All Master Class Blueprints are available on FactorioBin Overview and direct links to all Blueprints: nilaus.atlassian.net/l/cp/HBEUm524 (Pastebin links no longer work)
I wish that Factorio would add like a "notes" field to the combinators so you can document what any given combinator does. Would really help when coming back to my circuit creations after a long time away and wondering wtf it is and how it works!
Love it! The train limits really unlock a whole other style of train system. I did something similar in one of my games, but one other thing I did was actually put a wire going from the train station to the "* -> O" combinator and also have it read the train contents. It's really just an edge case, but I'll explain the reason in case anyone is interested. Let's say your train station currently has a limit of 1 and no trains incoming. The limit will be 0/1. If a train arrives, the limit will go to 1/1, but as the train fills up the limit goes down to 1/0. If while that train is filling up, you get enough more ore to fill up a subsequent train as well, the limit will go up to 1/1, but really it should be 1/2 so that a second train can path there and get filled. Like I said, huge edge case because usually the trains fill up fast enough that it won't matter (at least in vanilla), but it helps the numbers line up a little more accurately imo and that makes me feel comfy.
I LOVE this! I've never like using circuits to enable/disable a station (just let the train sit there), but using it to change the train limit is beautiful.
This is great, thank you for this! What I've done which would perhaps help others. I've added a train station at the exit of the stacker which has a commonly used stacker name for all the type of ore mines. It has a limit of the amount of spaces inside the stacker. This way, if the mines are not requesting a train - the train doesn't sit inside the delivery station waiting because of "Destination full" - they move to the relevant stacker and wait there. This not only opens up the delivery station, but also ensures that the train is there close by so travel time doesn't waste pickup time.
With Nilaus design, the loading station will request zero trains if it can't fill the entire train. So there should be no issue of trains waiting to be filled. If I am understanding his system correctly, your solution of a stop after the stacker is redundant. I will be interested to try his method in my game and observe how it behaves.
alright this is the best concept ever for this game. No idea why this hasn't been standardized before, but boy howdy, turning outposts from a half hour long process to less than a minute is a glorious thing. Can incorporate a builder train in the first block as well to make it set and forget, so long as the trainstop names get set. Thanks you kindly
Cool system. Finally makes sense to me why you name all your train stations the same, instead of e.g. Iron pickup 1-x, Iron drop off 1-x. Yet another Nilaus book to add to the library: I literally have over a dozen already in one big book... called Nilaus obviously.
Yes this! Took me forever to figure out that we have to name the stations the same thing. My question is why wait for empty inventory AND 5 seconds of inactivity?
for those who are trying not to use the stacker.. in order to get the train limits to work you have to add the constant combinator that comes with the stacker blueprint (copy the combinator as its own blueprint then hook it up to a power pole with a green wire)
That's an awesome design. Looks so simple, but I can imagine it took a long time to get the design to that point. Thanks for providing all these blueprints. Highly appreciated for casual gamers like me.
Something that I'd like to see in this series of tutorials is that kind of city block station you have in your megabase series, or train stations (not the train emptying system, I know you've already done that, but the rails and signals)
I don't know how well it fits for a masterclass topic since it's not necessarily a build you can make, but I'd love to hear your tips and tricks for general fluid management. Seems like every time I try to do something with fluids I run into some problem or another.
The reproducibility for these is pretty great. lane balanced, good throughput, etc. It doesn't guarantee your boxes are filled correctly, but the sides and lanes are balanced so it should stay pretty good. I would be slightly worried about uneven filling between the wagons causing you to be able to 'summon a train' but you can't actually fill all 4 wagons, but that should be unlikely. Given your other builds, I wonder if 8-wagon would work well (they end up spaced further apart due to the mining needs). They also have a lot of belts vs load-to-train, but the time savings of just being able to stamp it down is pretty tremendous.
The boxes between different stations won't fill the same, but the boxes within a station should fill evenly. Although once you get mining productivity up high, the number of miners to fill a belt will be low enough that all your belts should be full. As for 8 wagon trains, that would work similarly. Change it to 8 belts, then an 8-8 balancer, and adjust the combinator from 8k to 16k. The biggest drawback is that an 8-8 lane balancer gets pretty big, so I would probably move the lane balancing up to each individual belt.
