The fact that your base has a central computer that decides whether it wants more of something (like copper) and sends a train is just mind boggling. It does not sound too hard to make, and it is a great idea. This community's ingenuity is amazing.
@@fenderbender2096 Oddly enough, it's trivial to do. You can enable/disable train stops when a certain criterion is met. This video was either pointlessly complicated or done before rail logistics was updated. Look into "many to many" train networks.
If you don't mind using mods, LTN is an awesome mod that allows you to do these things with almost no required knowledge of the circuit network: mods.factorio.com/mods/Optera/LogisticTrainNetwork
I watched this just when space age got released. I imagine there is better and easier systems to build now but i'm a total noob to trains. Your video is incredible anyway i wish i become a factorio engineer as good as you one day
Seeing push pull trains being used at such a high level just made me question 1000 hours worth of Factorio experience lol. I love how if you go down the rabbit hole for long enough, this game turns into Circuitorio
Very nice! Really advanced set up. Gives me some ideas. I did a poor man's/lazy version of this. I built the entire outpost around 1 roboport in the center, and built in is a 'Construction Unloading' stop for my build train, and an ore/oil pickup train. I set up a spidertron with all the stuff to build the initial 'Construction Unloading' station and the rails out so that it can call in the construction train which will auto unload the bots and bring in the materials needed. It brings general materials automatically, but you can customize the numbers if you want more or less of something. So I send out the building spidertron with an escort to clear the area while placing tracks, and once it finishes the center of the blueprint with the construction stop then the train comes and unloads everything for the bots to autobuild the blueprint. Very lazy and quick but pretty simple and dynamic. I also import steam and ammo to these outposts to keep em running. I have the circuits set to turn on the 'Construction Unload' station if anything is still needed that isn't in the chests, and the main base trains will go wherever they are needed. Same with the ore trains, all my stops are named the same thing like "Copper" or "Iron" and as they get enough, they activate and an available train of that type will go where it can to pick up the ore. So it's mostly automatic without the need to meticulously pick each station or name them uniquely, or even send out the engineer to start the base.
There i a way to selevtivly ofload and onload a train, reading the train content from the station. This way the loading can be both simpler and more automatic. It can even read of what a station wants from the network.
@@ritzcrackersgaming its actuslly pretty simple. Its just take the amount the stop exports and subtract it to the line of what you need. The hard part os making it load really fast. What i did was make a pree load with buffert chests then having a filter stack inserter that combine the signal what need to be loaded and what is in the speciall chest to the specific loader. I also ad a filter inserter to ofload anything that was to much this way making the numbers exact.
Honest question though, why do you use bidirectional trains here? They're slower and longer than the equivalent one-directional and, with an exception of the constructor station, both loading and unloading can be converted to one-directional with only minimal changes (add a curve at the other end)
Train stations only have one way in, and one way out, and as a result, a train will never use a potential unloading station as a loop through. So, only trains with the explicit intention of going to a particular station will do so while all others will wait in the stacker.
Also, this particular stacker only works due to dummy stations that are always enabled, but unaccessible. This wouldn't work with a loop through station. This practice is made somewhat redundant now with 1.1 limit orders.
With regards to the loader station there is no direct route from main line to that actual loading bay. The loading bays are designated with a "via" station, meaning all trains have the exact same schedule except for their "via #". So, each loader holds 4 trains. Since the actual loading bay is not directly connected to the main line, the only possible trains it can service are those with the proper via# stop, which is placed at the entrance of the 4 train yard.
This is Rain's train system, pre 1.1. It real is a fantastic manipulation of Factorio's train mechanics. He explains it all here, about an hour in. Like I said though, 1.1 makes a lot of these practices redundant with the limit features which are so fun and powerful. ua-cam.com/video/KstIlP92Vis/v-deo.html
@@ritzcrackersgaming Thanks for the explanation! I hope you don't mind me picking at these ideas a little. :) Re the unloading looping, there is no downside to this. Rain got the contamination idea totally wrong. Even if the train doesn't just zoom through the station and stops waiting for the signal, it will not open wagons for unloading. Unloading only happens if the train is either stopped at a scheduled train stop or is in a manual mode. Additionally, going through the station that is not a train's destination carries a heavy penalty to pathfinding - it's either 1000 or 2000 tiles. If you're really worried about it, put empty bypass tracks between the unloaders, one for every 10 stations or so and the looping trains will always choose them. The stacker will also work perfectly fine with looping unloaders - the dummy unloader stations behind the always-red signal would work the same. The loader station idea with the broken path is actually quite nifty and I can't think about how to implement it with single-headed trains off the top of my head. I am sure I can think of something equivalent, but it's not trivial. I was doing some circuit magic with requesting the trains to the megabase back in 0.17 days using single-headed 1>4>1 but it was somewhat more complex and clumsier.
