This is a re-upload because the other one was a bit too much with the text boxes, and I'd rather some people get lost with some minute detail than everyone be overwhelmed with information. Yes, I'm going to do a MUCH more in depth tutorial after this that's filled with practical examples, but hopefully this will familiarize you with the basics of how they work mechanically. Hopefully this is a good enough introduction. And I stand by that you don't actually need to know anything beyond this to use circuits effectively in normal gameplay.
Was literally watching the video as it got privated, it actually interrupted the video instantly and I couldn't continue. Didn't know UA-cam updated the status of a video even as you're watching it. Kinda neat.
These tutorials are brilliant. I've forgotten everything in the train one, but I've also forgotten everything from all the 50 minute train videos Ive watched, it's inevitable. Much nicer to just watch a short refresher :)
It's ultimately because of how our brain effectively retains information: anything that is unused get discarded. Just try to apply this to your personal project and you won't ever forget.
@@pxh6129 this is why intros are so much better than in depth tutorials. Your advanced just-in-time shipping network will not make sense to me until I build it from the ground up myself with "when empty/when full" conditions, then improve from thwre
Using signals to count the ore at a train stop, and only allowing trains in when there was enough ore for a pick up (to prevent trains hanging out in loading bays for too long) was probably the most complex things I've done with signals. Looking forward to upping my game.
For even greater convenience, I highly recommend the Logistic Train Network mod. You wire up your containers to the train stop, and add a combinator that causes the stop to request items when it doesn't have enough. Then a train, which was sitting in a depot, goes to whichever train stop that's providing enough of the requested items, and then delivers those to the requester. I'm currently using it in a city block playthough, and it removes *so* much of the finicky admin tedium.
Honestly you really don't need to. Keep these systems simple and it'll be easier to copy, build, troubleshoot and fix. When it comes to logic circuits - less is more.
@@Mr.Sparks.173You FOOL! You think I'm playing Factorio because I want things to be *SiMpLe?* Such a grand and intoxicating innocence, how could you BE so naive? No, sir, I spit upon your efficiency, I spit upon simplicity, and I spit upon all the extra items you have from not building one thousand combinators!
Love these short-form videos. A lot of Factorio creators don't seem to understand how to do them properly, either because they're unnecessarily long winded and/or aren't using a script. I know a lot of work goes into making something short good. "I would have written a shorter letter, but I did not have the time." - Blaise Pascal
Something very important to note about signals is that they always default to *0* whenever there's nothing else going on This means you only need a single Decider Combinator to rig a train stop to flip between having 0 or 1 maximum waiting trains, based on whatever signal! (I personally string together the train stop's storage chests to the combinator and have the signal be Having Enough/Not Enough of the item the station is giving/receiving)
This is an ideal tutorial. My primary issue with most game tutorials, including factorio, is that everyone takes too damn long to explain something simple, this leads to people thinking easy concepts are hard. 99% of factorio signals are setting a X>Y=enable signal, definitely dont need 20 minutes to cover that. Great job as always. I'm not sure I like the re-upload more, but removing them makes for a cleaner video and doesn't compel me to pause constantly to read the clarification, so its fair play.
yeah i especially like how if i already knew all this stuff i would already know it and this just says again what i know, and since i don't know anything, this basically just told me again what i already know that signals control stuff but no useful info about how to begin using it
@anchez-os3fv Do you have a question? If so, there's this really great 3 minute tutorial I found that, in the first 1.5 minutes, describes almost everything you could possibly need to know for about 90% of all circuitry usages in all factorio :D . In the last 1.5 minutes it goes into some unnecessary detail for advanced stuff that you'll likely never need so you can safely ignore it. If you've got a specific scenario that you think wasn't covered, I can probably walk you through it though, so feel free to ask.
@@wilshireanasurimbor3068 well I came looking for a tutorial that explained the basics of using networks even if just briefly and left knowing a vague idea of the concept with no actual explanation of the mechanics of using it. I've heard the OP is pretty well known for factorio so I thought it would explain more. I watched a video by another guy that was longer but explained much more how to actually use it. I'm just surprised so many comments are saying how this video was such a good tutorial that explained it so well. Seems like you would have to ALREADY know how to use it for this to summarize it for you.
@@MarioSanchez-os3fv Well I would say that the poster is well known for doing ridiculously elaborate runs, using extremely complex circuit mechanics akin to building computers in game, and generally being sarcastic. The 3minute tutorial is a great reference, and is more than all the information one needs to use circuits in game. Circuits are dead simple: connect wires to stuff and use the game's GUI to set things like X>Y to turn on/off inserters/machines/etc. If you need more than that, the factorio wiki does a great job both explaining basics and giving examples of common uses (SR Latches, Memory Cells, etc. etc.). With these two things, this tutorial and the factorio wiki page, you can get through even the most complex mods in factorio (Pyanadon, Space Exploration, Seablock, etc.).
Most of my understanding of wires in this game comes from me decyphering your ramblings about using them during your videos, so it's really nice to get an actual tutorial from the expert.
Literally the best Factorio tutorials. Specific enough to give you a general understanding but vague enough to let you screw around and find out the rest. Thank you!
