't wipe out the schedule, but it will put the train into manual mode, and you'll have to switch it back to automatic.
Perhaps it's too deep for the first video, but you might have mentioned about filtering freight wagons. For the interested: Open a wagon and middle-click one of the cargo slots. An item GUI pops up that you can use to filter that slot so that only that item can be loaded into it. Shift-right click copies a slot filter, shift-left click pastes it into another slot.
Oh, and shunting! While the engineer is within a loco or a wagon, he uses Ctrl-V to disconnect a coupling, and Ctrl-G to connect (within a certain range).
Also one sometimes has to keep in mind the role of the train when designing these systems. For example if using an artillery train you may want to keep it off the main rail network because if it makes an unscheduled stop, then you will have biters attacking the spot it last fired from. (You only want those to shoot from defended locations, or you'll be dealing with broken tracks.) So you don't want it stopping at some intersection for your ore lines if you can help it any.
I don’t want trains ever stopped inside the intersection, so I will always use chain signals at the start (before each fork) and throughout. I will only use a regular signal where a train is completely clear (no more branching). I’m OK with a little more space required outside of the intersection in order to keep them empty of any stopped trains.
if tyou place a regular signal before the chain signal (the side where the train is coming from) you can even tell wich train goes first
I say this on every video but I absolutely love this series they're always absolutely packed with new information and tips I just had no idea about. Thanks for creating them.
As a first time player i cam in after reading "Everything You Need To Know", and find out you didn't include laying rails at all.
I've been the train master for my weekly group and I learned a bunch of good tips here, especially with your signal rules. Thanks!
Very good master class as usual! :)
You are one of the rare number of Factorians (at least on YT) who really understands signalling and the block concept!
I have read an interesting article about railway signalling in Factorio and RL that helped me a lot and you are the first one who also mentioned this specific rule: A block starting with a chain signal cannot "store" a train. It can only go through. So keeping that in mind, signalling is actually pretty simple - excluding a 4-rail-4-way intersection and figuring out where to put the signals to separate the paths. xD
This channel is by far the best source of knowledge I've found when it comes to Factorio
You're such a legend, man. The 3 rules you gave seriously helped me understand how to work the trains, thank you so much.
First time dealing with trains in Factorio, was trying to make a Junction, realised i was in over my head. Came back to this Master class for advice. Thank you for these Nilaus, they are very much appreciated.
Over 600 hours in the game.. Never knew you could increase the train visualization amount... Thank you so much for that!!
Oh my, I've seen many train tutorials, but yours is spot on! Thanks a lot!
The video I didn't even think to ask for! Thanks so much, Nilaus, I've been fighting trains in my latest base.
This is hands down a single best tutorial on signal trains I've ever encountered.
I use your cityblock blueprint, but put railways between cityblocks. Each city block has separate drone suply area, so drones don't fly everywhere in my base. Also, i plan space for double wall difence in each cityblock in order to begin with cityblock. If i want to make it space-efficient it's reasonable to make rails closely to each other. So right - hand trafic make it possible
i am a fluent english speaker from brazil BUT when dealing with new and complex things ( usualy ) i have to watch the video 2 to 3 times, but with your calm and good explanations i understood everything that i had not understood for months thank you so mutch
I watched half a dozen videos and yours is the first that it clicked with me! Thanks for taking the time to explain it and explain it well! Can't wait to watch more of your videos!
I am a total beginner. Where I am stuck now is at the train network layout. Is there any tutorial? Specific questions:
+ Distance in tiles between tracks (1, 2, 4)
+ How many tracks in parallel (2, 4, 8)
+ Signals on straight tracks
+ Benefits / drawbacks of buffers / depots
+ Discussion of different layouts that work and pro's / con's that people use
+ Where to refill the trains
+ Train routes (many to many vs. single routes)
+ Which intersection sizes to use (3 exits, 4 exits)
+ What intersection types to use
Thank you! I've been searching through your videos lately, looking for a place where you build a train network and explain its inner workings. The timing of this Master Class video is perfect!
been years trying to understand the concept of rail signal, even in the tutorial, I still can't get the big picture. found this video and legit 38 mins of enlightment. you're fenomenal. thanks a lot!
Love your master class series! I am a returning player and am using you as a refresher course so to speak which is amazing! This class on trains definitely helped, keep it up!
"its ass is hanging into this signal", lol that damned train! subbed, also good explainations
Thank you very much. Finally I understand how rail signals work.