Ive done a similar but different thing for the circuits. My pick up stations are just set at a fixed number, whever i build a new pickup i place down the trains and it will always have that many waiting there, even if there is nowhere to send those trains. However, on my drop offs, i have it set inversely to what you showed, if there is space for a train load then it sets the limit to 1, if there is enough for 2 its sets the limit of 2, and so on. I dont care if a train is sitting in the station, full and not moving and blocking other trains from filling up, this just means that im over producing, this is not a problem. What i do care if im under producing, have a train sit in the drop off, empty and blocking other trains from unloading because there isnt space at the pick up, thats a problem, not just that im under producing, but that what is already produced can no longer be delivered becuase there is a train just sitting there doing nothing.. One thing i did do is set up a priority system, my trains have "is cargo full AND circuit condition", if there is a train at a priority pick up and is full of material, it sends a signal to all non priority pickups that fails the circuit condition preventing them from departing, because the priority station doesnt recieve this signal those trains are free to leave whenever and thus are prioritized.
An idea for a series, you create your base but you can't upgrade or remove any of your designs. Instead, you create the upgraded design next to or somewhere else and integrate it with your base. That way at the end of the game you have a timeline of how you progressed.
Idea: have the ore go into smelters before the train stop. con: you will always have too many smelters consuming electricity. I personally use trains to transport the smelted resources, idk if there are any problems with that. great video btw, very usefull
@@canebro1 I dont think you can drop the final combinator unless you want to make the 3 train limit constant value, rather than changeable via the combinator which stores the 3 train limit and the vagon size.
I was making some set up myself for a similar system of trains. I will look to see where you set this up but I had someone tell me it was over complicated and useless 🥴 but this is some what reassuring. Another good design 😁.
i was actually just designing something similar today. In my new worls i am using 2-16-2 trains and i want 16 belts of ore into 16 cargo wagons so i made a blueprint that has a large square that has 16 lanes of miners going into a 16-16 balancer then into the station and i included a stacker so it is very fast to make a new outpost
Hello Nilaus and thank you for another wonderful video! I have a question about train count. In your example in this video how would you count how many trains to have in your network? Specifically in this case how many iron ore trains. I'm asking because if the count is off it seems like you would have trains sitting at the drop off location waiting for an open spot while another train could be offloading. Thank you again for all the amazing factorio content!
HI, great videos! Could you make video about fluids? Things like how to keep as high presur as possible, close/open pipe system, how to use pumps, maybe some tank balancing, etc.
I also support this suggestion. Fluid systems are kinda wonky and I definitely don't fully understand them, so having a guide on general rules and common problems would be nice.
Holy shit i have used your base-in-a-book for a while now! Mainly for the oil(i understand the ratios, id do it just the same as you if i didnt use the blueprint) and the malls(similar design would 100% be used by me anyways) i absolutely thank you for that
I'd definitely would love to see some science lab layouts. I never seem to find a good way to set up labs. I'm also curious about science/modules/circuit that uses full belts instead of half.
Thank you for this great video. I would have liked to see your take on defence on mining outposts. It often is a hassle to include oil for flame throwers and bullets for turrets there. Do you use lasers exclusively in this context? Do you use big blueprints or a modular design?
Usually what I do is just keep expanding my perimeter walls to encompass the ore patches that I want to harvest. I’ll even use lakes (and rarely, cliffs) to minimize the amount of materials I need. Then for each wall segment, I’ll add in a small logistics network (for repairing the perimeter, resupplying the turrets and artillery canons) that will then be occasionally resupplied by a train from the hub.
Hey man, your videos are really great. I recently watched your oil refining guide, but I noticed that its outdated. Do you plan to do a more recent verion?
check out my Discord. I have a channel with links to all. I have chosen not to keep it in a single book as that would be way too big and cumbersome to keep updated
Unexperienced player here. Does it make a difference to smelt the ore on site or is it better to do it on a central smelter? I´m starting my third game after launching rockets on the two previous ones and I´m trying to plan ahead so this time is bigger and more effective than the other two
Would it be more effective to put compact smelter setups near the ore locations? That way you don't need trains for the ores and trains can carry more plates than ores.
no, that would (in my opinion) be a big mistake. The mining patch decreases over time, which means your smelters will be less and less effective as the patch is drained. I would much rather keep a constant smelting and then add more outposts to keep it supplied
3:27 what is the point of balancing the end of each of the belts with so many splitters? I mean in this case 1 belt feeds 6 chest and there is no need to fill the 6 chests evenly since they'll get dumped into the same wagon anyway
Is it just me or does the green wire not hook up with the global signal that was ran up with the original rails before the blueprint was stamped down @Nilaus ?