To bad, it took me some time to figure it out, but downloaded a few blueprints. Figured (or tried) out how they work and lots and lots and lots of trial and (huge) errors I started to be able to use logistic networks. I am no master, but I can make the things I need and it is very usefull and rewarding when it works.
Logistic networks like in the vid are overly complicated, not point besides the fun of it. But having your steam engine shut down at night, as long as theres energy in the capacitators, or loading a specific amount of stuff into a train can be useful. Its not required for the basegame though; you can build a megabase and do the endgame without ever touching logistics.
haven't tried it. one day when I'm back at the game. this factory was 5000 spm and my own ups was around 58 so it was never a worry for me. i think having localized bots vs one giant network of bots helps as well.
This gives an idea on how in future a single individual would maybe able to make cities (if not whole planet) when we have good AI. Probably in 50 or so years .. Probably even possible now its just individuals are not given power of energy, which I think it is possible on different planets. Couple 100 of robots and a astronaut going to a habitable planet and setting up whole planets for humans to habitat. That astronaut should be called engineer tho.
This is cool - really helpful. Waaay beyond my current Factorio abilities(understanding) though :) Curious how the original 'construction' station gets dismantled and those parts/pieces/bots get made available for use elsewhere.
@@ritzcrackersgaming no hurry, I'm a dad as well and totally know what you talking about. (it was aslo why I asked, probably woudn't have time to study and figure out by miself.)
@@arhandlee3862 I remember when I first started and the whole game seemed impossible, haha. If I recall, I have about 200 hours on this map, but there's at least an additional 100 hours on a creative save where I would design and test all these builds. Also, I had a bootstrap factory that I used to unlock all research and provide components for the megabase. I started the megabase backwards, with space research first and then pieced it all out down to red.
This is all vanilla. Also this was done with version 1.0 before they revamped the train system so I probably would have done it differently had I done it post update.
How do you order particular items from across your network via trains? If you could make a tutorial for that I think the whole community would be forever grateful.
Why not just keep all Copper Plate production locations with the same name, and use circuits to only open the station if there is enough to fully load a train? This way you don't have to reprogram the trains for the new location, the trains will automatically pick up the Copper Plates from any station that has enough copper Plates to be open
This train system was developed in 1.0 before the station update which allowed setting train limits. At that time, disabling stations, especially within a large network, would have the potential to cause no path errors.
It's been a long time but if I recall all I did was find biggest patch I could find and then built the blueprint on that. Then anything smaller will be completely covered.
What went on with defining the outpost type I didn't really get that. I saw 2 chests I think? And how do you automate first train to come deliver whatever is needed to a station that didn't exist in the train's travel planner?
Likely a central place to output a constant signal with a resource (here copper), which is then picked up by numerous cables on the hundred+ chests used to gather ore and plates. That save you to go set every single node of production. At least that's how I would do :)
@@ritzcrackersgaming It would be great if you make one of those series like: "from zero to hero" you know, where you start from the absolute nothing and then get through all the advancements :) sorry for the bad english, i'm from italy
Logistic bots only supply the loading side, it's way faster than belts, and more compact. Regular unloading at the factory side with belts. Power at this size of factory becomes somewhat irrelevant. This factory consumes 20 gigawatts.
@@ritzcrackersgaming Yeah that's cool, but your miners can't saturate parallel belts if the ore is being stacked into chests at the train loading station. Just a personal preference to avoid using bots for permanent resource transfer, as I like to be efficient with power. Your skill level is still way above me
@@shhmule a benefit of bots supplying chests is that they balance everything naturally. There are enough bots to supply 4 trains back to back, so a train will never be waiting for resources.
What do you have to do to reach that level of knowledge? I'm engineer student of first year of the career and i hope to reach the level of knowledge to do that kind of shits men. My admiration and subscribe is for you budy. Grettings from MX!.