I spent 20 minutes frustrated on christmas eve wondering why my combinator wasnt letting me turn on and off a platform trying to compare the box to the rail, watched like 3 tutorial videos that didnt explain anything.. and this video did it in 35 seconds. thanks dosh. your videos saved me again.. this time from insanity
One thing I would like to add, that you glossed over. Connecting the input to the output of a combinator is the most common way to make a simple memory cell. Though they tend be easier to manipulate with single tick signals.
There's a neat trick you can do with the enable/disable of any inserter (yes, even burner inserters, somehow), exactly one arithmetic combinator, and a bunch of chests that you want to fill/drain more or less evenly (like at a train stop), so long as it's only one kind of item you're dealing with (you can probably make it work with any number of items, but I haven't gotten that working yet due to lack of need). Anyways, how to make it do the thing: First step, lay out your train stop with all the chests and inserters, but don't let it have any items yet. Count how many chests there are, and remember which item you're passing thru those chests into or out of the train. Second step, wire all the chests to ONLY ONE color circuit network wire, and send that wire into the input of an arithmetic combinator. Now, set the arithmetic combinator to Divide, with the left signal being the item that's going thru the chests, and the second signal being a constant equal to however many chests you had. This gives you the average number of items in the chest, because an average of more than 2 numbers is just "Add up all the numbers, then divide that by how many different numbers there were", and connecting all the chests to a single color of wire already added together all the items in the chests, and the constant that the arithmetic combinator is using matches the number of "different numbers" aka chests you have. So you have the average number, what do you want to do with it? Well, I usually tell the arithmetic combinator to output the average signal to "Signal A", where A stands for Average, just so that I don't get confused. OK, Step Three, and here's where it can malfunction if you don't wire it up right. First, which inserters are we talking about here: I usually make my train stops with 6 chests and 12 inserters per cargo wagon, with 6 of those inserters linking the 6 chests and the cargo wagon, and the other 6 linking the chests and the belt. For a "standard" 2-4-2 double-headed train (what I usually use, out of habit more than anything), that would be 24 chests and 48 inserters, but if it's a high demand item I'll also do double sided load/unload from that train so it would in that case end up with 48 chests and 96 inserters. In any case, if you always have 2 inseters per chest, we can keep going, I'll tell you how to adjust for more inserters being used all the way at the end, but I have to get the basic concept out of the way first. So, 2 inserters per chest, one moves items between the train's cargo wagon and the chest (or vice versa), and the other one moves items between the in or out belt and the chest (again, direction doesn't really matter yet). I'm talking about the inserters that move items between the belt and chest. Now that that bit of explanation is out of the way, let's start actually building again. You've already got ALL the belts chests and inserters arranged next to a piece of rail to load or unload a train, and you have an arithmetic combinator calculating the average number of items (what you want) in any given chest. That's good, now let's put that number to work. Look at the color of wire that's going into the arithmetic combinator, and use that same color wire to connect up the output of the arithmetic combinator and all the inserters that transfer items from or to the chests to or from the belts (respectively). This feeds the average signal into each combinator, and you should have two SEPARATE wires of the same color now, one adding up all the chests and feeding that number into the combinator, and one coming out of the combinator and feeding the calculated average into the inserters. Now, take a wire of the OTHER color, and connect it between one inserter, and the chest it is interacting with. The idea is for the inserter to have two signals going into it, an A signal carrying the average on one color wire, and the actual chest contents signal on the other color wire. We can't let those two signals mix, so we have to use two different color wires. We also can't let the actual chest contents of any other chests show up on this wire, so we need to make a lot of really short wires that are not connected to each other, with each wire connecting a chest and the inserter that allows items to go to or from a nearby belt. OK, that's SUPER IMPORTANT, so don't get things cross-wired or it'll either act like the circuit wasn't even there, or it'll deadlock. Step 4, setting the conditions on the inserters. This part's a lot easier. All you have to do is compare the contents of the chest to the average, but now the direction the items are going matters, because that determines which comparison you need to use. If you are loading items into the chest from the belt, you should set "Chest contents less than or equal to A (A is the average signal, remember?)". You can't use just plain old "less than", because I've discovered that if everything backs up like you want it to, that will deadlock the inserter (it's just doing what you told it to, even if what you told it to isn't what you meant). If you are taking items OUT of the chest and putting them on the belt, you should set "Chest contents greater than or equal to A (with A again being the signal carrying the average number of items per chest, compared across all the chests)". And again, you can't use just plain old "greater than" or it'll deadlock when things get backed up. In both cases, the default state is "do something even if they're equal", and that's why they don't deadlock when you use the "Less/greater than or equal to" condition. That's all there is to it, unless you made a more complex station that uses more inserters interacting with the belt than there are chests. If you built a "normal" train stop, you can stop here, that's it, you're done, let items go into or out of the chests and watch it automatically balance feeding items into or taking items from the train, all your cargo wagons should be filled or drained at roughly the same time now assuming you have belts feeding chests feeding cargo wagons for all the cargo wagons in that train. But what if you DO have one of those more complicated stations with more inserters than normal? Well, it's not TOO hard to accommodate that, in reality. All you need to do is make sure that all the inserters that can interact with a given chest have an isolated circuit wire that reads the contents of the chest and send that value to the inserter(s) putting items into or taking items out of that individual chest (and on to or off of a belt). So if you have a train stop that has only 2 chests, with 2 inserters feeding items from the cargo wagon into the chests, and from there another 4 inserters feeding items from the chests on to the belts, you should have an isolated circuit network wire connecting a given chest with it's 2 associated inserters that are putting items on the belt. The circuit network conditions on those inserters remain unchanged, it should still work just fine. This would be a lot easier to explain with pictures, or a blueprint, but I think I still managed to get the point across adequately.
