These days Conveyors usually aren't that bad, they've upgraded the performance A LOT. Unless you have a truly ridiculous number of conveyors in a single bus, you probably won't even notice. Especially since your factory will probably have way WAY more conveyors, and anything outside of your factory probably won't be loaded.
At first, after seeing how clean all of this stuff was, I was a little discouraged that we had already put so much work into our save and it was so messy. But now I'm just teeming with ideas about how to increase our efficiency and cleanliness by splitting things up and utilizing multiple construction sites. We just got trains as well, so we're right on pace to start redoing infrastructure. Your guides are awesome! Thanks for making these.
I know what you mean. In the world me and my friend play in, we use a push-and-pull method for our train. But the track is all gravity defying and wavy/zig-zaggy. Seeing this puts ours to shame lol. In my single-player world, I think I'd rather wait for trains to be updated before trying anything complex.
@@storytsunami Same, for sure. I hadn't even implemented them yet, and now I'm not really sure where to start since I don't really even have my production all put together properly yet. 😂 So many advanced techniques to learn and implement to achieve efficiency. 😭
I can't stand kibitz either. His info is so good I stomach him from time to time, but I spend the first 2 minutes of each of his videos scanning the "related videos" section.
Echo the kibitz "love". I don't mind a touch of personality but yeah, his style (mostly voice, TBH) does start to grate on your soul after a few minutes.
Instead you get a guy who draws out his words to less than 1 word per second to turn a 3 paragraph script into a 13 minute video. Watching him talk on stream on normal, watching his UA-cam videos are garbage. For.... Example.... A..... Single..... Train.... Route
Oh my god you actually put together a spreadsheet showing ALL the resources used? That's above and beyond what most people do for their tutorials, it's like you're teaching a class! Dude your videos are seriously impressive.
I agree with train over large conveyor hubs. I’ve got four dedicated two way lines bringing all resources to a hub in the Southwest quadrant. Collecting about 1/3 of maps resources. Currently doing same in northeast quad too. It was my first complex rail system, and wished I’d seen this before I built. Love some of the ideas here, that spiral train elevatory was pretty cool.
Another pro for trains is that one line can handle all cargoes. If you want to add a cargo to a conveyor bus, you need to add a whole new belt. With trains, just branch off the main line, add stations and trains and you're done.
I can't believe that this is not stated as the MAIN reason to use trains. The flexibility of a logistics network over a static route of belts is FAR superior and the throughput and stuff is just worth a sidenote.
I have found using smart splitters for trains is very painful because if there is ANY bottleneck, your resources will constantly go to the wrong location, resulting in shutdowns at different locations when you your refineries try to refine copper wire or something. 1 car for 1 item is far more reliable and allows a single train to service multiple stations in a circuit.
Some good info, thanks! Something you don't cover here, but that has given me major headaches is the practical throughput limit of trains. The specific issue I've had is dealing with fluids. Because it stops distribution of items/fluids while loading/unloading and fluids can't be combined the same way solids can be because the fluid management system is so much less robust i have had a hard time figuring out what the actual maximum capacity is for my pipes. I wish large buffers would have 2 inputs and 1 output. Im hoping some solutions are coming in the fluid update in November they just announced.
I’ve never thought about that - I was aware of the stopping of items during loading and unloading but not how it could effect liquids, hmmm perhaps there’ll be a mod for that!
I’ve never thought about that - I was aware of the stopping of items during loading and unloading but not how it could effect liquids, hmmm perhaps there’ll be a mod for that!
You can split your pipe into two buffers before your loading bay. The buffers will fill up at 150m3/min during the loading animation (provided you have a 300m3/min throughput), and when it's done, each will output their liquids at 300m3/min, thus popping the bubble. If you have less than 300m3/min in your pipe, depending of how much less and how long your train round-trip is, only one buffer will suffice (per freight platform)
Thanks for the video. I admit to not being motivated to run double rails without signalling or the ability to easily place them. Anyway, sounds like a lot to look forward to in future updates
Thanks! I've been looking for a guide on how to implement a train corkscrew tower, though doing it without flying might be tricky. I'm also not looking forward to redoing my train routes once collision is a thing, though that might be quite a while.
Hey Skaia! I suggest building an upward path, outside and around the corkscrew, using the 8x8 double ramp (purchased in the awesome shop.) Since they snap together without needing a foundation like the 8x4 normal ramp does, you can quickly make your way up or down as you build the corkscrew. No flying needed! Then mass delete them when you're done.
thanks for this. i was having difficulty getting workable train lines. yea, i was using large ramps and found that i just couldn't get them up the incline.
I use a combination of Trains and Truck Stations to feed my belts at different Factory Outposts. I have trains bringing Fuel to my trucks, my trucks pick up resources to bring to my trains which go out to different areas of the map as needed.
01:45 prices dont really matter in this game imo you get more than enough of everything so u dont rly have to worry about it but as a fellow train enjoyer i rly like that you try to make a point why its worth using trains c:
Nice video. Note that using trains lowers your throughput as conveyors are stopped for 25 seconds when loading/unloading. Really only an issue if you are looking for maximum production on a limited resource (bauxite, quartz, etc.).