In the base there are 10 trains (signals 1 to 0), each with specific cargo. When train number 1 is requested at the outpost, the 1 signal is sent back to base and the train departs. The train's schedule is only set to leave for an outpost station if it receives its corresponding number signal and also if has full cargo. When it gets to the outpost, the train ID number is read which then assigns the filter inserters to pull the requested cargo.
this is not a joke question, but do you think i would need to go to university and be an coding engineer to build such complex logistics? or does this skill just come with time
I can't get this to work WITH LTN :/ I get items for a set recipe to feed any number of assembly machines with - but not so an 'all robots times here ... and assemble, please' ... Respect!
@@aaaooaao9949 Not really understand your problem, if u describe it more, I, probably, can help you with this :) LTN is pretty simple mod and can be described like "provider -> requester" and in some moments it is more simple than vanilla train system, in my opinion. If I undestood your problem right, you just need more roboports to feed your drones electricity demand, and, if need, to put some speed modules in assembly machines to boost your productivity.
@@LEGALAS228 Hi My problem is not LTN, I think I can handle it quite well. In LTN I can request different items - not like here under Vanilla - but I had already read that there are different trains (signal 1 to 4 or so) with appropriate selection - for this 'only' the whole stuff would have to be connected with red or green - so the tracks directly with power poles and the signal cables to the new mining area. My idea is that my 'construction team' shuttles back and forth between the provider and the receiver, but the provider is only released when all planned items are also in stock (what I want to take with me is set via combinator). The receiver stops also have a combinator, how much of which item is needed, take only this amount, count with and switch off when all items have been delivered. So I get the desired items per LTN request to the production site (LTN stop with robo port) and a self shutdown when the material for the blueprint has been delivered. Then I can tear down this construction stop again and move on to the next construction project. ... so that's the planning ... the stops should also be ready so far - I'm still missing only the leisure to try that in my sandbox - have here only very few resources widely distributed ... one could have also set the sliders fatter ;) But at the moment it's like this - on the map I tinker with my blueprints. Happy fabricate Translated with www.DeepL.com/Translator (free version)
I'm trying to make a circuit network based on this train requester system that you made; however I ran into the problem whereby after the bots remove a number of items from the buffer chests, the system requests another train to be sent for more mats that I already have enough of... is there something that u did to prevent this, or do u manually turn off the request after a train arrives? seems kinda counter-intuitive that way for this automated building station haha
Connect the chest to the circuit network too and have it's contents be multiplied by -1. Now add that signals to the requester items signal and it's done.
@@ritzcrackersgaming It was only meant as a tease rather than actual negativity, but that probably doesn't carry forward very well in writing compared to how it sounded in my head. I actually liked the video.
So that is how Factorio masterpiece looks like
The fact that your base has a central computer that decides whether it wants more of something (like copper) and sends a train is just mind boggling. It does not sound too hard to make, and it is a great idea. This community's ingenuity is amazing.
> It does not sound too hard to make
Are you kidding me?
@@fenderbender2096 I know right... it sounds easier to make than it prob is to do.
@@fenderbender2096 Oddly enough, it's trivial to do. You can enable/disable train stops when a certain criterion is met. This video was either pointlessly complicated or done before rail logistics was updated. Look into "many to many" train networks.
@@RandomPlaceHolderName made long before the update
I wish i had the knowledge to build such complex logistic contraptions! Very nice to watch indeed, thumbs up!
Thanks. Give it time and I'm sure you'll build something bigger and better.
If you don't mind using mods, LTN is an awesome mod that allows you to do these things with almost no required knowledge of the circuit network: mods.factorio.com/mods/Optera/LogisticTrainNetwork
indeed, i have problems even with running 2 trains in same network, can't figure out the signal thingies
me too
@@TirehtooriRIP Don't give up. It was one of the most satisfying "ah-ha!" moments for me.
For me who only just completed the game for the first time this seems literal magic
same
That’s impressive when you are like me, still at blue science and happy with 3 colored lamp x)
Careful, that will quickly get out of hand and then you end up here. Haha.
@@ritzcrackersgaming update! i spend this week on cracktorio and i'm near from lauching my rocket ! thanks for your response
Jesus, man. This is amazing. I can barely get two trains to work in the same track at the same time. You make some pieces of art.
as a noob who doesn't understand a single thing about the circuit network, I must say that this is my favorite factorio video
This channel deserves more subs.
P.S. Good vid. I don't even play factorio and I was still entertained while watching it.
someday I'll also make nice blueprints...