I was testing out this blueprint in a sandbox world and I can't get trains to go there at all, it hits 8k and they just keep on bringing up a message saying "destination full" I did everything like you did in the video, except for the smaller scale since the ore patch I'm trying this in isn't big enough for 3 sets of miners, and I notice none of the lights next to the stops are lighting up even though I already have more than 8k iron ore
ever figure out a fix? having this issue as well. edit: figured out you needed the combinator that came with the stacker blueprint. lol I didn't have room for it.
I am pretty new to factorio, could one of you help me. If you set this up for a loading station, what do you need to set up for unloading? the same combinators? or something completely different thanks :)
Is the first arithmetic combinator on the right that changes the 'each' signal to O signal necessary for any reason? I don't understand why you would need that as can't you just remove that and replace the next arithmetic combinator input condition with 'Each' instead of the O signal?
too bad you didnt show the station that consumes this ore, how does it work? where are the trains staying when they arent going to the outposts? how are they not blocked when a train is unloading?
Thanks for the shoutout :D , the post you were talking about should be this one: www.reddit.com/r/factorio/comments/idgwpu/how_to_print_a_new_mining_outpost_in_seconds/ I like the light display on the circuits, these are always a nice touch. Also I agree, with train limits, there is little benefit to using anything more complicated than what you show in the video. In fact, my own trains currently run without any circuit logic at all, I just set static limits and then add as many trains as all my limits combined -1. You don't have to worry about equal distribution when every station is always occupied by a train anyways.
bit late to the party; I set up a batch of 5 signals after the trains logistics'd to turn red if there's too much or too little of a substance there. Each red signal adds 1000 length, so they'll dynamically go to where there's need, just with the signals. Does this system have them just chilling at a random stacker till need is present then?
@@colto2312 I know the method you're talking about, it works very well. I've used circuit controlled rail signals as well before the train limit update hit. The trains just wait in their stations in my new system, there is no big global stacker somewhere. Whenever a train finishes un/loading, it just waits where it stands until the next station opens up. Lately I've been making blueprints for a new system tho, with circuit controlled limits based on the chest contents. This has the advantage that it works with fewer trains and it's easy to prioritize stations by adding path finding weights (like an extra train station) to all other stations.
@@kano6720 So my main concern with this new logistics system, which is brilliant don't get me wrong, is that lets say I have 5 iron requestor stations and 10 iron trains. No loaders are available but a 'dock' needs more iron input. Until an iron Loading station opens, any stations that demands iron will be hard blocked by that parked train, yes? (Imma try and implement a train network that performs similar to that roadway mod, transport drones) To combat this, would a mega refuel stacker at the end of all 'goto' commands combat this?
@@colto2312 Yeah what you describe can happen, but it's actually not a big deal. When there's a train waiting in an iron unloader, it will block all other trains from accessing the station, which can be quite annoying when there's another full train already ready in the stacker ten meters away. However, the root of the problem is actually that non of your Loader stations are ready, which means you don't have enough iron in the first place. Even if that one extra train from the stacker would be able to unload, you would only gain one train load total, so it's a one time gain. If you had enough production in the first place, this scenario should never happen. So, yes, an extra refuel stacker at every unloader station or a big central one for all stations would solve this, but I think it's a non issue anyways so I wouldn't waste any effort on it.
I have a weird issue with the stackers that I can't debug. I have 2 trains collecting ore and delivering it to the same unloading station. Now that the saturation of the ore patch is decreasing, it takes a bit longer to re-enable the station. What happens is that the first train just stays in the drop-off station, showing the message "Destination full" and not moving to the stacking area. So the empty train blocks the offloading station and only moves, if the station at the ore patch is re-enabled. Any idea what I am missing?
This is great, so i have a problem "destination full" i let the blueprint as default and didnt change anything, some of the stations are working fine, some are not turning the lights on to call in a train. Solution?
@@ruhto828 I don't quite follow can you explain a bit further? having this issue as well. edit: nevermind figured out I was missing the combinator that came with the stacker blueprint.
