Hey, Kibitz! IDK if you've seen or read about it yet, but in the game at time of writing (11/13/2024, v1.0.0.5) there is a throughput issue with belts where having them go through a conveyer belt hole that is in a 1m foundation causes the belts to reduce their throughput, so they won't do their listed speeds. Last I checked, the dev team acknowledged the issue and were working on it (along with a throughput issue affecting pipes in general). Posting this in case you encounter the issue, so you can know that it's a bug. From what I've seen tested, it only affects 1m foundations and not 2m or 4m foundations. The issue does get worse the more holes you use as well.
Howdy! I've heard about the issue but I think (?) it's specific to mk6, 1200 ppm, belts. I'm sure the problem will be fixed eventually, and I'm just gonna bank on that happening before I reach mk6 belts haha
I’m not sure if it’s fixed but I think it is two separate bugs. One is the mk.6 flow rate bug. The other is the 1m foundation floor hole bug which applies to any belt speed. (I think)
How significant is the flow rate issue? My factory uses tons of conveyor holes thru 1m foundations… I can’t tell whether it’s impacting the efficiency cuz I always feed extra but I’m only at mk4 belts but u think it’s serious enough to become a problem later?
26:25 Rule of thumb for signals: Path signals on all the entrances to an intersection, block signals on all the exits to that intersection. Satisfactory recognized your incoming train path was cutting over the other direction rail in a way that would make trains collide, so it considers that other direction rail as part of this intersection.
The difference between path signals and block signals is: Path signals look at the next block and will only allow traffic if BOTH the path and block signals are free. Blocks only check the next block alone. The reason you want path signals at intersections is because you don't want your train blocking the intersection. This is useful in other areas too, such as if you're dropping down to a bidirectional track for spurs or other complex scenarios where trains could block other trains from entering a block. In general less signals are preferred over more. In Factorio I initially WAY overdid it and was constantly battling train backups until I figured out what was going on - trains were getting stopped in blocks, which then blocked other trains. A block should always fit your longest train, usually 1.5-2x to be safe.
@@mrweb You do need intervals of block signals along long stretches of uninterrupted track though, because otherwise trains will stop and wait at a block signal because there is a train 1km farther down the track that still counts as being on the same block.
To simplify train signals: A). Only use Path signals for intersections. Path signals on entrances to the intersection, block signals on exits of the intersection. B). In all other cases, just use block signals. thank you
What I love about this game, and what Kibitz's builds show really well, is how bizarre and strange some biomes may look, after putting in some proper architecture, good ol' industry and infrastructure in it can still feel like home. I really love that! And every game feels different, because you get better at it every time. But even after 6K+ hours, I can't beat the Kibz - his scale of operations will drive me insane lol...
If ever Kibitz applies for a job as a logistics manager, pretty much anywhere, all he has to do, instead of showing his CV, is give the boss a link to his Satisfactory playthroughs
For signalling, the general rule of thumb is: Path signals are only used at junctions and crosses. Path signal going IN to the junction and block signal coming OUT. All other railway signals should be block signals throughout the rail network.
I really like those support structures @ 21:10 & those architectural elements, in general. Always reminds me of iron frames, industrial revolutions, and a steampunk aesthetic. Perfect for trains
THANK YOU FOR SHOWING ME SATISFACTORY MODELER. I haven't interacted much with the community since I got the game, so I just always planned all my factories out in MS Paint and with manual math... It wasn't much of a problem in older updates, but now it has become problem.
Only bad thing I can say about Satisfactory is it encourages box building for elevator parts. I really hope they come up with a way to stop or discourage that. I don't know if an "infinite research" option would be good... Getting like 2% productivity boost on constructors for example would ruin existing builds and unlike factorio, there are no bots to make changes in mass.
Even though i like Satisfactory, this is what typically turns me off from it. It's less of a factory building game and more of an adventure/building game. That's fine, but sometimes i just want the pure factory building element of it like Factorio. Also not a fan of how "locked in" you are in Satisfactory with the same map and the same ore nodes. Granted a procedural map would be near impossible for Satisfactory, its what makes Factorio so replayable. You have to rely more on the meta builds in Satisfactory where as in Factorio, you can expand almost infinitely and just gather more resources even with non meta builds.
