Thanks man! Having the different logistics use cases presented clearly together is so helpful for thinking about how to incorporate all the different approaches into my own factory. I'm using trains at the moment but the concepts are transferable. That's what i love about your channel - you help people understand the general principles instead of just focusing on the specific use case being discussed.
For me, vehicles (and I will include trains and drones here) operate primarily on the Rule of Cool. Belts offer a high degree of precision as far as your supply chains are concerned, but with vehicles you have to take into consideration the possibility of a disruption if another vehicle crosses its path. Depending on what you are doing, the severity of this disruption - even if it's only a few seconds - could run the gamut of "didn't even notice" to "catastrophic failure." So you end up having to over-supply in order to compensate. But again, a complex network of vehicles is cool.
Now that we have priority power switches, the notion of "this must not fail under any circumstances" is a lot less significant than it used to be. It's mostly just a matter of putting a few power plants that don't require vehicular support (e.g. simple coal and fuel plants) behind the highest priority switch, and then putting your remaining generators (turbofuel, nuclear) behind the next-highest priority, and going down from there. Of course, there can be issues if nuclear processing backs up... if you even bother with nuclear to begin with. Turbofuel is arguably less of a hassle, even when you account for the huge amount of power nuclear gives you.
Just gotten myself into a situation where I need to belt something a long way, and considered using trucks, but thinking about it now I’ve got no clue how to tell if it would be better or worse. Definitely feels like aesthetic is a big part of the decision.
@thebulletkin8393 i haven't played with trucks in 1.0 yet. I think it comes down to aesthetician. Trains or even belts are technically better but trucks work fine but are more work. If the work is worth the look, go for it. It is for me but every one plays a bit different. Play how you like 👍
@@Dekoba yeah, I can appreciate how the options are there regardless! I think given my current situation I’m probably just going to try and make a neater ‘belt highway’ and avoid trucks, but trains I will definitely use as the system at play in this game is just so cool
I hadn't thought about the fuel station, thanks! What I did in my world was bringing packaged fuel to the main base and then distribute it to nearby truck stations (which are aligned very similarly to your truck depot, so it's not like I have to belt them far away)
Howdy hi hi, I'm only just recently starting to play this title, and I've spent perhaps the past 3 weeks just playing around with the systems and seeing what does and doesn't work for me. No serious building right now as I do plan on starting a new game upon 1.0 launch. I'm just past ten minutes into you video and I have to say you are wonderful at your presentation and teaching style. I've already learned a lot from just these few minutes. The gas station idea for instance is brilliant. Keep up the good work man. Kudos on a great watch!
This was a really good video showcasing the logistic usecases of different vehicles, and it's relevant because I'm at the point in my game (first playthrough) where I need to start scaling my production of more complex Manufacturer based items. The problem is, I just don't don't want to clutter up my landscape with giant roadway overpasses. Train bridges will be cool though, when I actually get around to unlocking Monorails. 8:00 I'd say that you can really get all the way to tier 5 without really needing to worry about remote logistics, so long as you don't mind travelling to all your different factories to collect building material, and so long as you're content with a bunch of smaller scale factories built around specific resource nodes. Once you start needing to scale up production however, and you need a large amount of materials for say Computer and Heavy Modular Frame automation, then I can say that you're definitely going to need to start doing remote logistics. The main reason? Circuit boards. Needing to get copper sheets to the western beaches where the Crude oil refineries are (yes I know there are copper nodes near oil nodes in Blue Crater. Counterpoint: I hate Elite Spiders), or alternatively shipping the plastic out to where the copper/circuit board/Computer factory is located both pretty much require some form of remote logistics. Edit: I really like Build concept 4 and Build concept 5. Having many small bespoke factories which make one or two things that are connected by truck and rail lines which are all part of a larger production chain... I had a vague idea of doing something like that for my Heavy modular Frame automation, but I might definitely look into it more in the future.
This is a great game, but it seems the devs don't have much clue what a Megawatt is. The tractor has 55mw of power? That's pretty much 74 thousand horsepower!!! Excellent video. Thanks for sharing your expertise. 🙂
I'll be really interested in your take on trains. My last game ran into a wall at that point. RL stuff making my head boil over didn't help, either. The bit I struggled with most, was the sheer size of train stations. I should mention that I tend to make pulling systems, so basically everything is saturated until you take whatever you need. Then the machines fire up to replenish. It had me end up with a design for 1 material per station, trains set to fetch when station is empty. Maybe I'll do mixed trains later, but I like the flexibility of fetching stuff at need from wherever. It means that a plant taking in say steel, caterium and rubber to create 1 final product has 4 stations. That's way more surface area than the plant itself even needs!