I wrote pseudo-code to help me (and maybe you, wandering in the comment section) to understand this train station: ======= CARGO_CAPACITY = 8k MAX_TRAINS = 3 int compute_train_limit(station_storage_content): O = station_storage_content X = O // CARGO_CAPACITY # python's integer division, eg 5 // 2 = 2 L = max(X, MAX_TRAINS) # 0, 1, 2, 3 return L # each tick I suppose: for train_stop in train_stops: train_stop.set_train_limit( compute_train_limit(train_stop.get_station_storage_content()) # Example in the video print(compute_train_limit(8.1k)) # 1
@@Nilaus thank you for clarifying that, I didn't realize it would just auto remove them, very cool. I appreciate the response! These videos are fantastic and such a huge help
@@Erethakbe Inserter work is activity and blocks train from leaving until fully fueled. For nuclear fuel with fast inserter 5 sec passed is ok, but for coal/wood with basic inserter it takes some time. Inactivity condition ensure that train loaded all possible fuel.
This looks realy good but I think there's a problem. Having used LTN a lot I noticed that it makes a temporary stop immediately before the actual station it is sending the train to. This means that it can't go visit another station with the same name. I wonder what would happen if you let the containers fill up before activating the three stations. I think that each station would ask for three trains as expected but you might not get them going where you expect as they are free to chose which station to visit. I'm not sure though. :)
@@Nilaus I understand that. i am no good at writing english despite speaking only english. lol. I was refering to your setup in the video. As ll the stations have the same name it's possible that all the trains could decide to go to just one of the stations instead of the station that called for a train.
@@SirHackaL0t. In 1.1, trains now reserve stations before even leaving their original station. This means that once a train has started heading towards a station, no other train can go there. The interaction you're talking about was an issue before, but has been fixed as of 1.1. This is assuming of course that the train limit is 1. When it's higher, of course more than one train can reserve a spot, but basically once the maximum number of trains are either at a station or routing to it, other trains won't try to route there.
Iv'e got 57k ore, the settings are the same as in your video using your blue orint. I'm using your train network too factorioprints.com/view/-LUlUGdC3vejrp2Q6brd are they compatible?
@@trispretty question, are you useing the unload staion in the blueprint you posted? I was just about to test if this loading station works with the unloading station
confusing, seems very wasteful. Seems like it would only work if you have your specific world's train setup. Building on another world, would require tons of train work to get trains arriving.
Wasteful? When building outposts the most precious resource is time, since it is time consuming to keep setitng up new outposts. Your comment seem to indicate a lack of experience at building at scale. Static resources are practically irrelevant and bringing resources in by trains is the normal way to play the game.
All Master Class Blueprints are available on FactorioBin
Overview and direct links to all Blueprints: nilaus.atlassian.net/l/cp/HBEUm524
(Pastebin links no longer work)
Thank you for updating these, it is much appreciated.
I wish that Factorio would add like a "notes" field to the combinators so you can document what any given combinator does. Would really help when coming back to my circuit creations after a long time away and wondering wtf it is and how it works!
I thought the same. There is a todolist mode than can do something like that I think.
like commenting your code
Coming in the new expansion. Check out FFF-392 to see the ui redesign
welcome to ver2. thought you'd like to know. 😉
same, I'm so confused with this, generally I don't really understand arthematic combination :'(
the most impressive part of this video was how nilaus managed to never get hit by a train
I love the enthusiasm you show in some of those videos - one can hear you had fun with that - thanks.
just here to say I am still loving your amazing factorio content
Love it! The train limits really unlock a whole other style of train system.
I did something similar in one of my games, but one other thing I did was actually put a wire going from the train station to the "* -> O" combinator and also have it read the train contents. It's really just an edge case, but I'll explain the reason in case anyone is interested. Let's say your train station currently has a limit of 1 and no trains incoming. The limit will be 0/1. If a train arrives, the limit will go to 1/1, but as the train fills up the limit goes down to 1/0. If while that train is filling up, you get enough more ore to fill up a subsequent train as well, the limit will go up to 1/1, but really it should be 1/2 so that a second train can path there and get filled.
Like I said, huge edge case because usually the trains fill up fast enough that it won't matter (at least in vanilla), but it helps the numbers line up a little more accurately imo and that makes me feel comfy.
I LOVE this! I've never like using circuits to enable/disable a station (just let the train sit there), but using it to change the train limit is beautiful.
Oh wow the new train stop limiter setup really does make LTN in ways obsolete, neat design!
I still like LTN. I can just setup a station and get trains arriving without needing to create any new trains. :)
@@SirHackaL0t. You can do that with same name stations though, but you would need to have made excess already
@@hedgie9823 Cheers.