@Mattias1172 totally understand, but I think we should actually normalize gamed not being infinitely replayable. Make games great for their playthrough and have it be ok to just move on. Games focusing on that, and not how they can keep us ever sucked in is how we get back to better experiences IMO.
@@Mattias1172 There's already mods for randomizing resource nodes. You can mix it up as much as you want, and build in different areas every time. Sure it's not as infinite as factorio, but how different are those runs if you're being honest? Same flat map with very little difference every single time. It's a make your own fun type of game.
@@AurallWow Saying it can be customized via mods isn't really fair since the same can be said for any game. I'm referring to the core game itself. It's certainly possible Coffee Stain releases future dlc that helps with this, factorio did with Space Age and Factorio 2.0 just recently. And yes, while long term there can be some "samee" elements, you are far less locked into a meta by having the same X amount of nodes on the maps. It just allows for some more creative build styles since you can always expand and get more resources rather than having to perfect and optimize.
This video is perfect timing. Yesterday I finished my double rail train loop around the world. Today my project is collect all of the bauxite in the world since all the nodes are pretty much down the middle so I can make a ton of aluminum to convert to ficsite to get phase 5 rolling. 300 hours in and finally making a proper train network instead of just single track double headed trains.
the modeler is pretty powerful especially considering how new it is and its a side project! defiantly using it to plan my play through, excited to see the calculations get refined!
Since I've started watching you a few months ago, I've started saying variations of loot and skoot in every day life situations - like grocery shopping. I pay for groceries, grab the loot, and now I skoot. Lol thanks for that gem
Just a quick info if you have a complex intersection just remember that path signals go on every entrance and block signals on every exit of the intersection. Hope it helps
i've been having a tough day today, so glad i get to watch the next episode my current favourite series! your timing is forever impeccable! (edit: fixed spelling mistake)
Hey Kibs, the reason you had to use the path signal is that all signals entering a block have to be of the same type. What the path signal actually does is allow two trains to enter the same block if their paths don't intercept. For example in the intersection you showed, if two trains were going straight in opposite directions, they would both enter the path. Btw, you can interact with a signal that has the ? sign to see what's causing the error. Hope that helps!
If you bring up the console by pressing tilde (`) and type r.fog 0, it'll disable the fog which will help in showing things in the distance. change the 0 to 1 to turn it back on :)
Great vid as always.. and some helpful info, grabbed that Satisfactory modeller for starters, didn't know that was even a thing so thanks there. And looking forward to the next stage.
I was inspired by your want to collect all the bauxite in the map, so as soon as I unlocked trains I set on a quest to collect ALL THE OIL ON THE PLANET! I know need 330 oil refineries.
I remember setting up my first train "network" It wasn't really a network, so much as it was just a simple back-and-forth shuttle from the red forest to the fields, but I was proud of it because it worked. I'm now working on a proper playthrough where I'm attempting to do things properly this time.
Your train supports remind me so much of the monorail system in Vancouver, BC (The SkyTrain). They use a lot of single column, Y-shaped supports. It looks so neat and tidy!
5:00 i made my own version of this which doesnt show as much details regarding the buildings but you just literally select the item and input the num per minute you want and it gives to the total raw ingredients per minute as as well as each item between the selected item and the raw and the number per minute you need in a tree structure
I went choo heavy in my last playthrough: 191 train stations. Multiple stations collecting iron ore and bringing them to one iron ingot station. Then an outgoing iron ingot station to stations for iron plate, iron rod, etc. And the same principle for multiple copper ore stations to one copper ingot and then to various other copper stations. As the technology level increases, more inbound stations were needed (1 for constructor, 2 for assembler, 4 for manufacturer), such as one for iron ore and a second for coal to create steel ingots. And then oh non, I unlocked the iron ingot + coal recipe! Simply repurpose that iron ore railway line for an iron ingot line. Quite versatile. It took so much time to create all those stations and lay down those tracks that I did not have time to become efficient. Stations would stop producing since the output bins were full. And so I became VERY energy inefficient. I completed the game at about 33% power: producing something like 20 MW when I needed about 60 MW (I don't remember the exact numbers). I was also very inefficient with the production. For example, I'm only producing 60 plastic per minute. However that was sufficient to create the needed space elevator parts. What saved me were the somersloops; I only needed to produce half of them. This was my most fun playthrough and it was also my quickest, completing the game in 1 month minus 1 day, finishing on october 9th (1.0 was released on september 10th).