This is a great video, thank you! I only started playing at 1.0 and it boils my piss that there's not a 'smart' storage option of any kind either for storage boxes and truck stops... "Only accept part types A, B, C" type of option would be so good. Just let me upgrade a truckstop with a few AI limiters, man!
@@Dekoba Ooooh do they have it for trains?! I've not seen that yet, need to check that UI again! The game's UI/UX is a little uh, inconsistent at times!! I've managed to 'sort' my trains by just using long trains with empty platforms, but is there actually something a bit like smart splitters in there?
Nice - I see you pick the same location I do for starter base setup to get to tiers quickly. Pity that locale will mean little with 1.0. Keep pushing vids
great information! thank you! question about your experiments. have you tried being loaded on an incline? im pretty sure I struggled more going uphill, maybe because I was fully loaded? also possible that it has changed since it was a while ago.
Excellent! Was hoping for truck/train station combos. Something i have struggled with on regards of design and functionality. I want trucks to carry items to train stations (large stations/hubs) and trains to further transport the items across the map to my base. But i have found that each truck station needs more space than each freight cart on the train/train station piece.
"Ficsit incorporated encourages the use of additionally verticality within factory designs." In all seriousness, though, that might help? For example have your trucks come in on the bottom floor and then send resources up to a logistics level for sorting, then up again to a floor for trains to come in? Just spitballing here since I'm not sure of your exact setup. I know for me it took a while before I got comfortable going upwards, but it was a real game changer once I started doing it.
@egoman85 hahah. Love it! thanks. I do have a vertical setup where trucks come in a the bottom and then all items get sent directly up to the trains. I do not have a sorting floor and I have one truck station per train cart. Maybe that's the issue. A sorting floor would allow me to have fewer truck stations making the ai pathing underneath struggle less because there is more room per truck station... gotta think about this one because the drawback is of course that instead of 780x2 per resource I do get a limited throughput of a combination of items...
@@simonhagfalk Yeah - logistics layers are so helpful in this game. If you do one make sure you make it bigger than you think - i usually run with 2-3 walls of height to make sure I can keep the spaghetti untangled. This would give you space to have a line of smart splitters on each truck output and then merge the outputs of each item before sending them to the train stations. You can also then put in multiple awesome sinks to protect from backing up belts.
How tightly can you put truck stations? My trucks are forever dropping off or picking up from the wrong ones. How can you make the routes simple and smooth - how much to allow for turns, etc. ? How do you avoid trucks driving up on bollards?
having experience with vehicles its important because u have play around the bugs, the biggest one its that any vehicle that touches a station would eventually interact with it for some reason, even if that station didnt existed at the time u recorded that path, even after 20 h passed it happens always so u got to make 100% sure that a vehicle only touches their relevant stations this its the golden rule of vehicles.then theres many more bugs, like making a new route with a vehicle that already as one,would crash your game 50% of the times,or make sure that if u gonna erase a path that theres no vehicles left using that path otherwise it would sometimes crash your game or if that path wasent hidden u will only be hable to erase the path nodes manually.the best vehicles so far are explorers for just about every situation, because they dont freak out when they are in your sigh ,they handle very well in high traffic situations,they never get deadlocked if u dont cross paths, they dont use as much fuel as they seem.
How do you know how many trucks you need for any given operation? Lets say you need x amount of coal per minute going over an x distance, Is there an easy way to calculate that or is its mostly trial and error.
The truck stations display items per minute. You can compare that to production and consumption rates, and add more trucks on the same route to increase as needed.
Wait but someone answer this: for trucks, trains, and drones, how do you calculate an input to a factory or how much stuff you can make there when it’s being fed by these sources? No one’s ever talked about the length of the truck path influencing how long it take for your materials to get to the drop off point and how they make sure the vehicles are going at a “(insert number) per minute” pace. Please help me.