This is great, thank you for this! What I've done which would perhaps help others. I've added a train station at the exit of the stacker which has a commonly used stacker name for all the type of ore mines. It has a limit of the amount of spaces inside the stacker. This way, if the mines are not requesting a train - the train doesn't sit inside the delivery station waiting because of "Destination full" - they move to the relevant stacker and wait there. This not only opens up the delivery station, but also ensures that the train is there close by so travel time doesn't waste pickup time.
With Nilaus design, the loading station will request zero trains if it can't fill the entire train. So there should be no issue of trains waiting to be filled. If I am understanding his system correctly, your solution of a stop after the stacker is redundant. I will be interested to try his method in my game and observe how it behaves.
alright this is the best concept ever for this game. No idea why this hasn't been standardized before, but boy howdy, turning outposts from a half hour long process to less than a minute is a glorious thing. Can incorporate a builder train in the first block as well to make it set and forget, so long as the trainstop names get set. Thanks you kindly
Cool system. Finally makes sense to me why you name all your train stations the same, instead of e.g. Iron pickup 1-x, Iron drop off 1-x. Yet another Nilaus book to add to the library: I literally have over a dozen already in one big book... called Nilaus obviously.
Yes this! Took me forever to figure out that we have to name the stations the same thing. My question is why wait for empty inventory AND 5 seconds of inactivity?
Dang it. I'm a programmer so you'd think I could figure out trains on my own. LOL This is really good!!
well.... It is not programmers who design logistics systems and supply chains ;)
@@Nilaus but you have to admit, there are some huge similarities, especially when it comes to things like parallelization.
for those who are trying not to use the stacker.. in order to get the train limits to work you have to add the constant combinator that comes with the stacker blueprint (copy the combinator as its own blueprint then hook it up to a power pole with a green wire)
That's an awesome design. Looks so simple, but I can imagine it took a long time to get the design to that point. Thanks for providing all these blueprints. Highly appreciated for casual gamers like me.
Something that I'd like to see in this series of tutorials is that kind of city block station you have in your megabase series, or train stations (not the train emptying system, I know you've already done that, but the rails and signals)
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What a brilliant universal solution!
I don't know how well it fits for a masterclass topic since it's not necessarily a build you can make, but I'd love to hear your tips and tricks for general fluid management. Seems like every time I try to do something with fluids I run into some problem or another.
"Not steel, You don't mine steel idiot." - Nilaus, March 4th 2021
The reproducibility for these is pretty great. lane balanced, good throughput, etc. It doesn't guarantee your boxes are filled correctly, but the sides and lanes are balanced so it should stay pretty good. I would be slightly worried about uneven filling between the wagons causing you to be able to 'summon a train' but you can't actually fill all 4 wagons, but that should be unlikely.
Given your other builds, I wonder if 8-wagon would work well (they end up spaced further apart due to the mining needs). They also have a lot of belts vs load-to-train, but the time savings of just being able to stamp it down is pretty tremendous.
The boxes between different stations won't fill the same, but the boxes within a station should fill evenly. Although once you get mining productivity up high, the number of miners to fill a belt will be low enough that all your belts should be full.
As for 8 wagon trains, that would work similarly. Change it to 8 belts, then an 8-8 balancer, and adjust the combinator from 8k to 16k. The biggest drawback is that an 8-8 lane balancer gets pretty big, so I would probably move the lane balancing up to each individual belt.
the wagons are balanced. The individual stations are not balanced with each other, but that doesn't matter as they work independently
That's simply genius. Sold! Oh man I love those masterclasses :)
Ive done a similar but different thing for the circuits. My pick up stations are just set at a fixed number, whever i build a new pickup i place down the trains and it will always have that many waiting there, even if there is nowhere to send those trains.
However, on my drop offs, i have it set inversely to what you showed, if there is space for a train load then it sets the limit to 1, if there is enough for 2 its sets the limit of 2, and so on. I dont care if a train is sitting in the station, full and not moving and blocking other trains from filling up, this just means that im over producing, this is not a problem. What i do care if im under producing, have a train sit in the drop off, empty and blocking other trains from unloading because there isnt space at the pick up, thats a problem, not just that im under producing, but that what is already produced can no longer be delivered becuase there is a train just sitting there doing nothing..
One thing i did do is set up a priority system, my trains have "is cargo full AND circuit condition", if there is a train at a priority pick up and is full of material, it sends a signal to all non priority pickups that fails the circuit condition preventing them from departing, because the priority station doesnt recieve this signal those trains are free to leave whenever and thus are prioritized.