Look at me, i have only smelter blueprints lmao
3 years later
Even though I played Factorio, im not entirely sure what i just saw. But it sure looks awesome!
just wow… this really is the culmination of all of humanities efforts into science and education
Proper! Factorio the way it was meant to be played :)
Very nicely done!
Thanks!
- Free time ?
- Nah bro .
I have no idea how those filter and logic parts work and this amazes me.
wow that's an amazing work dude
I watched this just when space age got released. I imagine there is better and easier systems to build now but i'm a total noob to trains. Your video is incredible anyway i wish i become a factorio engineer as good as you one day
after automating blue science, I well... put the game on hold. This video is both tempting me to go back and also scaring me...
Me: so what programing language do You skill?
You: factorio
Got recommended this video after watching a snail eat a ritz cracker to doom music.
But this is cool too
@@euroschlucker link me, I need to see that
@@ritzcrackersgaming sry, didn't realize there was a comment
ua-cam.com/video/UoYMK1olf4s/v-deo.htmlsi=_kMxeXkNIju7CaT9
@euroschlucker that was everything I hoped it would be.
Absolutely impressive.
Seeing push pull trains being used at such a high level just made me question 1000 hours worth of Factorio experience lol. I love how if you go down the rabbit hole for long enough, this game turns into Circuitorio
I now play this game for circuits and the train system. It's been a while though. Can't wait for the expansion.
Very nice! Really advanced set up. Gives me some ideas. I did a poor man's/lazy version of this. I built the entire outpost around 1 roboport in the center, and built in is a 'Construction Unloading' stop for my build train, and an ore/oil pickup train. I set up a spidertron with all the stuff to build the initial 'Construction Unloading' station and the rails out so that it can call in the construction train which will auto unload the bots and bring in the materials needed. It brings general materials automatically, but you can customize the numbers if you want more or less of something. So I send out the building spidertron with an escort to clear the area while placing tracks, and once it finishes the center of the blueprint with the construction stop then the train comes and unloads everything for the bots to autobuild the blueprint. Very lazy and quick but pretty simple and dynamic. I also import steam and ammo to these outposts to keep em running. I have the circuits set to turn on the 'Construction Unload' station if anything is still needed that isn't in the chests, and the main base trains will go wherever they are needed. Same with the ore trains, all my stops are named the same thing like "Copper" or "Iron" and as they get enough, they activate and an available train of that type will go where it can to pick up the ore. So it's mostly automatic without the need to meticulously pick each station or name them uniquely, or even send out the engineer to start the base.
Awesome! I would love to see this if you are able to share the map!
This was 4 years ago, imagine how simpler it is to do the same now with the train control improvements
@@tomsterbg8130 I am having a total blast with the new trains system. Haven't even made it to space yet.
@@tomsterbg8130 the setup I'm working on has a single stop and everything else is based on interrupts.
amazing and stuning
i am deeply impressed. i guess you did put some onto factorio :)
That's the most factorio thing I have ever seen.
Imagine if there were roboport wagons.
I dream of this.
This is nuts.
*sees the impressive logistics of the train and train requests
Me : nice
*wood is burned
Me : BLUEPRINT NOWWWWW
This is fucking cool, might have to try building it
Awesome, please share if you do!
You are at a superior level
song give me ptsd
and here I am, thinking I'm smart for making a roundabout
There i a way to selevtivly ofload and onload a train, reading the train content from the station. This way the loading can be both simpler and more automatic. It can even read of what a station wants from the network.
This was to be my eventual goal. I haven't figured that all out yet and haven't played in ages!
@@ritzcrackersgaming its actuslly pretty simple. Its just take the amount the stop exports and subtract it to the line of what you need.
The hard part os making it load really fast. What i did was make a pree load with buffert chests then having a filter stack inserter that combine the signal what need to be loaded and what is in the speciall chest to the specific loader.
I also ad a filter inserter to ofload anything that was to much this way making the numbers exact.
When you realize that you actually don't know how to play factorio!
some people are fucking insane oh my god dude how are you so good at this game
I clearly have a lot more to learn!
Mesmerizing!!!!!
Honest question though, why do you use bidirectional trains here? They're slower and longer than the equivalent one-directional and, with an exception of the constructor station, both loading and unloading can be converted to one-directional with only minimal changes (add a curve at the other end)
Train stations only have one way in, and one way out, and as a result, a train will never use a potential unloading station as a loop through. So, only trains with the explicit intention of going to a particular station will do so while all others will wait in the stacker.