Provided that the input volume of goods is large enough, and the vehicle’s inventory is large enough to accommodate, each station in a vehicle’s route should show an approximate rate of item throughput, said throughput being capped at the speeds of the conveyors you have connected to each station. It may take a few trips to show up, since it needs a small amount of data in order to calculate an average rate. For example: I want to transport some iron ore to my factory. I set up two mk1 miners on 2 pure iron nodes. Each miner produces 120 ore/minute, for a total of 240, or two mk2 belts. I take both of them, and connect them to the same truck station. At my factory, I have another truck station that has two mk2 belts on the output. Both of these stations can now input/output a maximum of 240 iron/minute. When it comes to rate efficiency/uptime, it simply boils down to how long the route’s round trip time is. The station’s input/output flow is paused during loading/unloading (most noticeable with train stations, because of the long animation), so if the round trip time is less than 1 minute, you won’t get full 100% item throughput rate. However, since vehicles are typically used for longer routes, round trips should take much longer than 1 minute. The longer the route, the less impact the disruption will have. It will still be an impact, however. In order to have 100% uptime, you need to utilize buffers. Essentially, this means that on each end of the trip, between the station and the production machines, you need to place a cargo container (or fluid tank, if you’re using trains to transport fluid). Then, between each cargo container and it’s station, you need the connecting belts to be FASTER than the rate of item production at your input side, in order to keep your machines from clogging/starving, and to make up for potential lost time due to interruptions. In short, you are loading the input station-and unloading the output station-as fast as possible, out of/into containers that act as middlemen between the stations and machines. For example, The setup would look something like: Miner(+60/min)> mk1 belt(60)> container> mk2 belt(120)> input station> [vehicle route]> output station> mk2 belt(120)> container> mk1 belt(60)> production machines(-60/min) This setup ensures a 100% efficient throughput of 60 items per minute. Simply up the belt speeds and switch around numbers as needed, since this is the basic structure that all vehicle buffer stations use. The only further CAP on item transport speed would be stack size; You can fit 10x more Screws in a tractor than Modular Frames, since one has a stack size of 500 and the other has a stack size of 50. But it is very unlikely that you will EVER run into this problem, unless you are building the most mega of mega factories, and have no more room on your roads/rails to simply add another truck/tractor/train in order to even things out. This was a lot of information, hope this helps!
5:00, you say the trucks load or unload at 2 stacks per second. Are you sure of that? All the evidence I have seen makes it instantaneous. The bar shows loading and the arm swinging out but you are loaded as soon as you cross a threshold.
@@Dekoba Yeah, I get that and logic dictates you need to stop to be loaded. But we all know logic is what it is at any given moment and situation within the game...lol I could be wrong because it has been while since I did more than set up a line and zipped away to other things. And, I might be getting refueling mixed up. I know that is instant, just drive through a refueling depot at max speed or lowest speed and you are refuled instantly. *Trains definitely stop and do the animation all the way through. Not sure about drones needing time.*
@@Dekoba I tried in a fully vanilla world to confirm this but got some pretty inconclusive results. I just plopped down a couple truck stations a short distance apart then dumped in a bunch of concrete to one, set a route to load then unload at the other station. I did try to zoom through, hit F on the fly. The only thing I am certain of is the 2 stacks per second is not right. When I zoomed through it only got 2 stacks loading and unloading. But, when I enabled auto driving it stopped for a few seconds, maybe 3 when loading, it felt like less to unload but it got all stacks which were maybe 20. So more than 2 stacks per second but not instantaneous either. The animation was still going when the truck drove away so there is that. Maybe the wiki needs an update.
In theory, trucks only go there empty. If theres a problem and a truck is not empty, there is a smart splitter on the back that sinks any non coal objects that get dumped.
@@oppressor5599 the fuel has to get into the station somehow. I have the station unload fuel and feed it into the fuel slot, but if you can get the fuel in another way (from another station, direct belt line, etc.) that would be a better solution.
Do yourself a favor but try Trains Running along roads you built if you have a Discord id like to join it and maybe also show a couple pictures of trains running along the roads with vehicles
Thanks man! Having the different logistics use cases presented clearly together is so helpful for thinking about how to incorporate all the different approaches into my own factory. I'm using trains at the moment but the concepts are transferable. That's what i love about your channel - you help people understand the general principles instead of just focusing on the specific use case being discussed.
This channel is underrated👍
I appreciate that!
For me, vehicles (and I will include trains and drones here) operate primarily on the Rule of Cool. Belts offer a high degree of precision as far as your supply chains are concerned, but with vehicles you have to take into consideration the possibility of a disruption if another vehicle crosses its path. Depending on what you are doing, the severity of this disruption - even if it's only a few seconds - could run the gamut of "didn't even notice" to "catastrophic failure." So you end up having to over-supply in order to compensate.