For the signal challenge, I would also add 3 chain signals more, that way the trains wait in front of the crossing, and if 1 path is blocked, they eventually can choose a differend route. Great for the deadlock in your network by a mistake. In your case, you actually have to go to the trains, and manually drive them backwards, while in the other case, solving a deadlock is just as simple as CTRL clicking on the map in the train GUI
Great video! Looking forward to the one that shows how to use circuit networks to monitor station needs and requesting deliveries.
Thank you for this video. The signalling explanation made a lot of sense and I think it will help unclog my trains finally.
One thing you didn't mention about signals that is a very common misconception is that you don't need to follow the one-train-length rule when you're just signalling along a straight piece of track with no intersections. On straight track your signals can be as close as you like and it just determines the following distance of trains. Putting them as close as physically possible does work.
...but it serves very little purpose to do that. I don't want to make things more complicated by explaining things that really don't serve a purpose.
It can increase the frequency at which trains can use that rail (and clear another rail), and thus throughput. It makes no difference on a mostly empty network, but if there is a lot of traffic (without causing jams, but occasional waiting), placing chains of rail signals can increase throughput for high traffic sections. There is no effect if there is no waiting , and the block directly after an intersection should of course be big enough for a full train.
This guy is amazing, I never comment on peoples videos but these Master Class videos are insanely helpful. Cheers dude, much love.
Best train tutorial I've ever seen. Thank you, Nilaus, great job as always.
One good reason to choose left hand direction over right hand is signals position. For left hand all the signals are inside and for right hand they are outside. If everything is kept inside, it takes less space and keeps railroad clean and neat. And you can build anything immediately next to rails.
This. Even living in Portugal where we drive on the right, trains still roll on the left, is this normal?
I knew absolutely nothing about signals going in. My original guess was 6, but part way through the cross intersection, before the T junction i revised my guess to 9. I didn't, until you demonstrated, anticipate normal vs chain signals. Thanks to you I now have a pretty firm grasp of both. I actually found this video while trying to figure out how to make stations as well as how to fill liquid wagons. This got me halfway there, and a bit further, technically, so I'm grateful for this video.
I've actually started using the temporary stops as a way to help troubleshoot, since you can't set a temp stop if it can't pathfind to it. So it would help by letting you know which segments actually work and where the problem is
I'm really really interested in the next video about trains! Especially dealing with multiple stations with the same name has been a difficult topic for me.
For the T intersection, I believe part of it will come down to preference. Do you want trains to be able to repath at an intersection if they get stopped? If yes, then you want the signal before the intersection so they can choose to go left or right while stopped (and thus for elegance may want it at the end as well). If you don't want them repathing, then it is better to have the signal after they have already turned, as then they are committed and can't change their mind.
Then there is also that some people like the aesthetics of having the signal before and after a Y.
Regarding single vs double headed trains, if you have enough room, you can do a loop back. For the example you gave this is much more economical.
Thank you for "temporary station" hint! It will make a lot of things much easier in my spaghetti base - I was sure it's some kind of modding when saw it in videos.
It was only recently added to the game.
OMG now my three-trains-tutorial-railroad works like a charm! Looking at my trains working like expected made me experience a geek-gasm :) Thanks!!
Thanks for making my next 40 min this evening great!
I have watched this video 5+ times and every time it makes my eyes glaze over and I usually fall asleep at the screen. I don't think I ever get trains.
Watch doshdoshingtons video on trains, he explains it in a more concisive way. Don't worry, trains are not as complicated as you think.
Trains are amazing! Thank you very much! Signals were a hell before i watched your guide 3 times.. :D
You explain a relatively complex subject (for me as noob) in a total comprehendable way. Thank you! :)
I have always built the chain-before-regular-after for junctions...never twigged that it's essentially unnecessary. Nice optimisation 👍
Thanks for the tutorial. I am just playing hte story mode and was overwhelmed. THanks to you it is way clearer.
when u came back to the challenge I already forgot about it, too many informative informations, I'm Saying that with over 300hr of gameplay! can't wait to scratch my head over the advanced version of this hahah
Love your videos and keep up the great work! If you're taking suggestions, I'd love to see a video about modules. Where and when to use each of the three types, as well as ideas on when to upgrade from level 1 modules to a higher tier.
