Efficient Train Loading and Unloading - Factorio Beginner Guide / Tutorial

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  • Опубліковано 21 лис 2024

КОМЕНТАРІ • 124

  • @usaAlexK
    @usaAlexK Місяць тому +340

    I'm gonna call it my blueprint now.

  • @klimentbassev8866
    @klimentbassev8866 Місяць тому +139

    Thank you so much! I hate it when others take 45min to explain something that can be explained in 5min.

    • @googoogaagaayt
      @googoogaagaayt 23 дні тому +6

      *cough* *cough* Nilaus

    • @choppingslime
      @choppingslime 15 днів тому +5

      ​@@googoogaagaayt "HOW TO BUILD PERFECT BASE ON GLEBA"
      1.5 h video of him visiting for the first time gleba e trying stuff out

    • @pcmaster888
      @pcmaster888 4 дні тому +1

      haha, those comments made me chuckle. Glad I'm not the only one thinking Nilaus' style of videos is veeery random and unstructured..
      (edit: for what they claim to be, that is.)

  • @thegamerdudeabides
    @thegamerdudeabides 11 годин тому

    You received a follow right here. Simply because you gave us up front the answer, without making us wait forever until you got to the point. Thank you.

  • @Smainchoker
    @Smainchoker Місяць тому +31

    I want add that your blueprint also looks way cooler then other unloaders.

  • @AltarinTV
    @AltarinTV Місяць тому +19

    On the other hand when you are more proficient with wires. you can also have station disabled or otherwise limited that train will not come into the station until there is enough ore(or any other item) in the chests, so that you minimize train waiting time, and thus limit the amount of trains in the network. Now you dont need that big stackers, train throughput suddenly is alleviated and UPS in bigger bases will also thank you. Which means you than want 12 chests per wagon to load said wagon as quickly as possible.

    • @weiwang9622
      @weiwang9622 3 дні тому +2

      But a train waiting at a station is a good thing because it will not further congest other trains that are moving while maintaining maximum throughout of the station. Only allow the train to dock when there is enough input/output only reduces total number of trains need to be crafted, which is insignificant.

  • @ThePopeOfAllDope
    @ThePopeOfAllDope 5 днів тому +1

    I cannot conceive of a better UA-cam video at this out of the night.

    • @PepeLePewPew
      @PepeLePewPew 3 дні тому

      yh I had the same, short, informative and to the point. I bought the game a week ago, and since yesterday, I have watched all his vids about it and they are really good.
      He has a new sub :)

  • @Laucher-
    @Laucher- 22 дні тому +12

    This was perfect! as a new player i appreciate the shorter to the point format instead of 45 min of rambling that i see other places.

  • @FjodorDostojewskij
    @FjodorDostojewskij Місяць тому +5

    That's just amazing. Thank you! The blueprint for the Nuclear Reactor without heatpipes is also excellent. Need to watch all your videos now.

  • @mikebreakwell3909
    @mikebreakwell3909 7 днів тому

    This is fantastic advice! I'm new to Factorio and literally just started utilising trains. Thank you so much for making such a clear and helpful video.

  • @Jubijub
    @Jubijub 13 днів тому +1

    Going to the point in less than 5min. I wish more of UA-cam was like this :)

  • @firegem3280
    @firegem3280 12 днів тому

    Unloading brought me here, and I was satisfied. Haven't gotten stack inserters yet, but never occurred to me to use splitters like that. Definitely will be an improvement to my systems

  • @Pystro
    @Pystro Місяць тому +10

    I agree on the 1-to-6 *loader* not being very useful. It's _usually_ (*) better to just use "4-chest loaders". And where that's not enough duplicate them on _both_ sides of the train; Or just double the number of stations; Or both.
    But for the *unloader,* I don't think there's one _optimal_ design. What's optimal will depend _heavily_ on how many items you need (...per second. And no, knowing that rounded to full _belts_ is usually not enough). Having a *compact* design as your go-to solution will usually (*) serve you best (and again where necessary you repeat it on the other side of the wagons or in a second station). Especially since in some cases, the optimum _will_ be "build two stations/sides that can each handle half of your demand." And _especially especially_ since you'd want that go-to design to not be massively wasteful in a low-throughput station.
    With that in mind, I think something where the inserters are controlled by circuit logic would be the best go-to design (...for me. Obvious exceptions apply.)
    (*) "Usually" meaning that if you _know_ that there is a better solution for _your specific_ situation, then use it. If you aren't sure, then go with the solution that is better in most situations, rather than the one that could eek out ever so slightly more performance in a minimal number of situations.