As I've had to explain signals in Factorio about 40+ times now having this is so much better... just slap your friends with this and problem solved, thanks Dosh!
This is the one area of the game i just can't get my brain to wrap around & thus never used only tried miserably. Looking forward to the long explanation video bcos I'm going to need it 😅.
Never once even touched these wires in my entire factorio play time, Don't think they'll ever get used in the future either. Generally just considered it research when nothing else is researchable and programming practice for those in the know of how it all works.
Yeah, as the in-game tutorial says, it's not hard to launch a rocket without ever touching these. It's always nice to know what you have at your disposal, though. And you may eventually find that some advanced setups benefit highly from the wires, such as uranium enrichment, oil refining, and many-to-many train setups.
Thank you very much, I've been playing the game since 2016 and never knew the complete mechanics of combinators. Now I know what the second output option in decider combinator means, thank you very much.
If youre looking to design your own ciruits - heres a bit of a metatip: figure out what the circuit will turn on and off, and what conditions you want to turn things on and what conditions you want to turn things off. For instance, "I want this pump to turn on when this tank is more than half full of light oil" Next frame that statment in something the circuit logic can understand. For instance "if light oil > 12500, then enable pump" Now you might notice that "light oil > 12500" is an option in both decider combinators and pump enable / disable options... so now all you need to do is figure out how to get the pump to know how much fluid is in the tank and apply the settings to the pump, which is simple- as shown in this very youtube video. So lets kick it up a notch with a diffrent example - you have a lamp you want to turn red when the train buffer chests are below half full, but turn green when above half full. So we do the same thing - turn it into circuit speak and state "if iron ore < 14,400 then output red with a value of 1 or if iron ore >= 14,400 then output green with a value of 1" But now you got two if statements... and lamps only turn on / off when directly wired... thankfully decider combinators exist, so you can put those statements into a pair of deciders. Then wire the inputs to the chests (so they can read the contents) and the output to the lamp (making sure the lamp is in color mode) and blamo, new circuit complete. Now youre only hindered by how well you can translate what you want into "if this then do that" statements. For an exercise to learn - figure out a circuit that will light a series of 10 lamps based on how charged an accumulator is. 1 lamp gets lit for every 10% charge the accumulator has. Extra credit for changing the color based on charge.
Good to understand how these Circuit Networks actually work, since I've actually never used them. When it came to trains, I at least ran one circle train (That was 6 cargo wagons long) to run a mass transit of materials around my base... but now I'm learning how to actually USE Networks and Trains, thanks to these videos Dosh. Thanks for everything you've done!
You know if you're watching this while high after 15 hours of the tutorial, first game 4 hours in and just about completed the research for circuit network, never even heard of it. This is alot of information to take in but it's great thanks And this is not even the advanced course
I feel like I just skimmed the unix MAN page. Like. Yes, you definitely, technically, told me on the most fundamental level, how to interact with this and how to automate it. But goddamn if my eyes don't glaze halfway through talking about combinators.
One of the most satisfying things I've done in Factorio was tinkering with wires until I got a 7-segment display to accurately show my crude oil reserves. It was a pain and a half, but was so nice to see completed.