An idea for a series, you create your base but you can't upgrade or remove any of your designs. Instead, you create the upgraded design next to or somewhere else and integrate it with your base. That way at the end of the game you have a timeline of how you progressed.
Idea: have the ore go into smelters before the train stop.
con: you will always have too many smelters consuming electricity.
I personally use trains to transport the smelted resources, idk if there are any problems with that. great video btw, very usefull
You can drop the Each -> O combinator, Each instead of O when dividing by Wagon does the same thing
True, and you might be able to drop the final combinator as well. Probably personal preference for clarity vs compact.
@@canebro1 I dont think you can drop the final combinator unless you want to make the 3 train limit constant value, rather than changeable via the combinator which stores the 3 train limit and the vagon size.
@@sashamedentsiy8204 ah, good catch
The vanilla LTN is awesome. Thanks for making mining easier! 👍
I was making some set up myself for a similar system of trains. I will look to see where you set this up but I had someone tell me it was over complicated and useless 🥴 but this is some what reassuring. Another good design 😁.
i was actually just designing something similar today. In my new worls i am using 2-16-2 trains and i want 16 belts of ore into 16 cargo wagons so i made a blueprint that has a large square that has 16 lanes of miners going into a 16-16 balancer then into the station and i included a stacker so it is very fast to make a new outpost
Hello Nilaus and thank you for another wonderful video! I have a question about train count. In your example in this video how would you count how many trains to have in your network? Specifically in this case how many iron ore trains. I'm asking because if the count is off it seems like you would have trains sitting at the drop off location waiting for an open spot while another train could be offloading.
Thank you again for all the amazing factorio content!
HI, great videos! Could you make video about fluids? Things like how to keep as high presur as possible, close/open pipe system, how to use pumps, maybe some tank balancing, etc.
I also support this suggestion. Fluid systems are kinda wonky and I definitely don't fully understand them, so having a guide on general rules and common problems would be nice.
Love the setup! All of that really made sense (which is unusual for me lol)
Holy shit i have used your base-in-a-book for a while now! Mainly for the oil(i understand the ratios, id do it just the same as you if i didnt use the blueprint) and the malls(similar design would 100% be used by me anyways) i absolutely thank you for that
This is a prime example of why i don't design my own circuit networks. It involves MATH! :)
wow you're a master at factorio
I'd definitely would love to see some science lab layouts. I never seem to find a good way to set up labs.
I'm also curious about science/modules/circuit that uses full belts instead of half.
Thank you for this great video. I would have liked to see your take on defence on mining outposts. It often is a hassle to include oil for flame throwers and bullets for turrets there. Do you use lasers exclusively in this context? Do you use big blueprints or a modular design?
Usually what I do is just keep expanding my perimeter walls to encompass the ore patches that I want to harvest. I’ll even use lakes (and rarely, cliffs) to minimize the amount of materials I need. Then for each wall segment, I’ll add in a small logistics network (for repairing the perimeter, resupplying the turrets and artillery canons) that will then be occasionally resupplied by a train from the hub.
7:28 that man in loved with his creation :ok_hand:
Hey man, your videos are really great. I recently watched your oil refining guide, but I noticed that its outdated. Do you plan to do a more recent verion?
Same, great content. Please keep it up!
Could we get a master class on maintaining a optimal factory / work / life balance?
I would be the wrong person to do that one
Yes, that's exactly how it's done perfectly. Like it
Could you not move the "Each" input over to the second arithmetic combinator saving you a combinator
Do you have a blueprint book that contains all of the master classes in one?
You can find his master class blueprint book on factorio prints
check out my Discord. I have a channel with links to all. I have chosen not to keep it in a single book as that would be way too big and cumbersome to keep updated
I will check on your discord, thank you for the information.
Unexperienced player here. Does it make a difference to smelt the ore on site or is it better to do it on a central smelter? I´m starting my third game after launching rockets on the two previous ones and I´m trying to plan ahead so this time is bigger and more effective than the other two
Would it be more effective to put compact smelter setups near the ore locations? That way you don't need trains for the ores and trains can carry more plates than ores.
no, that would (in my opinion) be a big mistake.
The mining patch decreases over time, which means your smelters will be less and less effective as the patch is drained. I would much rather keep a constant smelting and then add more outposts to keep it supplied
Man please keep em coming
3:27 what is the point of balancing the end of each of the belts with so many splitters? I mean in this case 1 belt feeds 6 chest and there is no need to fill the 6 chests evenly since they'll get dumped into the same wagon anyway
it just increases the throughput. The more inserters you can have put the ore in and pulling out of the chests without any being idle the better.