Thanks for your Masterclass series, and I am especially looking forward to the advanced train topics masterclass - that's an area I always struggle with.
OpenTTD players: whom'st has summoned the chosen ones!
I automatically became the "train guy" on our server because I've played openttd
@@benjaminruiza same ^^
@@benjaminruiza same
I recently decided to use trains a lot, and began a save with that intention. Because of this, I very quickly set up a chest that always has many stacks of rails in it just waiting for me. Rails have not been a problem, and I didn't even really think about having a single two-way rail to my first resource outposts. Once I got the tech to mess with trains, I very quickly had a unified train network, and, knowing that was coming, having special-case two-way trains doesn't seem like a good way even just to start. I've been enjoying messing with the logic of stops and trains and circuits in general trying to get them to behave how I want, especially when I have a disconnected outpost which I cannot (self-imposed limitation) connect to with a circuit network. I'm watching this to see what I've done wrong or have over-complicated, what chain signals are for, and see what I haven't even considered that trains can do.
(Edit at 7:40) Interesting. I'm not super far along in my save (Red, Green, Blue, and Military sciences), so neither are my outposts very far away, nor is my production very large. The *only* 1-2 train I have is one that carries solid fuel and water to two of my resource outposts that are powered by their own steam engines. All the rest, including the ones that fetch remote ore, are 1-1 trains. It used to be that my stone train (the first mining outpost I had, as I ran out of local stone first) was a 1-2 train carrying mixed stone and solid fuel, and water, but that sucks, and I figured out the logic to have an outpost supplying train that would take that job from it (and all other ore-fetching trains in the future, including an iron one I have now).
one of the best trains tutorial on youtube
Thanks for this very good and concise and well organized and illustrated video on this (initially) VERY confusing topic Nilaus!!
Great Train tutorial!! I love the walk-through on the T-Intersection signaling, and the *Rules for Signals*!! Excellent!!
Thanks again Nilaus!!
Hi @Nialus and thanks for your work! You helped me to make my base better.
4th rule: if the train is not allowed to park in the next block use a chain signal.
Yes it's kinda logical for the intersection but if you are not so sure this helps.
By the other rules you can place normal signal before a big intersection because it can park there
Finally an explanation of chain signals that I can understand!
oh my god I need this so much thank you I love you nilaus
Finally, 10 videos later. A tutorial that is good! Thank you sir!
Watching this video again makes me miss playing Factorio so much.
I wish the S key on my laptop still works
My thought about signals is-
Normal Signals allow the train to wait after the signal.
Chain Signals DOES NOT allow the train to wait after the signal.
Decent tutorial. Literally subscribed for the flawless danish accent.
I liked this, one thing that I think is important to realize though is whether or not to use two-headed trains isn't as much about the driving direction as much as it is whether you will have a turnaround point. I have some sections of rail, especially when starting out that was only going out to a small mine and back. While I did only have the one rail out there I used a single-headed train with a turnaround and just setup the signaling such that a train couldn't enter that section unless it could go all the way through.
Hey, great video very relevant to me right now! One thing I was hoping to see though was actually early game, mid game and end game loading and unloading setups! Like fastest unloading and loading methods.
that would be way too complicated for this video and it would also add a lot to an already long runtime
The rules are so helpful for understanding the mechanics. Thank you so much!
Thank you this will help my schoolwork.
Thank you so much! Now I finally understand how signals work
the "space for one train (of the maximum train lenght you run) after rail signal" is only valid after junctions. on straights it doesnt really matter. if you have different sized trains it can even be beneficial to have the rail signals spaced out according to the shortest train, since you can fit more trains per track.
So you are suggesting adding more redundant signals... i dont think that would be my recommendation in a tutorial...
@@Nilaus and rightfully so, it would be confusing
After you added the second train and station you could also have the teaching moment where you have both trains going, and show the blocking, chain signals and path routing for these trains.
The best factorio content on youtube, thanks a lot man.
Nilaus we love you!
Not finished watching yet (and actually I'll finish it tomorrow, just noticed the time, it's late here!), but I loved the signal challenge! Was confident at first, paused it and worked out one of the lines before continuing (was too much to hold in my head). Learned something, but was still confident when you explained your method, and then ended up still being wrong even after I adjusted XD Great video so far, and I've learned a lot from your videos just in general, so thank you!
as someone who works on real trains, there really needs to be multiple aspect signals in this game. this is all so complicated when it doesn't have to be...