But again, a complex network of vehicles is cool.
Now that we have priority power switches, the notion of "this must not fail under any circumstances" is a lot less significant than it used to be. It's mostly just a matter of putting a few power plants that don't require vehicular support (e.g. simple coal and fuel plants) behind the highest priority switch, and then putting your remaining generators (turbofuel, nuclear) behind the next-highest priority, and going down from there. Of course, there can be issues if nuclear processing backs up... if you even bother with nuclear to begin with. Turbofuel is arguably less of a hassle, even when you account for the huge amount of power nuclear gives you.
Just gotten myself into a situation where I need to belt something a long way, and considered using trucks, but thinking about it now I’ve got no clue how to tell if it would be better or worse. Definitely feels like aesthetic is a big part of the decision.
@thebulletkin8393 i haven't played with trucks in 1.0 yet. I think it comes down to aesthetician. Trains or even belts are technically better but trucks work fine but are more work. If the work is worth the look, go for it. It is for me but every one plays a bit different. Play how you like 👍
@@Dekoba yeah, I can appreciate how the options are there regardless! I think given my current situation I’m probably just going to try and make a neater ‘belt highway’ and avoid trucks, but trains I will definitely use as the system at play in this game is just so cool
I suck at this game
Gotta think outside the box
Don’t worry me too 😅
You too!
Me too. Don't worry
@@Hoflin1 Worry too. Me Don't
I have 1100 hours in the game and I still learn new things from your videos
How is this channel not more popular? Nice quality content.
Thank you!
I hadn't thought about the fuel station, thanks!
What I did in my world was bringing packaged fuel to the main base and then distribute it to nearby truck stations (which are aligned very similarly to your truck depot, so it's not like I have to belt them far away)
Howdy hi hi,
I'm only just recently starting to play this title, and I've spent perhaps the past 3 weeks just playing around with the systems and seeing what does and doesn't work for me. No serious building right now as I do plan on starting a new game upon 1.0 launch. I'm just past ten minutes into you video and I have to say you are wonderful at your presentation and teaching style. I've already learned a lot from just these few minutes. The gas station idea for instance is brilliant. Keep up the good work man. Kudos on a great watch!
This was a really good video showcasing the logistic usecases of different vehicles, and it's relevant because I'm at the point in my game (first playthrough) where I need to start scaling my production of more complex Manufacturer based items. The problem is, I just don't don't want to clutter up my landscape with giant roadway overpasses. Train bridges will be cool though, when I actually get around to unlocking Monorails.
8:00 I'd say that you can really get all the way to tier 5 without really needing to worry about remote logistics, so long as you don't mind travelling to all your different factories to collect building material, and so long as you're content with a bunch of smaller scale factories built around specific resource nodes. Once you start needing to scale up production however, and you need a large amount of materials for say Computer and Heavy Modular Frame automation, then I can say that you're definitely going to need to start doing remote logistics.
The main reason? Circuit boards. Needing to get copper sheets to the western beaches where the Crude oil refineries are (yes I know there are copper nodes near oil nodes in Blue Crater. Counterpoint: I hate Elite Spiders), or alternatively shipping the plastic out to where the copper/circuit board/Computer factory is located both pretty much require some form of remote logistics.
Edit: I really like Build concept 4 and Build concept 5. Having many small bespoke factories which make one or two things that are connected by truck and rail lines which are all part of a larger production chain... I had a vague idea of doing something like that for my Heavy modular Frame automation, but I might definitely look into it more in the future.
This is a great game, but it seems the devs don't have much clue what a Megawatt is. The tractor has 55mw of power? That's pretty much 74 thousand horsepower!!!
Excellent video. Thanks for sharing your expertise. 🙂
Thank you so much for this video, very help full
I'll be really interested in your take on trains.
My last game ran into a wall at that point. RL stuff making my head boil over didn't help, either.
The bit I struggled with most, was the sheer size of train stations.
I should mention that I tend to make pulling systems, so basically everything is saturated until you take whatever you need. Then the machines fire up to replenish.
It had me end up with a design for 1 material per station, trains set to fetch when station is empty. Maybe I'll do mixed trains later, but I like the flexibility of fetching stuff at need from wherever.
It means that a plant taking in say steel, caterium and rubber to create 1 final product has 4 stations.
That's way more surface area than the plant itself even needs!