If you have an industrial storage right before the freight station and put one 780 line into it and then 2 780s out to the station you can achieve exactly 780 throughput on that car.
You have a point but does depend on how you use them as you could potentially do several stops at different train stations due to the speed of the train vs conveyors and by the time it fills up the first station have the train back in that case the train would have a higher overall throughput
Not that it would be widely used, but a freight car elevator would be cool. The "box" on the train is lifted off by the station just like it is when items are unloaded currently. Then the box travels up or down to another station and is loaded onto the next train that comes by. This would also be handy for train to train transfers at 2 level stops as well.
I have something kinda like this. The collector station on the lower level receives goods from trains scurrying about the world. I have central stations at main base height placed strategically around the map. When the bottom train unloads, conveyor lifts take the load straight up a spine to the upper station. But yeah, it would be pretty cool to see the whole train car box lifted up and down.
You should link to the first part in the description. At the moment, UA-cam doesn't seem to be doing the thing where it infers that the videos in a series are related. It's not recommending pt. 1 to me even scrolling a fair way down the recommendations side bar. Update: Oh, apparently I've already watched it, so that may be why it's not recommended. Still, link in the description is a good fallback. I'm about to watch pt. 1 again to refresh myself, so linking might get you a couple more views **shrug**.
8:57 NEVER have mixed loads in a freight car, even with smart splitters, you will end up with throughput issues. Oh, and use programmable splitters, not smart splitters. Each programmable splitter has the functionality of a circuit of several smart splitters.
my main issue with building long distance transport is the same as with basically any bigger building project in satisfactory: it is god damn tedious to manually place every single foundation I'd love to build a nice train route with support pillars etc. but just simple stuff like spacing out the pillars or run around the environment etc. is way too much effort atm it's just tempting to run only conveyors so you save yourself the headaches but without a framework those conveyors will look really poor so you're back at the same issue of building taking way too much effort
I got so frustrated with trains I deleted the entire network and went with drones but now I am thinking of trying some of these ways and see if I can use them again. My base is a huge unorganized mess so I am restructuring anyway may as well
They look great, thats only reason I need really, what is really annoying though is ginormous space requirements, basically my factory that took me from intro to Tier 7 is aprx. only twice the size of train station appended for inputs. And for me who wants to keep as much of that gorgeous map uncovered from foundations, that is big problem, kinda frustrating actually.
Well it's a trade off, if you're doing a mega-factory like some people do then the opposite is true, often it's more compact than the large items buses. :)
I absolutely love trains especially the choo part which I hope to hear the trains make automatically in maybe a future update for signaling for example as real trains choo at intersections and curves. Also as u pointed out they are more cost saving and in my mind efficient as conveyor busses make me lose motivation and drive as they can take forever to go long distances. And as always great video especially the spire gonna have to incorporate that into my save
Oh I have a question, How many Freight cars can a single locomotive pull? On a flat, On the 1m and 2m ramp and Corkscrew? That would be VERY helpful as i have no idea :(
These guides were very helpful for setting up my first train network. But I do have a question, I seem to be unable to create different train schedules with their respective loading platforms but the same unloading platform. I.e. I have freight platform 1 in station A loading as well as freight platform 1 in station B, and I want different trains to bring those loads to station C that has a single unloading platform. My workaround for now is that station C has a platform 1 and 2, so A1 goes to C1, and a separate push-pull train takes B1 to C2. Where the B1/C2 train has an extra empty freight car to allow for the C1 platform which won't unload the freight car from B1. But I'd rather have both A1 and B1 go to C1 in separate trains instead, without having to always run an extra freight car on the other train. Am I missing something or Is this intended (similar to how drone platforms point towards a single other platform), or is it a bug?
@@Grom76300 I have a truck for picking/dropping plastic from my oil factory to my main factory and it works fine, no bugs, you just have to clear the path
OK 90 degree angles are pretty and all. But please never go in to the public transport industry. I really don't want to be inside a train that has to do a bunch of 90 degree turns xD
the initial costs are IRRELEVANT! since resources are infinite. the only relevant thing is the ongoing costs aka electricity since thats the only limiter in that world
why change the elevation the train travels when you can have the items it drops off travel the elevation through conveyor elevators? I'm gonna build trains for the first time, kind of new in the game here. I'm setting up a simple vein like rail transporting some things throughout the map but it will maintain 1 elevation and it'll be enough to clear almost all terrain. At least to me its a good idea I hope I'm not doing something wrong lol. wish me luck
Goddamn my train setup looks so ugly after looking this... Sigh, lets waste another day to make it beautiful yet nobody in the world will see it anyway.
Looking at your factories is so intimidating... as someone new to the game (I just unlocked trains for the 1st time) is there really a reason to scale so big later on? I'm having a hard time wrapping my head around rearranging my whole factory setup for even bigger scaling than i've already achieved.