Also, this particular stacker only works due to dummy stations that are always enabled, but unaccessible. This wouldn't work with a loop through station. This practice is made somewhat redundant now with 1.1 limit orders.
With regards to the loader station there is no direct route from main line to that actual loading bay. The loading bays are designated with a "via" station, meaning all trains have the exact same schedule except for their "via #".
So, each loader holds 4 trains. Since the actual loading bay is not directly connected to the main line, the only possible trains it can service are those with the proper via# stop, which is placed at the entrance of the 4 train yard.
This is Rain's train system, pre 1.1. It real is a fantastic manipulation of Factorio's train mechanics. He explains it all here, about an hour in. Like I said though, 1.1 makes a lot of these practices redundant with the limit features which are so fun and powerful.
ua-cam.com/video/KstIlP92Vis/v-deo.html
@@ritzcrackersgaming Thanks for the explanation! I hope you don't mind me picking at these ideas a little. :)
Re the unloading looping, there is no downside to this. Rain got the contamination idea totally wrong. Even if the train doesn't just zoom through the station and stops waiting for the signal, it will not open wagons for unloading. Unloading only happens if the train is either stopped at a scheduled train stop or is in a manual mode. Additionally, going through the station that is not a train's destination carries a heavy penalty to pathfinding - it's either 1000 or 2000 tiles. If you're really worried about it, put empty bypass tracks between the unloaders, one for every 10 stations or so and the looping trains will always choose them.
The stacker will also work perfectly fine with looping unloaders - the dummy unloader stations behind the always-red signal would work the same.
The loader station idea with the broken path is actually quite nifty and I can't think about how to implement it with single-headed trains off the top of my head. I am sure I can think of something equivalent, but it's not trivial. I was doing some circuit magic with requesting the trains to the megabase back in 0.17 days using single-headed 1>4>1 but it was somewhat more complex and clumsier.
2 words, Recursive Blueprints
I'm on my second playthrough, around 43h in the game, and i still didn't touch Logistic Network, and i doubt i ever will XD
To bad, it took me some time to figure it out, but downloaded a few blueprints. Figured (or tried) out how they work and lots and lots and lots of trial and (huge) errors I started to be able to use logistic networks. I am no master, but I can make the things I need and it is very usefull and rewarding when it works.
@@hds66nl29 What can i say except, my brain too smol
@@eternal8559 😂 I can understand that, luckily Factorio can be played the way you want.
@@hds66nl29 Exactly, Spaghetti
Logistic networks like in the vid are overly complicated, not point besides the fun of it. But having your steam engine shut down at night, as long as theres energy in the capacitators, or loading a specific amount of stuff into a train can be useful.
Its not required for the basegame though; you can build a megabase and do the endgame without ever touching logistics.
Wow I have no idea how you did any of that except the construction bot stuff and that's only a little
Awesome
is this song from the soundtrack? i dont remember it
It is, yes. Fittingly it is called "Beyond Factory Outskirts." What a great soundtrack, I hardly tire of it. - ua-cam.com/video/T6OZrUbLJ1M/v-deo.html
I mean that's one way to do it, but not very UPS friendly with all the bots.... ever gone for direct inserting?
haven't tried it. one day when I'm back at the game. this factory was 5000 spm and my own ups was around 58 so it was never a worry for me.
i think having localized bots vs one giant network of bots helps as well.
bro literally didn't even place a SINGLE tile. he only placed blueprints and ghosts
i am really jealous rn
This gives an idea on how in future a single individual would maybe able to make cities (if not whole planet) when we have good AI. Probably in 50 or so years ..
Probably even possible now its just individuals are not given power of energy, which I think it is possible on different planets. Couple 100 of robots and a astronaut going to a habitable planet and setting up whole planets for humans to habitat. That astronaut should be called engineer tho.
Now I wanna build something like this with recursive blueprints...
I've never tried that mod, that would be pretty wild...
have you heard of satisfactory? because a video from you in that game would be awesome
love satisfactory, who knows, maybe some day
If i struggled lots with minecraft redstone, now i will lose my mind with logistics here
this is satisying
This is cool - really helpful. Waaay beyond my current Factorio abilities(understanding) though :) Curious how the original 'construction' station gets dismantled and those parts/pieces/bots get made available for use elsewhere.