Is it just me or does the green wire not hook up with the global signal that was ran up with the original rails before the blueprint was stamped down @Nilaus ?
do you need setup at the end of the track or can you yust slam it on the patch and dont worry about it
I was testing out this blueprint in a sandbox world and I can't get trains to go there at all, it hits 8k and they just keep on bringing up a message saying "destination full" I did everything like you did in the video, except for the smaller scale since the ore patch I'm trying this in isn't big enough for 3 sets of miners, and I notice none of the lights next to the stops are lighting up even though I already have more than 8k iron ore
ever figure out a fix? having this issue as well.
edit: figured out you needed the combinator that came with the stacker blueprint. lol I didn't have room for it.
Thank you so much for this!
I am pretty new to factorio, could one of you help me. If you set this up for a loading station, what do you need to set up for unloading? the same combinators? or something completely different thanks :)
Nicely done, thanks.
Amazing , nice as always
Is the first arithmetic combinator on the right that changes the 'each' signal to O signal necessary for any reason? I don't understand why you would need that as can't you just remove that and replace the next arithmetic combinator input condition with 'Each' instead of the O signal?
some early defenses please, bugs are always on top of me since min 1, and I want to build things, no time to revenge
How would you change it to a unloading station requesting trains when there is space for a full train on the station?
Well, it looks like I'm doing a vanilla play through again
Do you have one for oil
too bad you didnt show the station that consumes this ore, how does it work? where are the trains staying when they arent going to the outposts? how are they not blocked when a train is unloading?
Make an unloading station that matches your 4 lanes grid aligned rail network
Please :d
Thanks for the shoutout :D , the post you were talking about should be this one: www.reddit.com/r/factorio/comments/idgwpu/how_to_print_a_new_mining_outpost_in_seconds/
I like the light display on the circuits, these are always a nice touch. Also I agree, with train limits, there is little benefit to using anything more complicated than what you show in the video. In fact, my own trains currently run without any circuit logic at all, I just set static limits and then add as many trains as all my limits combined -1. You don't have to worry about equal distribution when every station is always occupied by a train anyways.
bit late to the party; I set up a batch of 5 signals after the trains logistics'd to turn red if there's too much or too little of a substance there. Each red signal adds 1000 length, so they'll dynamically go to where there's need, just with the signals. Does this system have them just chilling at a random stacker till need is present then?
@@colto2312 I know the method you're talking about, it works very well. I've used circuit controlled rail signals as well before the train limit update hit.
The trains just wait in their stations in my new system, there is no big global stacker somewhere. Whenever a train finishes un/loading, it just waits where it stands until the next station opens up.
Lately I've been making blueprints for a new system tho, with circuit controlled limits based on the chest contents. This has the advantage that it works with fewer trains and it's easy to prioritize stations by adding path finding weights (like an extra train station) to all other stations.
@@kano6720 So my main concern with this new logistics system, which is brilliant don't get me wrong, is that lets say I have 5 iron requestor stations and 10 iron trains. No loaders are available but a 'dock' needs more iron input. Until an iron Loading station opens, any stations that demands iron will be hard blocked by that parked train, yes? (Imma try and implement a train network that performs similar to that roadway mod, transport drones)
To combat this, would a mega refuel stacker at the end of all 'goto' commands combat this?
@@colto2312 Yeah what you describe can happen, but it's actually not a big deal. When there's a train waiting in an iron unloader, it will block all other trains from accessing the station, which can be quite annoying when there's another full train already ready in the stacker ten meters away. However, the root of the problem is actually that non of your Loader stations are ready, which means you don't have enough iron in the first place. Even if that one extra train from the stacker would be able to unload, you would only gain one train load total, so it's a one time gain. If you had enough production in the first place, this scenario should never happen.
So, yes, an extra refuel stacker at every unloader station or a big central one for all stations would solve this, but I think it's a non issue anyways so I wouldn't waste any effort on it.
Please do robo design!!
I have a weird issue with the stackers that I can't debug. I have 2 trains collecting ore and delivering it to the same unloading station. Now that the saturation of the ore patch is decreasing, it takes a bit longer to re-enable the station. What happens is that the first train just stays in the drop-off station, showing the message "Destination full" and not moving to the stacking area. So the empty train blocks the offloading station and only moves, if the station at the ore patch is re-enabled.
Any idea what I am missing?