You can put single wall power nubs on the inside and outside of the pillars that support the platform for the train. Clip the wire through the pillars. Then you'll have power inside the belt way and outside without any visible clipping. Will let the train support blueprint double as power poles.
for dimension depots, just have *more than one* uploader for items you use most often, it linearly increases upload speed, at the cost of mercer spheres
Hey, Kibz. You can massively reduce the cooper demand for the cooper powder constructors by somerslooping them, as a constructor only needs one somersloop.
keep in mind, that path signals low the train down if theres another block signal too close since the path signal is a stop sign until the train got a path assigned but it can only be assigned if the path signal is the next signal on the track. Just generally usefull to know for anyone
Fun fact: you can set a merger (or splitter) on the split between two belts and then immediately remove it and the game will combine the two belts together. I use it to make long floating belts easier to dismantle or upgrade later since the game only sees it as one belt
For anybody watching, I suggest building constructors at sam nodes to cut down transport requirements by a factor of 4. It doesn’t take much space or time and makes it so you can just drone it over rather than needing complicated infrastructure.
I'd love if you kept the painted beams, they actually look amazing beneath the tracks. I get that slopes and turns would probably make that difficult but if not just for the straight sections?
Pretty sure path signals are needed on each entry to make an "area" to check, where a block signal only checks the next track section, not "knowing" about any tracks crossing it.
for me, gathering all the rescources and putting them into trains is the least fun part (not the trains, trains are very fun, but bringing everything to the trainstations is exhausting) but you made it look fun lol
Signal tip: Never put signals to *exit* an intersection as it would block the entire intersection if a train is stopped in the middle of it. Sometimes it can even cause the train to block the signal that protects the intersection itself, causing a deadlock. Only place signals to enter an intersection. If you place signals down the line, always put them far enough away from the intersection so any crossing paths are never blocked by a train waiting for the signal. I've got thousands of hours in OpenTTD to learn that the hard way after many of my train systems have gotten stuck.
I think the pillar/column piece makes supports look better than concrete bocks... It's a little more complicated since it has 3 parts to it, but it looks nicer.
Simple intersections do not need path signals. If only one train can go through the intersection at a time, only block signals are needed at all entrances and exits. The left exit that Kibs made for the train station is a complex intersection, as trains can still go parallel together through the intersection, therefore needing path signals at the entrances and block signals on the exits. This is likely the only time you need path signals. Toaster Gaming has an older, but still relevant 3 part guide on trains and all of their quirks and features for more information.
Hey kibs, dont know if you saw but at the location in timestamp 24:16, you had a yellow power slug on the cliff. Dont know if you grabbed later or didnt notice but figured i point it out as well, yeah POWER SLUG(gets the salt ready)
Also thank you A LOT for telling me about "250" on steam. I was really struggling building my first big (eh, medium) factory, and everything online was...not what i needed, lets put it that way. But thanks to that app - now i can finally do it properly.
Another point about the box: When a train is loading, material cannot enter or exit the station. So the box acts as a way to "queue" material, then catch back up. This only works if the output of the box exceeds the input of the box. I.E. never feed a station with 2400 items per minute into the box, since ypu will lose throughput at every load/unload cycle.
OMG OMG OMG OMG I CANOT SAY HOW FLIPPING HAPPY I AM THIS IS THE HIGHLIGHT OF MY DAY ehem thank u kibitz for doing this amazing videos they are making my day evryday
Full series playlist for those interested - ua-cam.com/play/PLMmqC65vzdRmDrU4GO1_-v5nS3NpGn0Nr.html
Hey, Kibitz! IDK if you've seen or read about it yet, but in the game at time of writing (11/13/2024, v1.0.0.5) there is a throughput issue with belts where having them go through a conveyer belt hole that is in a 1m foundation causes the belts to reduce their throughput, so they won't do their listed speeds. Last I checked, the dev team acknowledged the issue and were working on it (along with a throughput issue affecting pipes in general). Posting this in case you encounter the issue, so you can know that it's a bug. From what I've seen tested, it only affects 1m foundations and not 2m or 4m foundations. The issue does get worse the more holes you use as well.