    • @JinFreeks
      @JinFreeks 12 днів тому

      I tend to use a simple 6 chest loader - one blue splitting into two red belts feeding into 3 chests each - for mining outposts on Nauvis. Simply because I'd rather have more miners working as long as possible once the output drops due to corners running out. This way the the mines work more constant. But that is more of a preference than anything else.
      I do like the unloader design a lot, gonna take that with me for sure. Mostly because I think it looks neat.

  • @PepeLePewPew
    @PepeLePewPew 3 дні тому

    I had to watch it 3 times, 2 times I got distracted by the doggo haha, he sits there so sweet and nice.

  • @Felinaro
    @Felinaro 27 днів тому +6

    If you set splitters output priority to side, closest to inserter, this would give even more performance.

  • @ivanlagayacrus1891
    @ivanlagayacrus1891 Місяць тому +16

    worth noting that if youre shooting for megabased scales you should probably ditch train buffers all together, they tend to be a pretty decent cause of UPS problems and dont actually do anything for throughput beyond delaying you noticing problems

    • @AVADIIStrategy
      @AVADIIStrategy  Місяць тому +8

      Without buffers throughput is temporarily 0 while a new train is coming in.
      But yeah you're right: if UPS is the main concern throughput has less priority.

    • @ivanlagayacrus1891
      @ivanlagayacrus1891 Місяць тому +8

      @@AVADIIStrategy alternatively you can use a chest limited to just 1 slot, just long enough for the next train to pull in, as the UPS cost of buffers goes up dramatically with number of storage slots, its not as good as bufferless but preferred over just full buffers, and it makes throughput problems more noticable earlier

    • @mytiliss682
      @mytiliss682 25 днів тому

      Or use cursed wagon to wagon unloading. Better than unloading into ovens directly, I guess.

    • @UristMcKerman
      @UristMcKerman День тому +1

      ​@@mytiliss682if it works - it is not cursed 😂

    • @alexanderjanke1538
      @alexanderjanke1538 13 годин тому

      ​@@ivanlagayacrus1891The more buffers the worse the lag?? Why do I hear it for the first time now?? I really do love my buffers, but my ups are also bad. How do I look it up how much performance it cost? F4 and under which point?

  • @6Twisted
    @6Twisted Місяць тому +5

    I use 1 train per loading station because there's no stacker required so I prefer the 6 buffer chest design and in that case the usual bottleneck is the train loading/unloading time.

  • @nickmyers3065
    @nickmyers3065 10 днів тому

    Sometimes simpler is better. You can factor in time to place, space it takes, range of uses.
    You can usually spend more in cost and time for the near perfect alternative. But if you can work with something that is adequate and gets you moving to the next project quicker. It's a better choice.

  • @Michaelonyoutub
    @Michaelonyoutub 24 дні тому +1

    I usually have one train servicing each outpost and only one depot station without train stacking. It takes a long time to travel to the depot and return, so by the time the train gets back, there is often a full load waiting for it. At the depot station depending on demand, I might be having many outpost trains delivering at the same or similar times, to prevent the trains backing up onto the main line, they need to be unloaded quickly. This is why I end up using six chest, sometimes on both sides of the track, to load and unload my trains, because that quick load and unload are huge for getting trains in and out quickly. I also use circuit conditions to ensure the chests fill up at load stations evenly and empty at unload stations evenly, so all load/unload inserters can work and do their job as quickly as possible when a train comes. Since circuit wires are free, the only cost for doing it this way is the extra chests and inserters and an arithmetic combinator, while barely using any splitters. It then saves space and complexity in the train network.