You really do not need to build a massive factory, Mine have never been that large (mainly because my computer just wont be able to run a large factory) but as long as you're producing the items you need there's no rush so a small factory is perfectly feasible - being new to the game, I'd recommend just building one of each item as a goal, don't worry about ratios - once you've learned more about the game, you can attempt a different style of build :)
How do corkscrews compare to ramps in terms of power usage? Trains decelerate on corners, so I assume you would gain less speed going down, and lose more going up. This would vary depending on elevation and radius.
I'd almost hope they add a train elevator. Train pulls until elevator station, pulls the car off, lifts it up to a higher station, puts it on a different train.
@@TotalXclipse I lre-read the description last night. I totally missed that the first time because I was focused on understanding the timetables and station mechanics. Satisfactory is about to become Railroad Tycoon 2000....
any hints on if they ever had plans on making vehicles work? especially for other players in session BUGGED FOREVER, if a player joins ur map gets in a train and disconnects u need to make track around that train and continue can never use it again, infact why not hav a go at theyre awful vehicle abilities publicly so they fix it
Hi, thanks for all the good tutorials! I have problems with understanding how trains work as power connection for your world, especially with switches. Is it possible to use train tracks as the connection but still seperate different builds with switches? Do you think you could do video on that?
You most certainly can, you do not need to use switches though. if you do not connect the train station to that factory it won't share power. if you want you can use a twitch to separate the two and just have the switch turned off.
@@TotalXclipse So if I want to have a central control room for the power, I should not use train tracks to connect my factories right? I'd have to have a switch next to every station if I'd use train tracks?
@@TotalXclipse Awesome. Thank you so much for answering right away! Actually thank you for answering at all :D didn't expect this reaction, so soon on top of that :D
is there a way to calculate the exact amount of items/minut using trains. Cause i rly like trains but without the items/minute i just dont see a reason to use them because how am i supposed to build an efficient factory when i dont know the income of ores
To calculate it, time how much time it takes to do a round trip then divide items transported with minutes - but there isn't a built in calculator but it's a higher throughput than conveyors - just trains are limited by conveyor throughput
if you are still look at coments, I have a question, how do you deal if your train is pretty high up? after putting in hours and hours of work, I noticed its prob way too high and idk what to rly do abot it tbh
Me, I have over 2000 hours in game - but I took lots of other peoples builds and showcased them in this video. But don't resign! I've learned everything from experience!
You forgot to mention that you cannot get 2 full belts throughput per cargo station or 2 full pipes throughput per fluid station. This is because there is a 20 second pause when loading and unloading animations are playing at the stations disrupting the flow into the station. You cannot even get one full belt unless you take precautions to buffer the inputs and outputs. If I want nice clean predictable full belts I usually put just 1 belt per station. Split that belt into 2 storage containers then put the storage containers into the 2 station inputs. This provides a buffer for the belt/pipe to keep flowing while the station loading animation is playing, then once the train leaves the containers full the station at double speed for 20 seconds to make up for the lost time. Depending how far apart the stations are you can sometimes get 1.5 or more belts throughput per station or more. Strangely sometimes stations far apart get more throughput because a smaller percentage of time is spent loading and unloading. But to keep consistent full belts I usually just do one per station with buffer containers. For really long runs you may not even get one full belt per station because the storage fills up before the train returns. In this case you could either add more trains to the same line, or split each belt into more than one station/car. (Remember though you still need 2 buffer containers at each station or you will not get a full belt throughput due to the pause during loading animation). This problem is worse for items with really small stack sizes, as the storage fills up faster off the belts. Thankfully these items also are pretty slow in production so you are not usually pumping out 780ppm of them, but if you are it fills the station storage pretty quickly. Also sorry but I must disagree with your point that trains have more throughput than belts. This is impossible because as you mentioned "belts are the bottleneck", so you can never be faster than the belts feeding into the train stations. Sure if you are loading 10 storage containers at one site into 10 storage containers at another site, put 2 belts from those containers into a single train station or run 1 belt to the second site, connect then at the start location and say go - the train line may get the first items there faster and fill the 10 containers at the destination faster. But no one does this. 1. If you are running 2 belts into the train station you need to run a 2 belt bus for comparison. 2. Once the 2 belt bus does get the first items to the other end, from that point on it is identical throughput or likely faster with belts. 3. No one cares about moving a container full from one location to the other, they care about moving a long term ppm from one location to another. When considering sustainable ppm a train station can never be faster than the belts feeding it, and as mentioned above will always be slower because of the load/unload flow pause unless managed with buffers.
My point was that Trains have higher throughput potential than belts - not that they have higher throughput, because I mention that trains are limited by current conveyors and though I didn't mention it in the video, you could have one train going to multiple stations to drop off items before returning to the station - like you mention some trains can have a throughput of 1.5 x conveyors. As for the 20-second break, you are correct but you could use overflow splitters to be sent to an extra unused freight station so that one in every 5 circuits a small train just picks up the excess. :) As for your point on long runs, I did a comparison of trains vs conveyors over a large portion of the map probably about 3/4 of the width of the map and the trains potential throughput was still higher and equally you can add extra freights which do lower the speed slightly, but add a lot more capacity. There are trade-offs but generally speaking the logistics with the highest potential are trains but for ease, conveyors are the easiest to setup and run. I'll try and cover most of the things you mention in pt 4. :)
@@TotalXclipse I still love trains, just need to remember the buffer trick to overcome the load/unload pauses. And trains for fluids are so much easier than running long runs of multiple pipes. Plus more power efficient if going up hill than using pumps.