Howdy!
I've heard about the issue but I think (?) it's specific to mk6, 1200 ppm, belts. I'm sure the problem will be fixed eventually, and I'm just gonna bank on that happening before I reach mk6 belts haha
I’m not sure if it’s fixed but I think it is two separate bugs. One is the mk.6 flow rate bug. The other is the 1m foundation floor hole bug which applies to any belt speed. (I think)
There's always the option of perfectly lining it up and then clipping the action belt through the wall.
Do you mean the game changes the state of the belt inside the merger/splitter when it encounters a 1m foundation under it?
How significant is the flow rate issue? My factory uses tons of conveyor holes thru 1m foundations… I can’t tell whether it’s impacting the efficiency cuz I always feed extra but I’m only at mk4 belts but u think it’s serious enough to become a problem later?
26:25 Rule of thumb for signals: Path signals on all the entrances to an intersection, block signals on all the exits to that intersection. Satisfactory recognized your incoming train path was cutting over the other direction rail in a way that would make trains collide, so it considers that other direction rail as part of this intersection.
The difference between path signals and block signals is: Path signals look at the next block and will only allow traffic if BOTH the path and block signals are free. Blocks only check the next block alone. The reason you want path signals at intersections is because you don't want your train blocking the intersection. This is useful in other areas too, such as if you're dropping down to a bidirectional track for spurs or other complex scenarios where trains could block other trains from entering a block. In general less signals are preferred over more. In Factorio I initially WAY overdid it and was constantly battling train backups until I figured out what was going on - trains were getting stopped in blocks, which then blocked other trains. A block should always fit your longest train, usually 1.5-2x to be safe.
@@mrweb You do need intervals of block signals along long stretches of uninterrupted track though, because otherwise trains will stop and wait at a block signal because there is a train 1km farther down the track that still counts as being on the same block.
As ADA once said, "CHOO CHOO MOTHER******"
Best ADA quote so far
@@E_200daloudladyou should see some of the things she says with the ??? entity
@@alexsiemers7898 "How inappropriate. Tell me more."
ADA comedy at its finest
I am 6 seconds into the video and all I cab think is Choo Choo motherfucker
To simplify train signals:
A). Only use Path signals for intersections. Path signals on entrances to the intersection, block signals on exits of the intersection.
B). In all other cases, just use block signals.
thank you
What I love about this game, and what Kibitz's builds show really well, is how bizarre and strange some biomes may look, after putting in some proper architecture, good ol' industry and infrastructure in it can still feel like home. I really love that! And every game feels different, because you get better at it every time. But even after 6K+ hours, I can't beat the Kibz - his scale of operations will drive me insane lol...
I get all so satisfied when you say super computer 😂
Supacomputas
AS YOU SHOULD.
Quite satisfactory
ZUPAH COMPUTAH
It's one of the few things about kibs that I can't stand.😂
Remember, always FOUR chuggas before the choo-choo!
Hoo yeah brother, were ready.... To CHOO
If ever Kibitz applies for a job as a logistics manager, pretty much anywhere, all he has to do, instead of showing his CV, is give the boss a link to his Satisfactory playthroughs
For signalling, the general rule of thumb is: Path signals are only used at junctions and crosses. Path signal going IN to the junction and block signal coming OUT. All other railway signals should be block signals throughout the rail network.
I really like those support structures @ 21:10 & those architectural elements, in general. Always reminds me of iron frames, industrial revolutions, and a steampunk aesthetic. Perfect for trains
I prefer the beams under the track, also you could do parallel lines on the inside the beams instead the bottom
THANK YOU FOR SHOWING ME SATISFACTORY MODELER.
I haven't interacted much with the community since I got the game, so I just always planned all my factories out in MS Paint and with manual math...
It wasn't much of a problem in older updates, but now it has become problem.
SatisfactoryTools is IMO a better tool
It is insane how much time and work you must put into these videos. Love it!
Only bad thing I can say about Satisfactory is it encourages box building for elevator parts. I really hope they come up with a way to stop or discourage that. I don't know if an "infinite research" option would be good... Getting like 2% productivity boost on constructors for example would ruin existing builds and unlike factorio, there are no bots to make changes in mass.