I love Factorio, but trying to learn complex things like these in Spanish is difficult. If you don't mind, I would like to provide a Spanish translation of your video for people who don't know much English. It's a pretty accurate translation and will help Spanish speakers understand it better. Thanks and best regards, I love your content!: Transcripción de todo lo que habla Dosh en el video: "(00:01) Esto es un cable. Vienen en dos variantes: rojo y verde. Pueden conectar cosas. Muchas cosas. Aquí tienes una lista exhaustiva de todo lo que pueden conectar. Pero, ¿por qué querríamos conectar cosas? Pues eso es porque, en lugar de transmitir energía, estos cables transmiten información. (00:15) La información viene en forma de señales. Todas las señales tienen un tipo y un valor. Por ejemplo, a lo largo de este cable, el tipo de la señal es "planchas de hierro", mientras que su valor es uno. Si añadimos más planchas de hierro, su tipo permanece igual, pero el valor ahora es cinco. Ahora, si añadimos un objeto diferente, aparece otra señal con su propio valor. (00:34) Los cables pueden transportar cualquier cantidad de señales, incluso si hay tantas que ni siquiera puedes verlas todas cuando pasas el ratón sobre un poste. Bueno, si los cables transmiten información, ¿qué ocurre cuando conectamos dos cables que llevan diferentes señales? ¡Fácil! Se suman. Dos señales de planchas de hierro de cinco se convierten en diez, y las señales de cobre y acero que no estaban antes ahora aparecen. (00:50) Pero aquí es donde quiero que te alejes de la idea de que las señales representan objetos reales. Si añado un combinador constante y lo configuro para emitir planchas de hierro con un valor de menos cinco, también se suma a todo lo demás en ese cable, y ahora estamos mostrando un valor de cinco aunque hay diez planchas en los cofres. (01:05) Puedo usar esto para multiplicar todo por cinco, y ahora estamos mostrando veinticinco. Los objetos físicos no cambiaron; solo jugué con la señal. En lugar de representar objetos reales, piensa en estos cofres cableados como combinadores constantes que continuamente emiten su contenido como señales. (01:20) Entonces sabemos que transmiten información, pero ¿para qué sirve esa información...? ¡Para controlar cosas! Si conectamos nuestros cables a este insertador, se nos presenta una gran cantidad de opciones, pero nos enfocaremos en habilitar/deshabilitar. Con ese modo configurado, podemos ir a la parte inferior, hacer clic en esta casilla izquierda y seleccionar planchas de hierro. Luego elegimos el operador, vamos con "mayor que", y ahora en la casilla izquierda, ingresamos "cinco". (01:37) Ahora el insertador solo se activará si hay una señal de planchas de hierro con un valor mayor que cinco en ese cable. Y cuando volvemos a conectar esta casilla, ¡se activa! Esto es todo lo que realmente necesitas saber. ¿Pero para qué sirve el cable verde...? ¡Para lo mismo que el cable rojo! Solo que aísla las señales para que no se sumen, pero si ambos están conectados a la misma máquina, se sumarán internamente dentro de esa máquina. (01:53) Tenemos cosas que envían señales y cosas que son controladas por ellas, pero hay otra cosa que las modifica, y ahí es donde entran los combinadores. Los combinadores reciben señales, realizan una operación y luego emiten señales. Este es el lado de entrada. Este es el lado de salida. No los confundas y no los conectes a menos que sepas lo que estás haciendo. (02:08) Tienen conexiones rojas y verdes separadas, pero funcionalmente son iguales. Piensa en ello como si volcaras todas las señales en un gran cubo interior. El combinador de decisión toma una señal de ese cubo y la compara con otra señal o una constante, y luego emite algo basado en ese resultado. (02:20) Aquí, si las planchas de cobre son mayores que cero, emitiremos una señal roja, lo que enciende esta lámpara. Podemos configurarlo para emitir el "conteo de entrada", pero no sucederá nada porque no hay señales rojas como entrada. Si las añadimos como una constante, ahora se dejan pasar. Los combinadores aritméticos toman la entrada, realizan una operación matemática y emiten el resultado. (02:36) Podemos sumar, restar, multiplicar y hacer muchas otras operaciones complicadas. Multiplicar cobre por hierro significa que sus respectivos valores se multiplican, pero necesitas elegir la señal real que emite. Si quisiéramos, podríamos sumar cero al cobre y luego emitir la señal de hierro, transformando efectivamente la señal. (02:51) Por eso te dije que olvidaras los objetos físicos. Cada vez que multiplicas dos, se emiten el doble, y ahora hemos multiplicado cada señal por dos. ¡Eso es lo básico! Si quieres saber más, echa un vistazo al curso avanzado. ¡Adiós!"
I look forward to the in-depth tutorial. I know the basics, but coming up with usecases that actually help my base is the hard part. If it fits the tutorial, can you show some designs you tend to use a lot?
Something I often use is I setup a logistics network at a remote outpost and multiply the value of all items in it by negative one. Then I have a constant combinator with however many items I want unloaded. Then, I add the signals together. This gets sent to filter inserters to set their filters. I can also use it to enable the train station only if I'm missing at least five of something. You still have to load up the train (I just assign slots in the cargo wagon to specific items with middle click), but it gets around the problem of having only twelve inserters and chests and makes it really easy to add new items. I use it for supplying all the materials for defenses and for building new wall segments. There's a much more complicated version that makes sure the filter inserters only try to unload things on the train, but it's a pain in the ass.
Two common use cases I have seen and highly recommend are managing your oil cracking/management and fuel rod insertion at nuclear power plants. Out of the box (i.e. no logic), both of these can be highly inefficient, which can be improved signifigantly using circuits. Another use case I fell in love with was sushi belts on my assemblers. Rather than wiring up a complex network of belts to my assemblers, I used sushi belts to feed more complex recipes, allowing 3+ input assemblers to have the same form factor as a 1-2 input recipe (since my later designs also output to the sushi belt and split off the output product using a filter splitter, just make sure you wire the output inserters to turn off once the output belt is full or the output product will clog up the sushi belt).
Man, your ciruit builds in your videos were always mindblowing. Now that you're doing a tutorial on circuits i cant feel but get super hyped on what i might learn to improve my factories 😄
Gold channel! Can you make a video about (production ratio calculators + production graphs & planning ) ? It seems like the latter is an undiscovered subject on UA-cams
Videos like these are so great! Short and you only say relevant information. I'd say slow it down 10% thought. Adding some pauses in between information helps with retention.