Necro'ing this. Coming back to the game after a long time and I am running into this issue as well. Did you ever solve this?
@@josephpratt4795 - Yes, but I can't remember how and don't have the old save files anymore I think. Will check later this week and get back to you.
This is great, so i have a problem "destination full" i let the blueprint as default and didnt change anything, some of the stations are working fine, some are not turning the lights on to call in a train. Solution?
Did you fix it?
The fix is to connect the big power pole near the train exit with a green wire to the one upwards of it
@@ruhto828 I don't quite follow can you explain a bit further? having this issue as well.
edit: nevermind figured out I was missing the combinator that came with the stacker blueprint.
Just glorious!
I wrote pseudo-code to help me (and maybe you, wandering in the comment section) to understand this train station:
=======
CARGO_CAPACITY = 8k
MAX_TRAINS = 3
int compute_train_limit(station_storage_content):
O = station_storage_content
X = O // CARGO_CAPACITY # python's integer division, eg 5 // 2 = 2
L = max(X, MAX_TRAINS) # 0, 1, 2, 3
return L
# each tick I suppose:
for train_stop in train_stops:
train_stop.set_train_limit(
compute_train_limit(train_stop.get_station_storage_content())
# Example in the video
print(compute_train_limit(8.1k)) # 1
outpost planner mod ?
I'm confused as to how the miners only got placed down where the ore is, that's really neat but how does it do this?
you cannot place miners except on ore, so that happens automatically
@@Nilaus thank you for clarifying that, I didn't realize it would just auto remove them, very cool. I appreciate the response! These videos are fantastic and such a huge help
does it make LTN obsolete btw?
Still don't understand the Train Q system with automation
thats so smart. damn
Can you repeat all that
dammmn that's sick!
im confused with your train schedules at 10:59... why would you have empty AND 5 secs inactivity? wouldn't be more logic to have an OR there?
5 secs for refuel, but it is more important for liquids transport
@@danmol7 but in that case, time passed 5 seconds would be better than 5 sec inactivity
@@Erethakbe Inserter work is activity and blocks train from leaving until fully fueled. For nuclear fuel with fast inserter 5 sec passed is ok, but for coal/wood with basic inserter it takes some time. Inactivity condition ensure that train loaded all possible fuel.
This looks realy good but I think there's a problem. Having used LTN a lot I noticed that it makes a temporary stop immediately before the actual station it is sending the train to. This means that it can't go visit another station with the same name.
I wonder what would happen if you let the containers fill up before activating the three stations. I think that each station would ask for three trains as expected but you might not get them going where you expect as they are free to chose which station to visit. I'm not sure though. :)
This has nothing to do with LTN. This is vanilla
@@Nilaus I understand that. i am no good at writing english despite speaking only english. lol.
I was refering to your setup in the video. As ll the stations have the same name it's possible that all the trains could decide to go to just one of the stations instead of the station that called for a train.
@@SirHackaL0t. In 1.1, trains now reserve stations before even leaving their original station. This means that once a train has started heading towards a station, no other train can go there. The interaction you're talking about was an issue before, but has been fixed as of 1.1. This is assuming of course that the train limit is 1. When it's higher, of course more than one train can reserve a spot, but basically once the maximum number of trains are either at a station or routing to it, other trains won't try to route there.
@@nathanielgraham958 Ah, Cool, that makes more sense. :) Cheers for the info.
My Train says 'destination full' and won't move... the ore depot has full crates.. what does destination full mean? I've only one train ATM
Iv'e got 57k ore, the settings are the same as in your video using your blue orint.
I'm using your train network too
factorioprints.com/view/-LUlUGdC3vejrp2Q6brd
are they compatible?
Ah, the blueprint was missing a green cable connection...!
@@trispretty question, are you useing the unload staion in the blueprint you posted? I was just about to test if this loading station works with the unloading station
Are you danish?
🤘
it doesnt work
Works for everyone else
Doesn't work 😭😭😭trains don't go to station
Oh no it started working 😃
confusing, seems very wasteful. Seems like it would only work if you have your specific world's train setup. Building on another world, would require tons of train work to get trains arriving.
Wasteful?
When building outposts the most precious resource is time, since it is time consuming to keep setitng up new outposts.
Your comment seem to indicate a lack of experience at building at scale. Static resources are practically irrelevant and bringing resources in by trains is the normal way to play the game.
The only wasteful thing is the amount of spaghetti your factory is most probably currently hoarding.