A little disingenuous to use MK4 belts as your point of comparison. You can see right next to it on the spreadsheet that mk3 and mk5 don't require anywhere near as many resources, both actually being way less in cost than a train. In fact, based on your totals you could run almost 9 MK5 conveyors for the same cost as the train, plus it costs more to add a single freight platform+freight car than it does to run an entire additional MK5 belt (assuming each resource is counted equally). Once you count the Power cost though, the cost of running a train becomes infinite. All power generation requires resources, the longer you run the train the higher that number gets. With an infinite cost, it doesn't matter how long your rail is or how many belts you need, the belts are still cheaper.
place arms 3 foundations wide against the centre spine like I show, then add a small ramp on the outer foundation of each arm and run the rail to the half way point of each ramp :)
The game is very frustrating. Planning out your factory is very difficult in first person. Do you use the satisfactory map to plan where to place things?
you can update this now, also I come from factorio and there's load of ressource from loading/unloading trains efficiently. I was looking for that here, but beside the corkscrew tower, everything was basically stuff you can figure yourself ingame, and also, like everything on this channel, this video is a showcase of builds as some kind of art form, instead of a practical guide like it should be, according to the title of the video.
@@TotalXclipse basically for the same reason that people play house in survival games... it makes the primary purpose of what your doing secondary to fluff. i saw a video of a guy building a mud and stick mansion in green hell, that game is supposed to be about surviving in the amazon jungle, but idiots make it about building cute things that serve no purpose. satisfactory is a game about building an effective factory and managing resources, playing house has nothing to do with running an effective machine, but there are people who want to RP in an environment it wasnt made for...
@@chimp_monke123 If you want to build a factory in the sky or on the ground by all means, do. But I think that the devs added decorational options specifically so you can make an aesthetically pleasing factory, if you wish.
@@TotalXclipse if you are going to solve a puzzle, then solve a puzzle, but please dont pretend its poetry, its putting pieces together, not philosophy...
How do you like to run your logistics? Trains, conveyors or trucks?
Conveyors
Im using them all. But starting to think proper span's of conveyor highway is the best way to go
Conveyors 🤣
Both. But I use trains only to connect regions. And probably just because they look so cool.
I use trains only for aesthetic purposes. They are too finicky and unreliable for moving materials in my experience. so conveyors for me.
I’m far more inclined to use trains now! I was a non-believer but this is inspiring me to take a closer look!
Biggest advantage with trains vs conveyors, is the game performance.
These days Conveyors usually aren't that bad, they've upgraded the performance A LOT. Unless you have a truly ridiculous number of conveyors in a single bus, you probably won't even notice. Especially since your factory will probably have way WAY more conveyors, and anything outside of your factory probably won't be loaded.
At first, after seeing how clean all of this stuff was, I was a little discouraged that we had already put so much work into our save and it was so messy. But now I'm just teeming with ideas about how to increase our efficiency and cleanliness by splitting things up and utilizing multiple construction sites. We just got trains as well, so we're right on pace to start redoing infrastructure. Your guides are awesome! Thanks for making these.
I know what you mean. In the world me and my friend play in, we use a push-and-pull method for our train. But the track is all gravity defying and wavy/zig-zaggy. Seeing this puts ours to shame lol. In my single-player world, I think I'd rather wait for trains to be updated before trying anything complex.
@@storytsunami Same, for sure. I hadn't even implemented them yet, and now I'm not really sure where to start since I don't really even have my production all put together properly yet. 😂 So many advanced techniques to learn and implement to achieve efficiency. 😭
The clips in the background are AMAZING!
So thankful there's a Satisfactory guide that doesn't have an overtly obnoxious 'comedian' narrating it.
if you think game it out is a satisfactory guide I dont know what to tell you.
@mexacleg mailed it. I CANNOT stand it. I don't want to be a hater, buf it gets to a point where you lose the audience.
I can't stand kibitz either. His info is so good I stomach him from time to time, but I spend the first 2 minutes of each of his videos scanning the "related videos" section.
Echo the kibitz "love". I don't mind a touch of personality but yeah, his style (mostly voice, TBH) does start to grate on your soul after a few minutes.
Instead you get a guy who draws out his words to less than 1 word per second to turn a 3 paragraph script into a 13 minute video. Watching him talk on stream on normal, watching his UA-cam videos are garbage. For.... Example.... A..... Single..... Train.... Route
Oh my god you actually put together a spreadsheet showing ALL the resources used? That's above and beyond what most people do for their tutorials, it's like you're teaching a class! Dude your videos are seriously impressive.