  • @KeithOlson
    @KeithOlson 4 дні тому

    Personally, I just send out 4 belts per side with load balancing so that, once the chests fill up, the train is still unloaded evenly. Before I did that, I would consistently see a train parked for *FAR* too long with only a single car still not empty and the belts leading away containing barely a trickle. (Rather than turning inserters off and on--which introduced *FAR* too much delay--I simply turn the belt for each section on and off. As I'm always unloading more belts than I am sending to the main bus, this gives me completely balanced, compressed belts leaving the station.)

  • @ecogreen123
    @ecogreen123 Місяць тому +11

    came for learning a little more about trains, the great enigma, stayed for the doggo as to not disappoint them.

  • @Moritz817
    @Moritz817 25 днів тому +2

    Fantastisch, danke. Mit genug Zeit um rumprobieren, hätte man vielleicht darauf kommen können. Aber: Ain't nobody got time for that...

  • @wht0024
    @wht0024 Місяць тому

    That was the video I needed a few months ago, but didn't find the answer till now, thank you.

  • @R.Daneel
    @R.Daneel Місяць тому +9

    Thanks for the Training.

  • @maxleveladventures
    @maxleveladventures 8 днів тому

    Wow. I’ve never thought about dropping items onto a splitter to essentially double the unload rate. That’s crazy.

  • @holgualoxford3871
    @holgualoxford3871 22 дні тому

    Im sold. Ive been using something that works well but takes up far more of a footprint and is unnecessary. I may not rip everything down but new builds and new game.. its ON!

  • @MrAntiKnowledge
    @MrAntiKnowledge 25 днів тому +1

    Nice idea to showcase gaps in the belt throughput with the sulphur splitter.

  • @appsbyaaron
    @appsbyaaron 25 днів тому +1

    Smart and simple. I'm going to use this when I start playing again!!

  • @innomin8251
    @innomin8251 10 днів тому

    The time taken to unload a train becomes critical if you’re going for mega base scale. 12 stack inserters per wagon is basically mandatory when you’re producing a full blue belt of blue circuits.

  • @briturner11
    @briturner11 23 дні тому

    subbed. that was a 4 minute video packed full with exactly the content I wanted. awesome video.

  • @Shhmio
    @Shhmio Місяць тому +9

    Beautiful dog!

  • @billirwin3558
    @billirwin3558 8 днів тому

    I think most of us would eventually come up with something similar by trial and error. But perfectionists need the most efficient system right from the start. I am glad someone is thinking about this stuff. But, I prefer trial and error because it wastes more time.
    Signed: Time Waster Extraordinaire.

  • @TwinnMeisterGeneral
    @TwinnMeisterGeneral 16 днів тому

    Well I'm convinced, will be using this from now on. Earned a Sub 👍

  • @greyw0lv
    @greyw0lv 24 дні тому +1

    I love that you are using my blueprint for unloading.
    Thanks for the math on the loader side. 6 chests is always a pain to route.
    What's your opinion on skipping splitters on the loader side and just letting the chests at the loader fill unevenly?
    Its technically inferior as chests load unevenly, but it makes the station thinner, easier to build, and still consumes a full belt (at least with 6 chests, I'll be trying it with 4 next session).
    Also another unload design to try: Unload both sides of the train, and merge using an underground. Top chest will unload more than Bottom, unloads unevenly but it's still 2 belts throughput, albeit with slightly longer train unload times.

    • @AVADIIStrategy
      @AVADIIStrategy  23 дні тому +1

      This guide is still relevant and this loader/unloader still great even though i made it pre 2.0.
      If I come up with a simpler and more efficient design i might make a new video in the future.
      Skipping splitters? As long as there are no throughput issues go ahead.

  • @LazyLoneLion
    @LazyLoneLion 15 днів тому

    I like using logic on my loading stations so that trains don't come to load unless they can be fully loaded from chests. This way more chests are better -- faster loading. On unloading I prefer to have a leeway in my chests until the next train comes. But on unloading I usually try to have backpressure, so, it's not as critical. And for more than 4 belts a train is unloaded too fast -- I'd rather have more unloading stations than trains emptied faster and running for supply much longer than they were unloading.