Dude, that looks awesome. Are there any blueprints for this?
soundtrack name ?
I think it is called Outpost or something, I don't recall the exact name. Part of the Factorio game soundtrack.
@@ritzcrackersgaming
i found it .. ost name ( beyond factory outskirts ) thx 💙
@@d3f_100k cool, I'll add that to the description!
inspiring
Wow.
Jesus..
Burn the wood lol
Great vid, could you do one where you explain these BPs and mabe share them?
I don't want to make any promises but I like the idea of doing this. New dad, not a ton of time.
@@ritzcrackersgaming no hurry, I'm a dad as well and totally know what you talking about. (it was aslo why I asked, probably woudn't have time to study and figure out by miself.)
Is it possible to have your bps ?
Its look kinda *T H I C C*
I usually do it with spidertrons.
I'll keep my spaghetti than you very much.
I love spaghetti, when's dinner?
hey there, this is really great! may we have the blueprints of the magic pls?
I got a train to move once. Then I forgot how I did it.
I can't even dream about factory like yours
Jeez, how long did it take to make something like that?
@@arhandlee3862 I remember when I first started and the whole game seemed impossible, haha.
If I recall, I have about 200 hours on this map, but there's at least an additional 100 hours on a creative save where I would design and test all these builds.
Also, I had a bootstrap factory that I used to unlock all research and provide components for the megabase. I started the megabase backwards, with space research first and then pieced it all out down to red.
idk man u still have to click a lot... is it really "automated"
I'm getting somebody else to click for me
@@ritzcrackersgaming outsourced = automated
This is amazing. Did you use any mods for this or did you make your train requests with vanilla?
This is all vanilla. Also this was done with version 1.0 before they revamped the train system so I probably would have done it differently had I done it post update.
How do you order particular items from across your network via trains? If you could make a tutorial for that I think the whole community would be forever grateful.
It's been a while since I've played but that could be a fun project.
now all we need is to automate this f u l l y
Why not just keep all Copper Plate production locations with the same name, and use circuits to only open the station if there is enough to fully load a train? This way you don't have to reprogram the trains for the new location, the trains will automatically pick up the Copper Plates from any station that has enough copper Plates to be open
This train system was developed in 1.0 before the station update which allowed setting train limits. At that time, disabling stations, especially within a large network, would have the potential to cause no path errors.
Хух слава богу вышла версия 2.0 и она выглядит куда лучше чем старая версия
Pretty sure people who can think this up are java script or python programmers for a living
I am neither, just a born fiddler.
@@ritzcrackersgaming ok then, when did you last saw the sun 😅
@@gandalfwiz20007 can't remember :P
how did u make a perfect mining blueprint wtf
It's been a long time but if I recall all I did was find biggest patch I could find and then built the blueprint on that. Then anything smaller will be completely covered.
What went on with defining the outpost type I didn't really get that. I saw 2 chests I think? And how do you automate first train to come deliver whatever is needed to a station that didn't exist in the train's travel planner?
Likely a central place to output a constant signal with a resource (here copper), which is then picked up by numerous cables on the hundred+ chests used to gather ore and plates. That save you to go set every single node of production. At least that's how I would do :)
Make more videos like this.
I'd love to, but I have no more content. Working on it...
@@ritzcrackersgaming It would be great if you make one of those series like: "from zero to hero" you know, where you start from the absolute nothing and then get through all the advancements :)
sorry for the bad english, i'm from italy
I don't like how you use logistics bots to unload the miners, as they use a lot more power than belts.
Logistic bots only supply the loading side, it's way faster than belts, and more compact. Regular unloading at the factory side with belts. Power at this size of factory becomes somewhat irrelevant. This factory consumes 20 gigawatts.
@@ritzcrackersgaming Yeah that's cool, but your miners can't saturate parallel belts if the ore is being stacked into chests at the train loading station.
Just a personal preference to avoid using bots for permanent resource transfer, as I like to be efficient with power. Your skill level is still way above me
@@shhmule a benefit of bots supplying chests is that they balance everything naturally. There are enough bots to supply 4 trains back to back, so a train will never be waiting for resources.
Power becomes a bit meaningless when you can build infinite solar panels and start spamming nuclear reactors.