This tutorial would be usefull earlier, but I already learned everything in here already just from watching your gameplay lol, your work with signals is just too good
This is brilliant! And while you do have a in-depth tutorial on circuits coming up, I was wondering if you could do another three to five minute video explaining how to make and use clocks, memory cells, and latches? (Or at least a video that is them extracted from the master course) They are things I try to use and have read up on plenty, but can never remember how to set them up. Having a video about those specifically would be really helpful.
I watched this a couple months ago but rewatching it everything just kind of made sense. Don’t think I’m gonna be using any advanced circuits in my factory any time soon though
I finally started fiddling around with these when playing around with the realistic fusion power mod. Not to make the power super efficient, but to kill everything on the grid except power generation, and then scream at you if the power dips enough. Turns out that plugging 13gw of power consuming machines into a grid using 4.5gw and making 5gw causes issues that are a pain to fix, and not readily apparent. That day I learned several things in quick succession. Fusion reactors require a concerning amount of power, but are self sustaining... eventually. Until then they eat a lot of power. Fission reactors don't require power, but pumps do. Roboports have a significant internal battery, enough to keep about 10 robots running for about ten minutes of infrequent use. Flamethrowers don't require power for a very long time. Machine gun turrets do require power and have limited internal "batteries" that will last a wave or two. Laser turrets require power and have tiny batteries that last maybe a wave. Artillery does not require power to auto target. Spitters and biters don't require power, and don't like artillery. The bugs get scary at 0.9974 evolution. Contrary to what you think walls require power. Spaghetti means the belts are massive batteries that you can steal from. Spaghetti also means the electric network is spaghetti. Two nuclear fuel cells is enough to restart a base. Only having two fuel cells to restart a huge base on a death world is not good for your blood pressure.
You know what I’m still gonna fall asleep to this vid. Just gonna put it on repeat until I fall asleep hopefully I’ll actually understand circuits by tomorrow 😂
Thank you so much! Unironically, this and train tutorial gave me more useful info than all of the guides I watched on the same topic. If I may make a small request: I'm a bit confused on a city block design and it's comparison to a main bus. I've looked up some videos, but it's mostly 20 hour series without much explanation on WHY EXACTLY would you make it this way.
Why you'd make a city block design? It's because it's uniform and connected by trains, so if you're low on circuits, you can just copy your entire circuit block and have it just work. It's for expandability reasons. Some people go way too hard into City Blocks even though they have no intention of expanding beyond one build for each item, but that's it really. It's just a bunch of trains so resources can go wherever they're needed and every build is the same size so it's easy to copy and fit into your rail network
@@DoshDoshington Ah, I see. So it's almost like OOP. It's not really for efficiency, but it's just easy to add more stuff without re-doing your whole base. That makes sense. I would assume the hypothetical "optimal" solution would include both city block and direct belt chains. Thank you for the response!
getting in early for video three of recommending Mindustry to Dosh. it's mos tof the best of Factorio with a strong tower defense as[ect all wrapped up in an RTS, and it seems like exactly what you wanted from R.U.N.E. 3000 from the the archouse video!
Nice, finally a tutorial worth watching. Tough, still not gonna need that information, as I'm not touching signals, but its finally good to know how they operate. ( I may have hundreds of hours in this game 😅)
I have seen you make some truly Beautiful (unholy) creations with circuit networks Thanks for taking the time to spread your cursed knowledge to plebs like myself. Now I just need to wait for the more in-depth vid
Nice and compact love it Didnt even dare to use calculators ect Just started realy playing factory (with space exploration dont know why )20 h in and i only realise 50 iron miners are only starterbase for the starter base for the starter base
Also the most important hint: don't overcomplicate stuff when you do circuits, for the most time there is ingame feature that do the function way better and go to wire only if it's easier to understand.
I do eagerly await your "advanced" Circuit Network explanation video, hopefully with some worked examples (hopefully you have a better way to make a "trash train" work than my method which uses far too many combinators, I know there's a simpler way but it has eluded me so far).
They're a little different after 2.0 - easier to understand, I think. But some people are stubbornly playing old versions so this will continue to be useful (if you re title it!)
Thank you so very much. I've been trying to play Space Exploration for about 2 months now but I haven't been able to figure out circuts so I can setup automated resupply rockets. Maybe with the advanced one I will finally be able to wrap my head around it.
the only thing i ever used circuits for is precise chest limits in my mall and ofcourse the classic oil cracking circuit: pump1[heavy > light], pump 2 [light > petrol]
It's also great for trains, if you have stations with duplicate names. I like having my basic resources have standard train stop names, then I can have multiple mines for one resource, and just turn on each station when there's enough stored to fill a train. Also good for delivering fuel or other standard supplies, only turning stations on when they need resupply. Good for controlling nuclear, too, if you use it.
Please discuss the latch! ❤ that - for example - turns on at 20000 and turns off at 5000 fluid or something like this. ❤ it really helps - as you know - against flapping circuit conditions.
Bro. I didn't even know some of this stuff existed or was possible. This game just got way more complicated for me lol Reminds me when I started to get into redstone.