I agree with train over large conveyor hubs. I’ve got four dedicated two way lines bringing all resources to a hub in the Southwest quadrant. Collecting about 1/3 of maps resources. Currently doing same in northeast quad too. It was my first complex rail system, and wished I’d seen this before I built. Love some of the ideas here, that spiral train elevatory was pretty cool.
This single video has made me start playing satisfactory again. Thanks!
Another pro for trains is that one line can handle all cargoes. If you want to add a cargo to a conveyor bus, you need to add a whole new belt. With trains, just branch off the main line, add stations and trains and you're done.
I can't believe that this is not stated as the MAIN reason to use trains. The flexibility of a logistics network over a static route of belts is FAR superior and the throughput and stuff is just worth a sidenote.
I have found using smart splitters for trains is very painful because if there is ANY bottleneck, your resources will constantly go to the wrong location, resulting in shutdowns at different locations when you your refineries try to refine copper wire or something. 1 car for 1 item is far more reliable and allows a single train to service multiple stations in a circuit.
Thank you for this lovely video, it will definitely help me figure out how to do my train lines.
Some good info, thanks! Something you don't cover here, but that has given me major headaches is the practical throughput limit of trains. The specific issue I've had is dealing with fluids. Because it stops distribution of items/fluids while loading/unloading and fluids can't be combined the same way solids can be because the fluid management system is so much less robust i have had a hard time figuring out what the actual maximum capacity is for my pipes. I wish large buffers would have 2 inputs and 1 output. Im hoping some solutions are coming in the fluid update in November they just announced.
I’ve never thought about that - I was aware of the stopping of items during loading and unloading but not how it could effect liquids, hmmm perhaps there’ll be a mod for that!
I’ve never thought about that - I was aware of the stopping of items during loading and unloading but not how it could effect liquids, hmmm perhaps there’ll be a mod for that!
You can split your pipe into two buffers before your loading bay. The buffers will fill up at 150m3/min during the loading animation (provided you have a 300m3/min throughput), and when it's done, each will output their liquids at 300m3/min, thus popping the bubble.
If you have less than 300m3/min in your pipe, depending of how much less and how long your train round-trip is, only one buffer will suffice (per freight platform)
your push - pull method solved my headache! thanks so much (again!!)
Thanks for the video. I admit to not being motivated to run double rails without signalling or the ability to easily place them. Anyway, sounds like a lot to look forward to in future updates
If they bring Signals this will add so much for us to do :D but I agree it's easier to run just a single line until then
Thanks! I've been looking for a guide on how to implement a train corkscrew tower, though doing it without flying might be tricky. I'm also not looking forward to redoing my train routes once collision is a thing, though that might be quite a while.
Hey Skaia! I suggest building an upward path, outside and around the corkscrew, using the 8x8 double ramp (purchased in the awesome shop.) Since they snap together without needing a foundation like the 8x4 normal ramp does, you can quickly make your way up or down as you build the corkscrew. No flying needed! Then mass delete them when you're done.
thanks for this. i was having difficulty getting workable train lines. yea, i was using large ramps and found that i just couldn't get them up the incline.
I use a combination of Trains and Truck Stations to feed my belts at different Factory Outposts.
I have trains bringing Fuel to my trucks, my trucks pick up resources to bring to my trains which go out to different areas of the map as needed.
That's cool! I'd love to checkout how you do it at some point!
01:45 prices dont really matter in this game imo you get more than enough of everything so u dont rly have to worry about it but as a fellow train enjoyer i rly like that you try to make a point why its worth using trains c:
The shot at 9:59 is beautiful. Very satisfactory! Also thanks for the tipps mate.
yeh I really liked that shot :)
Nice video. Note that using trains lowers your throughput as conveyors are stopped for 25 seconds when loading/unloading. Really only an issue if you are looking for maximum production on a limited resource (bauxite, quartz, etc.).
If you have an industrial storage right before the freight station and put one 780 line into it and then 2 780s out to the station you can achieve exactly 780 throughput on that car.
You have a point but does depend on how you use them as you could potentially do several stops at different train stations due to the speed of the train vs conveyors and by the time it fills up the first station have the train back in that case the train would have a higher overall throughput
Not that it would be widely used, but a freight car elevator would be cool. The "box" on the train is lifted off by the station just like it is when items are unloaded currently. Then the box travels up or down to another station and is loaded onto the next train that comes by. This would also be handy for train to train transfers at 2 level stops as well.
I have something kinda like this. The collector station on the lower level receives goods from trains scurrying about the world.
I have central stations at main base height placed strategically around the map.
When the bottom train unloads, conveyor lifts take the load straight up a spine to the upper station.
But yeah, it would be pretty cool to see the whole train car box lifted up and down.
That's a pretty cool idea I'd be down for that :D
trains aside, gorgeous examples of factories
You should link to the first part in the description. At the moment, UA-cam doesn't seem to be doing the thing where it infers that the videos in a series are related. It's not recommending pt. 1 to me even scrolling a fair way down the recommendations side bar.
Update: Oh, apparently I've already watched it, so that may be why it's not recommended. Still, link in the description is a good fallback. I'm about to watch pt. 1 again to refresh myself, so linking might get you a couple more views **shrug**.