@@termitreter6545 Right, depends on your gameplay principles. I like to try and run my operation on as little power as possible.
i like it but i dont know how to work with the signals :/
2 words. holy shit
bro you got to drop these blue prints cant find them anywhere
What do you have to do to reach that level of knowledge? I'm engineer student of first year of the career and i hope to reach the level of knowledge to do that kind of shits men. My admiration and subscribe is for you budy. Grettings from MX!.
But you need to build the parallel rails first 😢
That's the best part!
@@ritzcrackersgaming I wonder if it possible to automate that part as well 🤔
Why do you need so many roboports on the furnace stack
i don't think I do. In some cases, depending on the size of mine, there are 3000+ bots. Definitely thinking with speed in mind.
blueprints?
Dats a lotta bots! Any reason why you decided to move all the materials in the mining camp with bots instead of conveyors?
How did you send a request for material to be delivered by train?
You can use circuit network signals to enable/disable stations and/or set a train limit at stations (including a train limit of zero).
In the base there are 10 trains (signals 1 to 0), each with specific cargo. When train number 1 is requested at the outpost, the 1 signal is sent back to base and the train departs. The train's schedule is only set to leave for an outpost station if it receives its corresponding number signal and also if has full cargo.
When it gets to the outpost, the train ID number is read which then assigns the filter inserters to pull the requested cargo.
this is not a joke question, but do you think i would need to go to university and be an coding engineer to build such complex logistics? or does this skill just come with time
How do you deal with biters is it inside the base or outside?
I started turning off biters when I got to around 500 hours. I generally find them uninteresting and more on the annoying side in the late game.
The World without LTN be like:
I can't get this to work WITH LTN :/
I get items for a set recipe to feed any number of assembly machines with - but not so an 'all robots times here ... and assemble, please' ... Respect!
@@aaaooaao9949 Not really understand your problem, if u describe it more, I, probably, can help you with this :) LTN is pretty simple mod and can be described like "provider -> requester" and in some moments it is more simple than vanilla train system, in my opinion. If I undestood your problem right, you just need more roboports to feed your drones electricity demand, and, if need, to put some speed modules in assembly machines to boost your productivity.
@@LEGALAS228 Hi
My problem is not LTN, I think I can handle it quite well.
In LTN I can request different items - not like here under Vanilla - but I had already read that there are different trains (signal 1 to 4 or so) with appropriate selection - for this 'only' the whole stuff would have to be connected with red or green - so the tracks directly with power poles and the signal cables to the new mining area.
My idea is that my 'construction team' shuttles back and forth between the provider and the receiver, but the provider is only released when all planned items are also in stock (what I want to take with me is set via combinator).
The receiver stops also have a combinator, how much of which item is needed, take only this amount, count with and switch off when all items have been delivered.
So I get the desired items per LTN request to the production site (LTN stop with robo port) and a self shutdown when the material for the blueprint has been delivered.
Then I can tear down this construction stop again and move on to the next construction project.
... so that's the planning ... the stops should also be ready so far - I'm still missing only the leisure to try that in my sandbox - have here only very few resources widely distributed ... one could have also set the sliders fatter ;)
But at the moment it's like this - on the map I tinker with my blueprints.
Happy fabricate
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I'm trying to make a circuit network based on this train requester system that you made; however I ran into the problem whereby after the bots remove a number of items from the buffer chests, the system requests another train to be sent for more mats that I already have enough of... is there something that u did to prevent this, or do u manually turn off the request after a train arrives? seems kinda counter-intuitive that way for this automated building station haha
Connect the chest to the circuit network too and have it's contents be multiplied by -1. Now add that signals to the requester items signal and it's done.
I am confused. what just happend...
that 2 to 1 rail junction. It's hideous. I wish I never saw it. I hate everything about this now.
2 years in and only 1 unhelpfully negative comment, I'll take it.
@@ritzcrackersgaming It was only meant as a tease rather than actual negativity, but that probably doesn't carry forward very well in writing compared to how it sounded in my head.
I actually liked the video.
Gotcha. It's early here, I need more coffee before I type. Cheers.
With no biter defense I can't use this!
please need blueprints
i dont like the speed modules in the furnaces.
did you enjoy the rest of the video?
@@ritzcrackersgaming yes, yes i did.
this thing makes me feel miserable and not play ever again
Bruh
Templates for everything. What's the point of the game then?
I built all those templates from scratch, which was the point of the game for me.
@@ritzcrackersgaming ok, that makes sense. Carry on. 👍
this games too complicated, still stuck at blue science