Make 50 per minute. Etc.
Even though i like Satisfactory, this is what typically turns me off from it. It's less of a factory building game and more of an adventure/building game. That's fine, but sometimes i just want the pure factory building element of it like Factorio. Also not a fan of how "locked in" you are in Satisfactory with the same map and the same ore nodes. Granted a procedural map would be near impossible for Satisfactory, its what makes Factorio so replayable. You have to rely more on the meta builds in Satisfactory where as in Factorio, you can expand almost infinitely and just gather more resources even with non meta builds.
@Mattias1172 totally understand, but I think we should actually normalize gamed not being infinitely replayable. Make games great for their playthrough and have it be ok to just move on. Games focusing on that, and not how they can keep us ever sucked in is how we get back to better experiences IMO.
@@Mattias1172 There's already mods for randomizing resource nodes. You can mix it up as much as you want, and build in different areas every time. Sure it's not as infinite as factorio, but how different are those runs if you're being honest? Same flat map with very little difference every single time. It's a make your own fun type of game.
@@AurallWow Saying it can be customized via mods isn't really fair since the same can be said for any game. I'm referring to the core game itself. It's certainly possible Coffee Stain releases future dlc that helps with this, factorio did with Space Age and Factorio 2.0 just recently. And yes, while long term there can be some "samee" elements, you are far less locked into a meta by having the same X amount of nodes on the maps. It just allows for some more creative build styles since you can always expand and get more resources rather than having to perfect and optimize.
This video is perfect timing. Yesterday I finished my double rail train loop around the world. Today my project is collect all of the bauxite in the world since all the nodes are pretty much down the middle so I can make a ton of aluminum to convert to ficsite to get phase 5 rolling. 300 hours in and finally making a proper train network instead of just single track double headed trains.
Kibz go choooo™ (1.0 edition)
theory: kibs pronounces supercomputer because he secretly knows there’s soup in them
wow, seeing all the materials belted to the station is so satisfying
the modeler is pretty powerful especially considering how new it is and its a side project! defiantly using it to plan my play through, excited to see the calculations get refined!
Since I've started watching you a few months ago, I've started saying variations of loot and skoot in every day life situations - like grocery shopping. I pay for groceries, grab the loot, and now I skoot. Lol thanks for that gem
I appreciate how you build in harmony with the world. I do the same. Kudos.
This guy just brings the energy, and it just gets me hyped.
holy crap this is such a good intro/tutorial video for the second half of the game!!
Just a quick info if you have a complex intersection just remember that path signals go on every entrance and block signals on every exit of the intersection. Hope it helps
16:31 dude the red beam under the track actually looked dope!
I was just looking at your other videos for inspiration. First time I was this on time for a new video. Thanks for all the content!
i've been having a tough day today, so glad i get to watch the next episode my current favourite series! your timing is forever impeccable! (edit: fixed spelling mistake)
Beautiful train system... never have mine ever looked so clean.
I think putting big concrete pillars inside the frame foundations for the supports could look cool 21:10
Hey Kibs, the reason you had to use the path signal is that all signals entering a block have to be of the same type.
What the path signal actually does is allow two trains to enter the same block if their paths don't intercept. For example in the intersection you showed, if two trains were going straight in opposite directions, they would both enter the path.
Btw, you can interact with a signal that has the ? sign to see what's causing the error.
Hope that helps!
Thank you for the explanation, Satisfactory can be overwhelming
Oh my goodness, that his is so complex, I’m very impressed. This game is like a real life job man. Wow
If you bring up the console by pressing tilde (`) and type r.fog 0, it'll disable the fog which will help in showing things in the distance. change the 0 to 1 to turn it back on :)
Honestly those little red beans all the way under the tracks looked pretty cool
Love the BEANS lol
life is satisfactory
How did u get your subs?
Great vid as always.. and some helpful info, grabbed that Satisfactory modeller for starters, didn't know that was even a thing so thanks there. And looking forward to the next stage.
I was inspired by your want to collect all the bauxite in the map, so as soon as I unlocked trains I set on a quest to collect ALL THE OIL ON THE PLANET! I know need 330 oil refineries.