@DoshDoshington i just did and that helped. My lazy butt used a blueprint from Nilaus on YT. there is some circuit network voodoo going on that i don't understand
This is a re-upload because the other one was a bit too much with the text boxes, and I'd rather some people get lost with some minute detail than everyone be overwhelmed with information.
Yes, I'm going to do a MUCH more in depth tutorial after this that's filled with practical examples, but hopefully this will familiarize you with the basics of how they work mechanically.
Hopefully this is a good enough introduction. And I stand by that you don't actually need to know anything beyond this to use circuits effectively in normal gameplay.
excited for it!!! need to get back into factorio
I Love you
Still killed it the first time Dosh
Well this was a quick fix
Was literally watching the video as it got privated, it actually interrupted the video instantly and I couldn't continue. Didn't know UA-cam updated the status of a video even as you're watching it. Kinda neat.
These tutorials are brilliant. I've forgotten everything in the train one, but I've also forgotten everything from all the 50 minute train videos Ive watched, it's inevitable. Much nicer to just watch a short refresher :)
Also a guide like this is much more likely to get you an answer to any particular question you had about trains
I forgot everything from this one
and somefolks just learn but at caffine fiend high speeds and thus it helps anyway
It's ultimately because of how our brain effectively retains information: anything that is unused get discarded. Just try to apply this to your personal project and you won't ever forget.
@@pxh6129 this is why intros are so much better than in depth tutorials. Your advanced just-in-time shipping network will not make sense to me until I build it from the ground up myself with "when empty/when full" conditions, then improve from thwre
Quick, simple, easy to understand, and most importantly: not 50 minutes
Kind of ironic since there's no way you had enough time to watch it before you commented. Did you watch at 2x speed?
Speak for yourself. I watched it all and my retarded brain couldn't understand
@@cottonman132it’s a reupload
I still want 50 minutes of dosh showing me how unworthy I am for the factorio gods
@@shadowflamelightburst4503 and this was also one of the top comments on the first version of the video, as well.
Using signals to count the ore at a train stop, and only allowing trains in when there was enough ore for a pick up (to prevent trains hanging out in loading bays for too long) was probably the most complex things I've done with signals. Looking forward to upping my game.
For even greater convenience, I highly recommend the Logistic Train Network mod. You wire up your containers to the train stop, and add a combinator that causes the stop to request items when it doesn't have enough. Then a train, which was sitting in a depot, goes to whichever train stop that's providing enough of the requested items, and then delivers those to the requester.
I'm currently using it in a city block playthough, and it removes *so* much of the finicky admin tedium.
I have such an immense respect for the intelligence of you factorio players. Cause I got lost about 30 seconds in
i've literally only read the input of a storage tank to turn on and off a pump to my oil cracking, you're probably ahead of me
Honestly you really don't need to. Keep these systems simple and it'll be easier to copy, build, troubleshoot and fix.
When it comes to logic circuits - less is more.
@@Mr.Sparks.173You FOOL! You think I'm playing Factorio because I want things to be *SiMpLe?* Such a grand and intoxicating innocence, how could you BE so naive?
No, sir, I spit upon your efficiency, I spit upon simplicity, and I spit upon all the extra items you have from not building one thousand combinators!
Love these short-form videos. A lot of Factorio creators don't seem to understand how to do them properly, either because they're unnecessarily long winded and/or aren't using a script. I know a lot of work goes into making something short good. "I would have written a shorter letter, but I did not have the time." - Blaise Pascal
Something very important to note about signals is that they always default to *0* whenever there's nothing else going on
This means you only need a single Decider Combinator to rig a train stop to flip between having 0 or 1 maximum waiting trains, based on whatever signal!
(I personally string together the train stop's storage chests to the combinator and have the signal be Having Enough/Not Enough of the item the station is giving/receiving)
Hell you can honestly do just about everything you need in a vanilla playthrough with just wires, you don't even need the combinators
This is an ideal tutorial. My primary issue with most game tutorials, including factorio, is that everyone takes too damn long to explain something simple, this leads to people thinking easy concepts are hard. 99% of factorio signals are setting a X>Y=enable signal, definitely dont need 20 minutes to cover that. Great job as always.
I'm not sure I like the re-upload more, but removing them makes for a cleaner video and doesn't compel me to pause constantly to read the clarification, so its fair play.
yeah i especially like how if i already knew all this stuff i would already know it and this just says again what i know, and since i don't know anything, this basically just told me again what i already know that signals control stuff but no useful info about how to begin using it
@anchez-os3fv Do you have a question? If so, there's this really great 3 minute tutorial I found that, in the first 1.5 minutes, describes almost everything you could possibly need to know for about 90% of all circuitry usages in all factorio :D . In the last 1.5 minutes it goes into some unnecessary detail for advanced stuff that you'll likely never need so you can safely ignore it. If you've got a specific scenario that you think wasn't covered, I can probably walk you through it though, so feel free to ask.
@@wilshireanasurimbor3068 well I came looking for a tutorial that explained the basics of using networks even if just briefly and left knowing a vague idea of the concept with no actual explanation of the mechanics of using it. I've heard the OP is pretty well known for factorio so I thought it would explain more. I watched a video by another guy that was longer but explained much more how to actually use it. I'm just surprised so many comments are saying how this video was such a good tutorial that explained it so well. Seems like you would have to ALREADY know how to use it for this to summarize it for you.