  • @calvinthurston1441
    @calvinthurston1441 22 дні тому

    I perfer A 6 loader due to the speed the stackers allow. Not sure if it really matters but its the only real advantage I see. I do use the 4 unloader with spliters as it seems to be the fastest unload option. Great points tho fo sho!

  • @yadiracamacho499
    @yadiracamacho499 25 днів тому +2

    Gorgeous dog!

  • @matthewvanniekerk1827
    @matthewvanniekerk1827 21 день тому

    Thank you for the guide

  • @cChrodinCc
    @cChrodinCc Місяць тому +16

    finally I can stop using Nilaus' overcomplicated midwit blueprints, thank you

  • @JOnatanKERtis
    @JOnatanKERtis Місяць тому +2

    Floki is looking like smart one

  • @KarLitoDE_TV
    @KarLitoDE_TV 25 днів тому

    love your dog ❤️

  • @pathway4582
    @pathway4582 Місяць тому +2

    The dlc will probably change a lot about this, no? Faster belts and quality loaders?

    • @AVADIIStrategy
      @AVADIIStrategy  Місяць тому +2

      Probably. It might still be the way to go until late game.

  • @Feynt
    @Feynt 7 днів тому

    I'm surprised loading/unloading on splitters works. When I first tried this sort of thing (years ago now) I found the inserters would insert after the split not before, and didn't pick up things after the split. To that end, I'd always have a belt after the splitter. It would make my load/unload builds far larger.

    • @AVADIIStrategy
      @AVADIIStrategy  7 днів тому

      It only works when inserting from the side perpendicular to the direction of the belts.
      If you insert from "behind" the splitter it will behave like you just described.

  • @OverlyAvery
    @OverlyAvery 17 днів тому

    Lovely video

  • @billyoda
    @billyoda 21 день тому +2

    “Thus inferior” ❤

  • @ilitailit6595
    @ilitailit6595 14 днів тому +1

    Я ставлю 6 сундуков и настраиваю чтобы поезд отправлялся по полному заполнению поезда и сундуков, так больше времени выпить водки

  • @flare9612
    @flare9612 День тому

    I think space age DLC has already overridden the unloading into splitters type of setup. This along with the ability for 2 belts meeting up in the middle with an underground entity, it will only make the outer side of the underground direction to be able to continue, even though the outer side is already empty, the inner side won't move. CMIIW.

  • @HaiDefinitions
    @HaiDefinitions 23 дні тому

    Lol i didn’t know that, good job!!

  • @peterlaurent9905
    @peterlaurent9905 12 днів тому

    Thanks for the video

  • @cyrusol
    @cyrusol 8 днів тому

    Or, hear me out, just 6 chests per wagon filled and emptied by bots. No belts.
    Oooor, megafactory style, just load to/unload from train directly to assemblers. No belts, no bots. Max UPS.
    Actually with legendary inserters and assemblers throughput is still almost maxed out. Other than that you can just have more trains and more tracks/stations.

  • @avpascal
    @avpascal 14 днів тому

    Just curious, since from what I understand the major UPS penalty as you scale up is now (as of Factorio 2.0) the computing of collisions, especially when it comes to splitters. At LARGE scale (I never got there, but I am SO curious 😀), did you find this approach limiting in any way?
    On my current setup, based on MadZuri's averaged chest content (each inserter picks up only when the content of its chest is >= the average content of the chests servicing the train stop, in order to avoid emptying some chests before others) I find out that the belts end up unbalanced on the sides. Now, I get that there's no easy fix for unbalanced use, but... is there a way to fix it? 🙂
    Thanks for a very good video!

    • @AVADIIStrategy
      @AVADIIStrategy  14 днів тому

      Unless you want to build a massive multiple thousand spm megabase it wasn't necessary to care about UPS. I made the video for the 95% of the playerbase that doesn't care about that. If you're a megabase builder you don't need this video and you probably avoid inserting into and from chests altogether and use direct insertion.
      Unbalanced sides don't really matter. If you overproduce just a little bit these issues usually go away.
      You can also use a lane balancer or make it so that your factory consumes items evenly.