Hey, good shout with the link, it's included in a card but I've now added it to the description, thank you :)
Conveyors and trains. My vehicles get sometimes stuck xD
8:57 NEVER have mixed loads in a freight car, even with smart splitters, you will end up with throughput issues. Oh, and use programmable splitters, not smart splitters. Each programmable splitter has the functionality of a circuit of several smart splitters.
Yeh I'm against it but still people use it so I have to cover it here :D
1:00 So we're just casually glossing over the USS ENTERPRISE casually hanging out in high altitude then? 😮🖖
my main issue with building long distance transport is the same as with basically any bigger building project in satisfactory: it is god damn tedious to manually place every single foundation
I'd love to build a nice train route with support pillars etc. but just simple stuff like spacing out the pillars or run around the environment etc. is way too much effort
atm it's just tempting to run only conveyors so you save yourself the headaches but without a framework those conveyors will look really poor so you're back at the same issue of building taking way too much effort
I got so frustrated with trains I deleted the entire network and went with drones but now I am thinking of trying some of these ways and see if I can use them again. My base is a huge unorganized mess so I am restructuring anyway may as well
They look great, thats only reason I need really, what is really annoying though is ginormous space requirements, basically my factory that took me from intro to Tier 7 is aprx. only twice the size of train station appended for inputs. And for me who wants to keep as much of that gorgeous map uncovered from foundations, that is big problem, kinda frustrating actually.
Well it's a trade off, if you're doing a mega-factory like some people do then the opposite is true, often it's more compact than the large items buses. :)
I absolutely love trains especially the choo part which I hope to hear the trains make automatically in maybe a future update for signaling for example as real trains choo at intersections and curves. Also as u pointed out they are more cost saving and in my mind efficient as conveyor busses make me lose motivation and drive as they can take forever to go long distances. And as always great video especially the spire gonna have to incorporate that into my save
That's cool I am going to try the corkscrew thing, :D
Oh I have a question, How many Freight cars can a single locomotive pull? On a flat, On the 1m and 2m ramp and Corkscrew? That would be VERY helpful as i have no idea :(
I honestly have no idea but I think you can have 5+ if you have problems just add an extra locomotive :)
@@TotalXclipse OK Thanks :D
These guides were very helpful for setting up my first train network.
But I do have a question, I seem to be unable to create different train schedules with their respective loading platforms but the same unloading platform.
I.e. I have freight platform 1 in station A loading as well as freight platform 1 in station B, and I want different trains to bring those loads to station C that has a single unloading platform.
My workaround for now is that station C has a platform 1 and 2, so A1 goes to C1, and a separate push-pull train takes B1 to C2. Where the B1/C2 train has an extra empty freight car to allow for the C1 platform which won't unload the freight car from B1. But I'd rather have both A1 and B1 go to C1 in separate trains instead, without having to always run an extra freight car on the other train.
Am I missing something or Is this intended (similar to how drone platforms point towards a single other platform), or is it a bug?
Trains come too late in the game to be useful, but.. extend the gameplay for those who want to continue. I didn't even bother with trucks.
Agreed, both are still buggy as hell and never work as intended even now (jan 2021). Conveyors rule
@@Grom76300 I have a truck for picking/dropping plastic from my oil factory to my main factory and it works fine, no bugs, you just have to clear the path
OK 90 degree angles are pretty and all. But please never go in to the public transport industry. I really don't want to be inside a train that has to do a bunch of 90 degree turns xD
Very clearly delineated. Nice!
the initial costs are IRRELEVANT! since resources are infinite. the only relevant thing is the ongoing costs aka electricity since thats the only limiter in that world
beautiful vídeo, my friend!
Awessome base!
Them are some pretty train tracks.
why change the elevation the train travels when you can have the items it drops off travel the elevation through conveyor elevators? I'm gonna build trains for the first time, kind of new in the game here. I'm setting up a simple vein like rail transporting some things throughout the map but it will maintain 1 elevation and it'll be enough to clear almost all terrain. At least to me its a good idea I hope I'm not doing something wrong lol. wish me luck
780 is the max output. Conveyers can take 780 from output to input.
Everything else can only try to achieve 780. Belts is the best.
You can achieve 780 with other things, but you're right that belts are the throughput bottleneck, I'm hoping they improve on the conveyor system
Goddamn my train setup looks so ugly after looking this... Sigh, lets waste another day to make it beautiful yet nobody in the world will see it anyway.
Like this... i've been playing the game for about 200/300 hours and i am not even close to a factory like yours! Lol
Can you make a guide on using spreadsheets to better organize your game?
Looking at your factories is so intimidating... as someone new to the game (I just unlocked trains for the 1st time) is there really a reason to scale so big later on? I'm having a hard time wrapping my head around rearranging my whole factory setup for even bigger scaling than i've already achieved.
You really do not need to build a massive factory, Mine have never been that large (mainly because my computer just wont be able to run a large factory) but as long as you're producing the items you need there's no rush so a small factory is perfectly feasible - being new to the game, I'd recommend just building one of each item as a goal, don't worry about ratios - once you've learned more about the game, you can attempt a different style of build :)
You've built an Enterprise!! Is it doing something or just looking cool?