This is a great video, thank you! I only started playing at 1.0 and it boils my piss that there's not a 'smart' storage option of any kind either for storage boxes and truck stops... "Only accept part types A, B, C" type of option would be so good. Just let me upgrade a truckstop with a few AI limiters, man!
Completely agree, and doubly so since they have that for trains so we know the systems are already coded and in place.
@@Dekoba Ooooh do they have it for trains?! I've not seen that yet, need to check that UI again! The game's UI/UX is a little uh, inconsistent at times!! I've managed to 'sort' my trains by just using long trains with empty platforms, but is there actually something a bit like smart splitters in there?
Always love your content! Vehicles are something I want to incorporate more in my 1.0 play through.
Nice - I see you pick the same location I do for starter base setup to get to tiers quickly. Pity that locale will mean little with 1.0. Keep pushing vids
great information! thank you! question about your experiments. have you tried being loaded on an incline? im pretty sure I struggled more going uphill, maybe because I was fully loaded? also possible that it has changed since it was a while ago.
If you are watching this video while stuck in the tractor press E to get out 😂😂
I definitely wasn't stick inside it 💀
Excellent!
Was hoping for truck/train station combos. Something i have struggled with on regards of design and functionality. I want trucks to carry items to train stations (large stations/hubs) and trains to further transport the items across the map to my base. But i have found that each truck station needs more space than each freight cart on the train/train station piece.
"Ficsit incorporated encourages the use of additionally verticality within factory designs." In all seriousness, though, that might help? For example have your trucks come in on the bottom floor and then send resources up to a logistics level for sorting, then up again to a floor for trains to come in? Just spitballing here since I'm not sure of your exact setup. I know for me it took a while before I got comfortable going upwards, but it was a real game changer once I started doing it.
@egoman85 hahah. Love it! thanks. I do have a vertical setup where trucks come in a the bottom and then all items get sent directly up to the trains. I do not have a sorting floor and I have one truck station per train cart. Maybe that's the issue. A sorting floor would allow me to have fewer truck stations making the ai pathing underneath struggle less because there is more room per truck station... gotta think about this one because the drawback is of course that instead of 780x2 per resource I do get a limited throughput of a combination of items...
@@simonhagfalk Yeah - logistics layers are so helpful in this game. If you do one make sure you make it bigger than you think - i usually run with 2-3 walls of height to make sure I can keep the spaghetti untangled. This would give you space to have a line of smart splitters on each truck output and then merge the outputs of each item before sending them to the train stations. You can also then put in multiple awesome sinks to protect from backing up belts.
you can out run a sugar cube with blade runners, and especially a parachute.
How tightly can you put truck stations? My trucks are forever dropping off or picking up from the wrong ones. How can you make the routes simple and smooth - how much to allow for turns, etc. ? How do you avoid trucks driving up on bollards?
having experience with vehicles its important because u have play around the bugs, the biggest one its that any vehicle that touches a station would eventually interact with it for some reason, even if that station didnt existed at the time u recorded that path, even after 20 h passed it happens always so u got to make 100% sure that a vehicle only touches their relevant stations this its the golden rule of vehicles.then theres many more bugs, like making a new route with a vehicle that already as one,would crash your game 50% of the times,or make sure that if u gonna erase a path that theres no vehicles left using that path otherwise it would sometimes crash your game or if that path wasent hidden u will only be hable to erase the path nodes manually.the best vehicles so far are explorers for just about every situation, because they dont freak out when they are in your sigh ,they handle very well in high traffic situations,they never get deadlocked if u dont cross paths, they dont use as much fuel as they seem.
How do you know how many trucks you need for any given operation? Lets say you need x amount of coal per minute going over an x distance, Is there an easy way to calculate that or is its mostly trial and error.
The truck stations display items per minute. You can compare that to production and consumption rates, and add more trucks on the same route to increase as needed.
How the trucks can refuel into the gas station? just by passing nearby they refuel? or i need to setup a stop
just passing nearby is enough to refuel
Wait but someone answer this: for trucks, trains, and drones, how do you calculate an input to a factory or how much stuff you can make there when it’s being fed by these sources? No one’s ever talked about the length of the truck path influencing how long it take for your materials to get to the drop off point and how they make sure the vehicles are going at a “(insert number) per minute” pace. Please help me.
Provided that the input volume of goods is large enough, and the vehicle’s inventory is large enough to accommodate, each station in a vehicle’s route should show an approximate rate of item throughput, said throughput being capped at the speeds of the conveyors you have connected to each station. It may take a few trips to show up, since it needs a small amount of data in order to calculate an average rate.