Kibz plz dont make me CHOO-se🤣🤣
I remember setting up my first train "network"
It wasn't really a network, so much as it was just a simple back-and-forth shuttle from the red forest to the fields, but I was proud of it because it worked. I'm now working on a proper playthrough where I'm attempting to do things properly this time.
can't wait for Kibitz to completely yank all those spaghetti belts in that floor like Loki pulling the timelines together at the end of Loki.
Your train supports remind me so much of the monorail system in Vancouver, BC (The SkyTrain). They use a lot of single column, Y-shaped supports. It looks so neat and tidy!
5:00 i made my own version of this which doesnt show as much details regarding the buildings but you just literally select the item and input the num per minute you want and it gives to the total raw ingredients per minute as as well as each item between the selected item and the raw and the number per minute you need in a tree structure
That new hover fuel is nuts..Watching you float around at speed.. Lol. 💚
I went choo heavy in my last playthrough: 191 train stations. Multiple stations collecting iron ore and bringing them to one iron ingot station. Then an outgoing iron ingot station to stations for iron plate, iron rod, etc. And the same principle for multiple copper ore stations to one copper ingot and then to various other copper stations. As the technology level increases, more inbound stations were needed (1 for constructor, 2 for assembler, 4 for manufacturer), such as one for iron ore and a second for coal to create steel ingots. And then oh non, I unlocked the iron ingot + coal recipe! Simply repurpose that iron ore railway line for an iron ingot line. Quite versatile.
It took so much time to create all those stations and lay down those tracks that I did not have time to become efficient. Stations would stop producing since the output bins were full. And so I became VERY energy inefficient. I completed the game at about 33% power: producing something like 20 MW when I needed about 60 MW (I don't remember the exact numbers). I was also very inefficient with the production. For example, I'm only producing 60 plastic per minute. However that was sufficient to create the needed space elevator parts. What saved me were the somersloops; I only needed to produce half of them.
This was my most fun playthrough and it was also my quickest, completing the game in 1 month minus 1 day, finishing on october 9th (1.0 was released on september 10th).
Did you ask if you should gather more resources? Are you sick? Are you not feeling well? 😂😂❤ I love the content and the wonderfully edited videos.
3 videos this week??? Best week ever!🎉
I laughed way too hard at the “Mission Critical” statement
You can put single wall power nubs on the inside and outside of the pillars that support the platform for the train. Clip the wire through the pillars. Then you'll have power inside the belt way and outside without any visible clipping.
Will let the train support blueprint double as power poles.
for dimension depots, just have *more than one* uploader for items you use most often, it linearly increases upload speed, at the cost of mercer spheres
“Trains can go ‘choo’!” -- Solid argument.
Hey, Kibz.
You can massively reduce the cooper demand for the cooper powder constructors by somerslooping them, as a constructor only needs one somersloop.
it would cut it in half yes but honetly I would only use Somersloops in Constructor for reanimated SAM
keep in mind, that path signals low the train down if theres another block signal too close since the path signal is a stop sign until the train got a path assigned but it can only be assigned if the path signal is the next signal on the track. Just generally usefull to know for anyone
Fun fact: you can set a merger (or splitter) on the split between two belts and then immediately remove it and the game will combine the two belts together. I use it to make long floating belts easier to dismantle or upgrade later since the game only sees it as one belt
3:08 all the spaghetti hurts my brain😂
it's beautiful
Heaven has blessed us with a new Kibitz Satisfactory video! I have no clue why but i enjoy this more than any other content ive ever watched.
i love this series! :D (SUPERCOMPUTAHS)
Sam ore is best processed on the spot since there is only 1 recipe. Saves a ton on throughput 😊
I totally agree, the "Choo" is Mission-Criticle 👍
7:59 Choo is indeed mission critical mission critical and nobody can tell me otherwise.
For anybody watching, I suggest building constructors at sam nodes to cut down transport requirements by a factor of 4. It doesn’t take much space or time and makes it so you can just drone it over rather than needing complicated infrastructure.
@ImKibitz did you know you can put a Power Wall Socket directly on a train rail, and it will draw power directly from the rail if the rail has power?
I'd love if you kept the painted beams, they actually look amazing beneath the tracks. I get that slopes and turns would probably make that difficult but if not just for the straight sections?