That is great. Thanks.
How do corkscrews compare to ramps in terms of power usage? Trains decelerate on corners, so I assume you would gain less speed going down, and lose more going up. This would vary depending on elevation and radius.
I didn't check it out, but I do know that the train has a limited speed going around corners so it would be slower going down vs a ramp,
I'd almost hope they add a train elevator. Train pulls until elevator station, pulls the car off, lifts it up to a higher station, puts it on a different train.
Lot's of people seem interested in some kind of train or freight unit elevator, we need cranes! :D
Are we playing a different game :D ?
It boils down to train = cool
Wait, what? Power flows from station A over the rail to station B, and B acts as a grid connection to the B side devices? HOW DID I NOT KNOW THIS!
Now everything will change 😂
@@TotalXclipse I lre-read the description last night. I totally missed that the first time because I was focused on understanding the timetables and station mechanics.
Satisfactory is about to become Railroad Tycoon 2000....
how are you doing the drone mode/ hover mode in these videos or building without a hoverpack???
PAK Utility Mod or ficsit cam
any hints on if they ever had plans on making vehicles work? especially for other players in session BUGGED FOREVER, if a player joins ur map gets in a train and disconnects u need to make track around that train and continue can never use it again, infact why not hav a go at theyre awful vehicle abilities publicly so they fix it
Yeh those bugs need to be resolved, I'm sure they'll get around to it but the sooner they sort it the better
Hi, thanks for all the good tutorials! I have problems with understanding how trains work as power connection for your world, especially with switches. Is it possible to use train tracks as the connection but still seperate different builds with switches? Do you think you could do video on that?
You most certainly can, you do not need to use switches though. if you do not connect the train station to that factory it won't share power. if you want you can use a twitch to separate the two and just have the switch turned off.
@@TotalXclipse So if I want to have a central control room for the power, I should not use train tracks to connect my factories right? I'd have to have a switch next to every station if I'd use train tracks?
@@KamiPinkasova nope - don't connect the trains to the main power grid
@@TotalXclipse Awesome. Thank you so much for answering right away! Actually thank you for answering at all :D didn't expect this reaction, so soon on top of that :D
Can you do a DNA-style double helix with train tracks? That would be pretty sick.
Is ist just me, or is there no announced Part 3 for vehicles?
is there a way to calculate the exact amount of items/minut using trains. Cause i rly like trains but without the items/minute i just dont see a reason to use them because how am i supposed to build an efficient factory when i dont know the income of ores
To calculate it, time how much time it takes to do a round trip then divide items transported with minutes - but there isn't a built in calculator but it's a higher throughput than conveyors - just trains are limited by conveyor throughput
if you are still look at coments, I have a question, how do you deal if your train is pretty high up? after putting in hours and hours of work, I noticed its prob way too high and idk what to rly do abot it tbh
If you've unlocked the hover pack, it takes power from the rail, if not use the jetpack or build temporary platforms
@@TotalXclipse I meant for moving stuff onwards/offwards, did you lower where the train is or would you just move your stuff upwards?
After seeing your buildings comparing mine
I am Resigning from playing Satisfactory.
How many hours did you play the game?
Me, I have over 2000 hours in game - but I took lots of other peoples builds and showcased them in this video. But don't resign! I've learned everything from experience!
The reason i am not using them power of what i have not a lot of headroom and i am lazy lol
i like trains
I like turtles.
You forgot to mention that you cannot get 2 full belts throughput per cargo station or 2 full pipes throughput per fluid station. This is because there is a 20 second pause when loading and unloading animations are playing at the stations disrupting the flow into the station.
You cannot even get one full belt unless you take precautions to buffer the inputs and outputs.
If I want nice clean predictable full belts I usually put just 1 belt per station. Split that belt into 2 storage containers then put the storage containers into the 2 station inputs. This provides a buffer for the belt/pipe to keep flowing while the station loading animation is playing, then once the train leaves the containers full the station at double speed for 20 seconds to make up for the lost time.
Depending how far apart the stations are you can sometimes get 1.5 or more belts throughput per station or more. Strangely sometimes stations far apart get more throughput because a smaller percentage of time is spent loading and unloading. But to keep consistent full belts I usually just do one per station with buffer containers.
For really long runs you may not even get one full belt per station because the storage fills up before the train returns. In this case you could either add more trains to the same line, or split each belt into more than one station/car. (Remember though you still need 2 buffer containers at each station or you will not get a full belt throughput due to the pause during loading animation). This problem is worse for items with really small stack sizes, as the storage fills up faster off the belts. Thankfully these items also are pretty slow in production so you are not usually pumping out 780ppm of them, but if you are it fills the station storage pretty quickly.