    • @avpascal
      @avpascal 14 днів тому

      @@AVADIIStrategy Vielen Dank!

  • @runelt99
    @runelt99 Місяць тому +1

    You didn't mention anything about inserter stack upgrades.imo it would have been useful to know about more early vs late game designs, I assume that late game it may matter less than early game, even if player likely uses weaker belts.

    • @AVADIIStrategy
      @AVADIIStrategy  Місяць тому +3

      That's the point. This design works for every stage of the game. No matter what your current inserter stack size is. No need for different designs for early/late.

  • @ChaosSlayerZX
    @ChaosSlayerZX Місяць тому

    Excellent, thanks!

  • @AvoHDTV
    @AvoHDTV 24 дні тому

    So you said that we have to override some of the inserter stack sizes. Is it some specific number or we have to figure it out experimentally?

    • @AVADIIStrategy
      @AVADIIStrategy  24 дні тому +1

      Not for my blueprint. The one i dislike and don't recommend has the need for stacksize shenanigans.
      The thing is: it seems that 2.0 changed inserter timings so i don't know if and how that one works now.

  • @Multarix_
    @Multarix_ 11 днів тому

    This is great till you're looking at a fully saturated green belt with max item stacking in space age... Trains feel far less efficient compared "eh it's only 400 blocks, just belt it in for a gaurenteed 14400 items per minute"

  • @pcmaster888
    @pcmaster888 4 дні тому +1

    but what if my belts are green? :D

  • @romanatorx3949
    @romanatorx3949 Місяць тому +1

    Awesome! I used to use 6 storage chests per wagon but with your setup 4 should work better. It will save me a good amount of materials.

  • @what42pizza
    @what42pizza Місяць тому +1

    How do you deal with situations where one side of the belt is used less than the other? I always go with a design that balances the belt sides so that I never have to worry about uneven chests

    • @AVADIIStrategy
      @AVADIIStrategy  Місяць тому +3

      In most situations it doesn't matter. When it does though you can either build a lane balancer or design the factory in a way that will draw evenly from both sides.

    • @AAAAA-p1d1x
      @AAAAA-p1d1x 22 дні тому

      @@AVADIIStrategyor you can just ignore that, because the moment you need more than 0.5 of a belt you will start drawing from the other side, its just for aesthetics to lane balance (train unloading might be slower, but at the end of the day material coming through is all that matters, if you needed that train to do something else just add more trains)

  • @lionmuller2680
    @lionmuller2680 2 дні тому

    How did you know I wanted to know the dog breed? :D This dog has character

  • @andreweaston1779
    @andreweaston1779 22 дні тому

    I also have a shiba poodle mix. Except mine is grey and white!

  • @gracicot42
    @gracicot42 День тому

    It is possible to load and unload two full blue belts per train side, so four blue belts per wagon. However, it is unbalanced

  • @seelenwaechter4579
    @seelenwaechter4579 Місяць тому +2

    Flooooki ❤

  • @narancs5
    @narancs5 23 дні тому

    3 weeks later: low density structure stacks for 50
    anyways thanks for the tip that I should insert into splitters

    • @AVADIIStrategy
      @AVADIIStrategy  23 дні тому

      Glad to help! I like the stack size change for LDS.

  • @Matt-sk6hi
    @Matt-sk6hi 23 дні тому

    Me running 1 belt per wagon through a balancer with no additional splitters and chest balancing circuited inserters.

  • @mctalg-rhex3246
    @mctalg-rhex3246 3 дні тому

    Of course it's company policy never to, imply ownership in the event of a blueprint... always use the indefinite article a blueprint, never your blueprint.

  • @Rezedent12
    @Rezedent12 10 днів тому

    Я использую логику в манипуляторах, которая распределяет груз равномерно между буферными сундуками.