For example: I want to transport some iron ore to my factory. I set up two mk1 miners on 2 pure iron nodes. Each miner produces 120 ore/minute, for a total of 240, or two mk2 belts. I take both of them, and connect them to the same truck station. At my factory, I have another truck station that has two mk2 belts on the output. Both of these stations can now input/output a maximum of 240 iron/minute.
When it comes to rate efficiency/uptime, it simply boils down to how long the route’s round trip time is. The station’s input/output flow is paused during loading/unloading (most noticeable with train stations, because of the long animation), so if the round trip time is less than 1 minute, you won’t get full 100% item throughput rate.
However, since vehicles are typically used for longer routes, round trips should take much longer than 1 minute. The longer the route, the less impact the disruption will have. It will still be an impact, however.
In order to have 100% uptime, you need to utilize buffers. Essentially, this means that on each end of the trip, between the station and the production machines, you need to place a cargo container (or fluid tank, if you’re using trains to transport fluid). Then, between each cargo container and it’s station, you need the connecting belts to be FASTER than the rate of item production at your input side, in order to keep your machines from clogging/starving, and to make up for potential lost time due to interruptions. In short, you are loading the input station-and unloading the output station-as fast as possible, out of/into containers that act as middlemen between the stations and machines.
For example, The setup would look something like:
Miner(+60/min)> mk1 belt(60)> container> mk2 belt(120)> input station> [vehicle route]> output station> mk2 belt(120)> container> mk1 belt(60)> production machines(-60/min)
This setup ensures a 100% efficient throughput of 60 items per minute. Simply up the belt speeds and switch around numbers as needed, since this is the basic structure that all vehicle buffer stations use.
The only further CAP on item transport speed would be stack size; You can fit 10x more Screws in a tractor than Modular Frames, since one has a stack size of 500 and the other has a stack size of 50. But it is very unlikely that you will EVER run into this problem, unless you are building the most mega of mega factories, and have no more room on your roads/rails to simply add another truck/tractor/train in order to even things out.
This was a lot of information, hope this helps!
@@EliMarino omg this gives me faith in the community again tysm have a good day
@@whisperingsqueaker no problem, happy factory building!
5:00, you say the trucks load or unload at 2 stacks per second. Are you sure of that? All the evidence I have seen makes it instantaneous. The bar shows loading and the arm swinging out but you are loaded as soon as you cross a threshold.
That's from the wiki and it matches what I've seen in game enough that I didn't test it. I will later and update.
@@Dekoba Yeah, I get that and logic dictates you need to stop to be loaded. But we all know logic is what it is at any given moment and situation within the game...lol
I could be wrong because it has been while since I did more than set up a line and zipped away to other things. And, I might be getting refueling mixed up. I know that is instant, just drive through a refueling depot at max speed or lowest speed and you are refuled instantly. *Trains definitely stop and do the animation all the way through. Not sure about drones needing time.*
@@Dekoba I tried in a fully vanilla world to confirm this but got some pretty inconclusive results. I just plopped down a couple truck stations a short distance apart then dumped in a bunch of concrete to one, set a route to load then unload at the other station. I did try to zoom through, hit F on the fly.
The only thing I am certain of is the 2 stacks per second is not right.
When I zoomed through it only got 2 stacks loading and unloading. But, when I enabled auto driving it stopped for a few seconds, maybe 3 when loading, it felt like less to unload but it got all stacks which were maybe 20. So more than 2 stacks per second but not instantaneous either. The animation was still going when the truck drove away so there is that. Maybe the wiki needs an update.
How do you actually set up the fuel station? I don't see how you would prevent other items from being dumped there
In theory, trucks only go there empty. If theres a problem and a truck is not empty, there is a smart splitter on the back that sinks any non coal objects that get dumped.
@@Dekobacouldn't you just set the fuel station to load?
@@oppressor5599 the fuel has to get into the station somehow. I have the station unload fuel and feed it into the fuel slot, but if you can get the fuel in another way (from another station, direct belt line, etc.) that would be a better solution.
@@Dekoba oh yeah true I forgot about that. I'd probably use a second station to not waste items
0:13 Pacman ?
How do you create those roads at 05:22?
Do yourself a favor but try Trains Running along roads you built if you have a Discord id like to join it and maybe also show a couple pictures of trains running along the roads with vehicles
14:54