@@MarioSanchez-os3fv Well I would say that the poster is well known for doing ridiculously elaborate runs, using extremely complex circuit mechanics akin to building computers in game, and generally being sarcastic. The 3minute tutorial is a great reference, and is more than all the information one needs to use circuits in game.
Circuits are dead simple: connect wires to stuff and use the game's GUI to set things like X>Y to turn on/off inserters/machines/etc. If you need more than that, the factorio wiki does a great job both explaining basics and giving examples of common uses (SR Latches, Memory Cells, etc. etc.).
With these two things, this tutorial and the factorio wiki page, you can get through even the most complex mods in factorio (Pyanadon, Space Exploration, Seablock, etc.).
@@wilshireanasurimbor3068 yeah I see that now the title just doesn't convey that.
I like how you can do banger 1 hour videos and at the same time quick and simple "tutorials"
His hour long videos are actually as compressed as this 3 minute one if you look at play time
Most of my understanding of wires in this game comes from me decyphering your ramblings about using them during your videos, so it's really nice to get an actual tutorial from the expert.
Literally the best Factorio tutorials. Specific enough to give you a general understanding but vague enough to let you screw around and find out the rest. Thank you!
I spent 20 minutes frustrated on christmas eve wondering why my combinator wasnt letting me turn on and off a platform trying to compare the box to the rail, watched like 3 tutorial videos that didnt explain anything.. and this video did it in 35 seconds. thanks dosh. your videos saved me again.. this time from insanity
Finally a tutorial that doesn't have some guy with a microphone set to the lowest volume yapping for 50 minutes
One thing I would like to add, that you glossed over.
Connecting the input to the output of a combinator is the most common way to make a simple memory cell. Though they tend be easier to manipulate with single tick signals.
Hell. Yes. I barely understand what was said, but I needed this.
There's a neat trick you can do with the enable/disable of any inserter (yes, even burner inserters, somehow), exactly one arithmetic combinator, and a bunch of chests that you want to fill/drain more or less evenly (like at a train stop), so long as it's only one kind of item you're dealing with (you can probably make it work with any number of items, but I haven't gotten that working yet due to lack of need).
Anyways, how to make it do the thing:
First step, lay out your train stop with all the chests and inserters, but don't let it have any items yet. Count how many chests there are, and remember which item you're passing thru those chests into or out of the train.
Second step, wire all the chests to ONLY ONE color circuit network wire, and send that wire into the input of an arithmetic combinator.
Now, set the arithmetic combinator to Divide, with the left signal being the item that's going thru the chests, and the second signal being a constant equal to however many chests you had. This gives you the average number of items in the chest, because an average of more than 2 numbers is just "Add up all the numbers, then divide that by how many different numbers there were", and connecting all the chests to a single color of wire already added together all the items in the chests, and the constant that the arithmetic combinator is using matches the number of "different numbers" aka chests you have.
So you have the average number, what do you want to do with it? Well, I usually tell the arithmetic combinator to output the average signal to "Signal A", where A stands for Average, just so that I don't get confused.
OK, Step Three, and here's where it can malfunction if you don't wire it up right.
First, which inserters are we talking about here:
I usually make my train stops with 6 chests and 12 inserters per cargo wagon, with 6 of those inserters linking the 6 chests and the cargo wagon, and the other 6 linking the chests and the belt. For a "standard" 2-4-2 double-headed train (what I usually use, out of habit more than anything), that would be 24 chests and 48 inserters, but if it's a high demand item I'll also do double sided load/unload from that train so it would in that case end up with 48 chests and 96 inserters.
In any case, if you always have 2 inseters per chest, we can keep going, I'll tell you how to adjust for more inserters being used all the way at the end, but I have to get the basic concept out of the way first.
So, 2 inserters per chest, one moves items between the train's cargo wagon and the chest (or vice versa), and the other one moves items between the in or out belt and the chest (again, direction doesn't really matter yet).
I'm talking about the inserters that move items between the belt and chest.
Now that that bit of explanation is out of the way, let's start actually building again. You've already got ALL the belts chests and inserters arranged next to a piece of rail to load or unload a train, and you have an arithmetic combinator calculating the average number of items (what you want) in any given chest. That's good, now let's put that number to work.
Look at the color of wire that's going into the arithmetic combinator, and use that same color wire to connect up the output of the arithmetic combinator and all the inserters that transfer items from or to the chests to or from the belts (respectively). This feeds the average signal into each combinator, and you should have two SEPARATE wires of the same color now, one adding up all the chests and feeding that number into the combinator, and one coming out of the combinator and feeding the calculated average into the inserters.
Now, take a wire of the OTHER color, and connect it between one inserter, and the chest it is interacting with. The idea is for the inserter to have two signals going into it, an A signal carrying the average on one color wire, and the actual chest contents signal on the other color wire. We can't let those two signals mix, so we have to use two different color wires. We also can't let the actual chest contents of any other chests show up on this wire, so we need to make a lot of really short wires that are not connected to each other, with each wire connecting a chest and the inserter that allows items to go to or from a nearby belt.