Great guide I have been waiting for a good guide like this for a long time but I didn't fully understand signals and how it all works so if you can explain more about it ,it would be great
One important thing to know for beginners (like me, last week...): you cannot place stations on a section of track which is not either vertical or horizontal.
30:08 The train actually won't slow down, it will get through at full speed. Very handy for tunning the path. To slow down and leave immediately you need to set "wait for 0 seconds".
I found myself pausing video to press like, only to find out it is allready there (5-8 times).
Super easy to be the I LIKE TRAINS kid. (asdfmovie song)
Finally you made a Train Tutorial thank you
Beautiful. Thank you. Can you do a drone masterclass next? I'm struggling with how to get those logistic networks going and where to get them to draw the items from and everything! So overwhelming!
Sammmme. It's so daunting that I'm too scared to get started! But I know it will be a game-changer once implemented.
Dear Nilaus: I love you.
Thank you, this video is helping me tremendously!
Left or right handed drive actually makes a bigger difference then just merely changing the side on which your signals are. I've messed around with both. There are some designs that I have made where left hand drive just isn't possible because I would need to have 2 signals placed in a space that only allows for one. This can obviously work the other way around with other intersection designs.
There's one more place I use double-headed trains: a fuel supply train. Obviously it's not necessary if you have a central fuel depot, but any sort of central depot can become a traffic bottleneck easily. Relatedly, the reason you'd use empty/full cargo and inactivity would be if you are refueling at the same station as you are loading/unloading.
When I signal an intersection, I actually always start with chain signals. Then, I examine each signal, and if it's okay for a train to park after a signal, I'll replace it with a regular signal. This approach means I get a deadlock-free but sub-optimal intersection immediately and can then start looking at blocks to optimize the throughput. Also, as intersections get big, there are many more chain signals than rail signals, so I don't need to do as much work and am less likely to make a mistake.
I just use request chest for solid fuel
If the advanced one doesn't include at least a short clip of nearly (and not so nearly) getting run over by trains in past series, I shall be disappointed :D
Free pistols for all!
Thanks for trying. :)
You take great time to explain in some detail the very basics of train systems. However, as soon as you start explaining signals and chain signals there is just too much confused pointing around. You say you want to leave chain signals out for the moment and a minute later you jump right into the problem of block overhang, which makes chain signals inevitable.
Why start with a cross intersection? There is a great number of far simpler intersections - a simple merger of two lines for example. Those would give you sufficient opportunities to explain the concepts from the bottom up.
Anyway, I really appreciate content you're putting out and your video is a very good one to add to the list of train tutorial videos. But unfortunately it's not a catch-all video, even for the basic stuff.
Yeah, I got pretty lost there lol. I went through it a couple times and still don't understand what the colors mean or how the train signals affect each other.
@@BrianBridges Are you still in need of help?
@@TranquillShot Nope, I ended up finding another tutorial that cleared things up. Thanks!
Yet another helpful video. I'd love to see a part 2. I love trains, and your video already helped. Especially stations with the same name sound very interesting
*Nilaus* God bless you sir
These are such fantastic videos. I can't stop watching them. Its dragging me away from playing the game, hahah
"I'm only going to focus on 1-way trains" - Nilaus "Nooooo!" - Me
Ok I guess that's clear enough. Just have to apply signal rules in 2 directions.
same i have a cross over and then a y split into one of the lines and i cant get it to work with my 2 way trains
thanks for seperating your videobar into sections. this helps a lot with tutorials.
as always, an other high class tutorial. thanks for the work you put into it =)
Thanks, I'm the kind of guy that doesn't understand something unless I understand everything. So other tutorials just telling me the rules doesn't help much.
My biggest issue with the drive right l, or drive left, rule is that a single train running out of fuel will bring the entire netwirk down in minutes and create a backlog that can takes a long time to clear. This will easily bring your operations to a grinding halt. I MUCH prefer trains driving forward on both sides with crossover intersections every 2 train lengths. This way, if a train runs out of fuel, other trains can just take the alternate track, giving you time to fix the issue without worry. Signaling for this is very easy and well worth the extra effort.
If trains run out of fuel then you made a mistake. Don't design you entire train system on the premise that you cannot keep trains fueled
LHD Masterrace has arrived!
thank you! I have finally gotten a train to move!
I think inactivty and empty is great on unloading station since you often have that at base and can use it for refulling