Satisfactory should be an acceptable resume entry:
-industrial planning
-enterprise resource planning
-production scheduling
-process engineering
factorio too
Love the videos, mr. Kibz. I've been inspired to play the game again. Had a long break. Also, love new sassy ADA.
Pretty sure path signals are needed on each entry to make an "area" to check, where a block signal only checks the next track section, not "knowing" about any tracks crossing it.
for me, gathering all the rescources and putting them into trains is the least fun part (not the trains, trains are very fun, but bringing everything to the trainstations is exhausting) but you made it look fun lol
Signal tip: Never put signals to *exit* an intersection as it would block the entire intersection if a train is stopped in the middle of it. Sometimes it can even cause the train to block the signal that protects the intersection itself, causing a deadlock. Only place signals to enter an intersection.
If you place signals down the line, always put them far enough away from the intersection so any crossing paths are never blocked by a train waiting for the signal. I've got thousands of hours in OpenTTD to learn that the hard way after many of my train systems have gotten stuck.
I think the pillar/column piece makes supports look better than concrete bocks...
It's a little more complicated since it has 3 parts to it, but it looks nicer.
Yay for CHOO! I named my train 'Lorax 1'
Satisfactory tools has a factory calculator as well, and also tells you how many machines you need as well. It’s pretty great! I highly recommend!
(and is even better than the spreadsheet kibitz using)
Simple intersections do not need path signals. If only one train can go through the intersection at a time, only block signals are needed at all entrances and exits. The left exit that Kibs made for the train station is a complex intersection, as trains can still go parallel together through the intersection, therefore needing path signals at the entrances and block signals on the exits. This is likely the only time you need path signals.
Toaster Gaming has an older, but still relevant 3 part guide on trains and all of their quirks and features for more information.
Hey kibs, dont know if you saw but at the location in timestamp 24:16, you had a yellow power slug on the cliff. Dont know if you grabbed later or didnt notice but figured i point it out as well, yeah POWER SLUG(gets the salt ready)
I am ready for the choo. The choo choo is my favorite part of factorio...
...
Oh, it's this game again.
Okay.
Dang if I had known trains go Choo, I would have used them in my playthru
Hell yeah I’m ready to CHOO
Also thank you A LOT for telling me about "250" on steam. I was really struggling building my first big (eh, medium) factory, and everything online was...not what i needed, lets put it that way. But thanks to that app - now i can finally do it properly.
You know how to solve throughput issues with trains?
Put the items into THE BOX.
Praise be THE BOX.
@7:50, That's the best argument I ever heard! Mr. Kibs knows what's up! “Choo Choo Mutha*****” - ADA 2024
Satisfactory is just ,, Unlock Build Expand Repeat" that even song got created
Just casually running through what would take me hundreds of hours of building.
My body is ready… to choo!
ImKibitz is so cool and talented
kibitz being on a streak 😂❤
Another point about the box: When a train is loading, material cannot enter or exit the station. So the box acts as a way to "queue" material, then catch back up. This only works if the output of the box exceeds the input of the box. I.E. never feed a station with 2400 items per minute into the box, since ypu will lose throughput at every load/unload cycle.
20:35
Secret tunnel! Secret tunnel! Through the mountain! Secret, secret, secret, secret tunnel!
Kibz if you wanna clear some trees for trains remember the chainsaw has a single mode now
But kibitz, what about the doggos? Is there no place to house the awesomeness of the doggo?
you are making me want to play the game a lot. i wish i had time.
21:13 It reminds me of an oil rig, so I like it 👍
New coal belt bridge gives nice caterer to it.
OMG OMG OMG OMG I CANOT SAY HOW FLIPPING HAPPY I AM THIS IS THE HIGHLIGHT OF MY DAY ehem thank u kibitz for doing this amazing videos they are making my day evryday
Thanks for recommending the Steam tool! Life saver :D
Love me some Kibs getting crazy!
Sloops are amazing for Copper Powder imo. Maybe not at your scale but for anyone else...
Thank you for clearing up what playing the game means haha
the CHOO IS BACK BRRRROTHER
Kibitz should sign up for Olympic hurdles. 23:18
I like the tips in-between