Also sorry but I must disagree with your point that trains have more throughput than belts. This is impossible because as you mentioned "belts are the bottleneck", so you can never be faster than the belts feeding into the train stations. Sure if you are loading 10 storage containers at one site into 10 storage containers at another site, put 2 belts from those containers into a single train station or run 1 belt to the second site, connect then at the start location and say go - the train line may get the first items there faster and fill the 10 containers at the destination faster. But no one does this.
1. If you are running 2 belts into the train station you need to run a 2 belt bus for comparison.
2. Once the 2 belt bus does get the first items to the other end, from that point on it is identical throughput or likely faster with belts.
3. No one cares about moving a container full from one location to the other, they care about moving a long term ppm from one location to another. When considering sustainable ppm a train station can never be faster than the belts feeding it, and as mentioned above will always be slower because of the load/unload flow pause unless managed with buffers.
My point was that Trains have higher throughput potential than belts - not that they have higher throughput, because I mention that trains are limited by current conveyors and though I didn't mention it in the video, you could have one train going to multiple stations to drop off items before returning to the station - like you mention some trains can have a throughput of 1.5 x conveyors. As for the 20-second break, you are correct but you could use overflow splitters to be sent to an extra unused freight station so that one in every 5 circuits a small train just picks up the excess. :)
As for your point on long runs, I did a comparison of trains vs conveyors over a large portion of the map probably about 3/4 of the width of the map and the trains potential throughput was still higher and equally you can add extra freights which do lower the speed slightly, but add a lot more capacity. There are trade-offs but generally speaking the logistics with the highest potential are trains but for ease, conveyors are the easiest to setup and run. I'll try and cover most of the things you mention in pt 4. :)
@@TotalXclipse I still love trains, just need to remember the buffer trick to overcome the load/unload pauses.
And trains for fluids are so much easier than running long runs of multiple pipes. Plus more power efficient if going up hill than using pumps.
Does anyone know what the max nr wagons/ train is ?
A little disingenuous to use MK4 belts as your point of comparison. You can see right next to it on the spreadsheet that mk3 and mk5 don't require anywhere near as many resources, both actually being way less in cost than a train. In fact, based on your totals you could run almost 9 MK5 conveyors for the same cost as the train, plus it costs more to add a single freight platform+freight car than it does to run an entire additional MK5 belt (assuming each resource is counted equally).
Once you count the Power cost though, the cost of running a train becomes infinite. All power generation requires resources, the longer you run the train the higher that number gets. With an infinite cost, it doesn't matter how long your rail is or how many belts you need, the belts are still cheaper.
1:04 you're just gonna glance over this glorious build?
Well I've linked the fan factory tour of it if you want to see more of it :D
The factory looks so neat! F@ck the trains, give me that design ideas!
All the fan factories included in this video have been spotlighted and linked :)
Wow how did you made the spiral?
place arms 3 foundations wide against the centre spine like I show, then add a small ramp on the outer foundation of each arm and run the rail to the half way point of each ramp :)
What's the music in the background?
Something from Epidemic games.
2 rails, instead of one with pockets - ?..
Where is part 3?
Probably arrive when vehicles or trains have their overhauls or for update 4 when we do our Mega Factory logistics :)
Why use trains? Because they are trains. No further explanation required (-:
The game is very frustrating. Planning out your factory is very difficult in first person. Do you use the satisfactory map to plan where to place things?
Use the tower to build things vertically then. And hoverpack is here, so in late game you can basically free float
I assume you are using some area manipulation mod? I'm building an oil power plant, and even just putting down 20x20 foundations quickly gets tedious.
you can update this now, also I come from factorio and there's load of ressource from loading/unloading trains efficiently. I was looking for that here, but beside the corkscrew tower, everything was basically stuff you can figure yourself ingame, and also, like everything on this channel, this video is a showcase of builds as some kind of art form, instead of a practical guide like it should be, according to the title of the video.
i like how no1 tells me how to place the train station, like which way the arrows go. took me 10 years to find out till i saw 4:47
1:20 what is this graph ? I want it ;-;
Its called Excel.
U LATE BOI SCHEDULE TWITCHHH STREAM
If you need to use excel sheets to play your game I'll pass. I play for fun, not work.
I don't use an excel sheet - as I don't know how to use excel. But it's not required, just easier for some to plan that way
people who care about looks in a single player game need a perspective change.
Why? I don't see your point
@@TotalXclipse basically for the same reason that people play house in survival games... it makes the primary purpose of what your doing secondary to fluff. i saw a video of a guy building a mud and stick mansion in green hell, that game is supposed to be about surviving in the amazon jungle, but idiots make it about building cute things that serve no purpose. satisfactory is a game about building an effective factory and managing resources, playing house has nothing to do with running an effective machine, but there are people who want to RP in an environment it wasnt made for...
@@chimp_monke123 If you want to build a factory in the sky or on the ground by all means, do. But I think that the devs added decorational options specifically so you can make an aesthetically pleasing factory, if you wish.
@@TotalXclipse if you are going to solve a puzzle, then solve a puzzle, but please dont pretend its poetry, its putting pieces together, not philosophy...
This is a pretty garbage take tbh. Singleplayer games are literally meant to be played how YOU want to play it.
This isn't some survival game.