  • @allessiabahzelson167
    @allessiabahzelson167 9 днів тому

    The Most Important thing allways: KISS (keep it simple stupid). You can make it more complicated by choice but normaly only what is realy needet.

  • @TomDobo1992
    @TomDobo1992 13 днів тому

    Yeah, im too new to this game for this. Ill be back in 300 hours game time.

  • @JKnight
    @JKnight 19 днів тому

    the 8 to 6 doesnt seem to be fully saturated when i try this

    • @AVADIIStrategy
      @AVADIIStrategy  19 днів тому

      Yes, something changed with 2.0. Inserter timings are different now. The 4 wagons to 6 belts design mentioned later in the video doesn't work anymore as well (the one i didn't recommend anyway).
      If you still want the same throughput unload into green splitters or higher quality inserters. The rest of the belts can stay blue.
      My unloader is still doing very well and i would still recommend it. Will do an updated video someday.

    • @JKnight
      @JKnight 19 днів тому

      @ yeah I think I’m going to replace my stations with your design

  • @lelibrepanzer4913
    @lelibrepanzer4913 8 днів тому

    It's mine now.

  • @totallycarbon2106
    @totallycarbon2106 6 годин тому

    So who's blueprint is it then? 🤔

  • @pimpatterson
    @pimpatterson 21 день тому

    code for the blueprint?

  • @lixaren4082
    @lixaren4082 Місяць тому

    Wow that's good ro know

  • @tyberzann9713
    @tyberzann9713 25 днів тому

    Good explanation, but what’s about the freaking dog?!

    • @AVADIIStrategy
      @AVADIIStrategy  25 днів тому +1

      What about him? He wanted to be in the video apparently :D

  • @mnkp0x
    @mnkp0x 23 дні тому

    Looks like in 2.0 this cannot saturate blue+red anymore

    • @AVADIIStrategy
      @AVADIIStrategy  23 дні тому

      Yes, I've noticed as well. Not sure if this is a bug.
      Inserters have a weird slower cadence now even though the rotation degree numbers didn't change.
      This unloader still works very well though.

  • @RageChilliBurger
    @RageChilliBurger 19 днів тому

    where is blueprint link?

    • @AVADIIStrategy
      @AVADIIStrategy  19 днів тому

      @0:35 The point of this video is: it's so simple that you don't need one

    • @RageChilliBurger
      @RageChilliBurger 19 днів тому +1

      @@AVADIIStrategy i eventually copied yeah thanks anyway

  • @ariedge2435
    @ariedge2435 5 днів тому

    It is not your blueprint... But it is out blueprint...

  • @Halemore
    @Halemore 27 днів тому +1

    yoink

  • @provet1
    @provet1 Місяць тому

    Changes in 2.0 means that this isn't up to date anymore :(

    • @Tqoratsos666
      @Tqoratsos666 26 днів тому +2

      Is that actually true?

    • @JKnight
      @JKnight 19 днів тому

      @@Tqoratsos666 yh

    • @Tqoratsos666
      @Tqoratsos666 18 днів тому

      @@JKnight been a while since I've played it so I'm surprised that they changed that....funny tho, since making that comment I've done about 200 hrs hahhaha
      To be fair, got a broken leg and can't do much else 😅

  • @basildaoust2821
    @basildaoust2821 12 днів тому

    OK, I did not like your video, but obviously, you think you're right and I should just leave. Fair. I did delete my large verbal complaint to just leave this. Bye.

  • @googoogaagaayt
    @googoogaagaayt 21 день тому

    bro forgot about the massive amount of space whatever this is takes up and the increase in loading and unloading speed
    this mindset of complicated == inferior is completely false. with that logic why use trains if you have belts, smh

  • @pbice
    @pbice 25 днів тому +1

    Recently I found this amazing method. Using circuit network to control inserter by calculating item average of the box. Therefore, I refactoring all my blueprints nowadays.
    seePyou - Factorio - Train Unloading Methods
    ua-cam.com/video/XY873RTarlk/v-deo.html

  • @asbeltrion
    @asbeltrion 12 днів тому

    0:48
    tbh, that was the most important part of the video. The rest is just filler.