OK, that's SUPER IMPORTANT, so don't get things cross-wired or it'll either act like the circuit wasn't even there, or it'll deadlock.
Step 4, setting the conditions on the inserters. This part's a lot easier.
All you have to do is compare the contents of the chest to the average, but now the direction the items are going matters, because that determines which comparison you need to use.
If you are loading items into the chest from the belt, you should set "Chest contents less than or equal to A (A is the average signal, remember?)".
You can't use just plain old "less than", because I've discovered that if everything backs up like you want it to, that will deadlock the inserter (it's just doing what you told it to, even if what you told it to isn't what you meant).
If you are taking items OUT of the chest and putting them on the belt, you should set "Chest contents greater than or equal to A (with A again being the signal carrying the average number of items per chest, compared across all the chests)".
And again, you can't use just plain old "greater than" or it'll deadlock when things get backed up.
In both cases, the default state is "do something even if they're equal", and that's why they don't deadlock when you use the "Less/greater than or equal to" condition.
That's all there is to it, unless you made a more complex station that uses more inserters interacting with the belt than there are chests.
If you built a "normal" train stop, you can stop here, that's it, you're done, let items go into or out of the chests and watch it automatically balance feeding items into or taking items from the train, all your cargo wagons should be filled or drained at roughly the same time now assuming you have belts feeding chests feeding cargo wagons for all the cargo wagons in that train.
But what if you DO have one of those more complicated stations with more inserters than normal? Well, it's not TOO hard to accommodate that, in reality.
All you need to do is make sure that all the inserters that can interact with a given chest have an isolated circuit wire that reads the contents of the chest and send that value to the inserter(s) putting items into or taking items out of that individual chest (and on to or off of a belt).
So if you have a train stop that has only 2 chests, with 2 inserters feeding items from the cargo wagon into the chests, and from there another 4 inserters feeding items from the chests on to the belts, you should have an isolated circuit network wire connecting a given chest with it's 2 associated inserters that are putting items on the belt. The circuit network conditions on those inserters remain unchanged, it should still work just fine.
This would be a lot easier to explain with pictures, or a blueprint, but I think I still managed to get the point across adequately.
As I've had to explain signals in Factorio about 40+ times now having this is so much better... just slap your friends with this and problem solved, thanks Dosh!
This is the one area of the game i just can't get my brain to wrap around & thus never used only tried miserably.
Looking forward to the long explanation video bcos I'm going to need it 😅.
I can't say that I'm interested in the subject but I can't help myself, Dosh speaking about complicated things in my ears is why I like their videos.
Learned more in 3 minutes than 2 hours in the tutorial and my creative world. They should just hire you.
Never once even touched these wires in my entire factorio play time, Don't think they'll ever get used in the future either. Generally just considered it research when nothing else is researchable and programming practice for those in the know of how it all works.
Like all the rest of your videos I will sit here with a confused look and in awe that someone understands this.
Thanks for the concise video, I mainly use the circuits to alert me when bottlenecks happen for now, but I'll think of ways to intergrate them better.
Im on my first factorio world and I just unlocked these. Perfect timing.
You probably won't use them
One of us....one of us...
Seriously though, I hope you're enjoying it so far. For me, the real fun begins with trains.
You most definitely won't need them just yet.
Yeah, as the in-game tutorial says, it's not hard to launch a rocket without ever touching these. It's always nice to know what you have at your disposal, though. And you may eventually find that some advanced setups benefit highly from the wires, such as uranium enrichment, oil refining, and many-to-many train setups.
Thank you very much, I've been playing the game since 2016 and never knew the complete mechanics of combinators. Now I know what the second output option in decider combinator means, thank you very much.
i lost it when you said "wire", need to rewatch it again i suppoz
If youre looking to design your own ciruits - heres a bit of a metatip: figure out what the circuit will turn on and off, and what conditions you want to turn things on and what conditions you want to turn things off. For instance, "I want this pump to turn on when this tank is more than half full of light oil"
Next frame that statment in something the circuit logic can understand. For instance "if light oil > 12500, then enable pump"
Now you might notice that "light oil > 12500" is an option in both decider combinators and pump enable / disable options... so now all you need to do is figure out how to get the pump to know how much fluid is in the tank and apply the settings to the pump, which is simple- as shown in this very youtube video.
So lets kick it up a notch with a diffrent example - you have a lamp you want to turn red when the train buffer chests are below half full, but turn green when above half full.
So we do the same thing - turn it into circuit speak and state "if iron ore < 14,400 then output red with a value of 1 or if iron ore >= 14,400 then output green with a value of 1"
But now you got two if statements... and lamps only turn on / off when directly wired... thankfully decider combinators exist, so you can put those statements into a pair of deciders. Then wire the inputs to the chests (so they can read the contents) and the output to the lamp (making sure the lamp is in color mode) and blamo, new circuit complete.
Now youre only hindered by how well you can translate what you want into "if this then do that" statements.
For an exercise to learn - figure out a circuit that will light a series of 10 lamps based on how charged an accumulator is. 1 lamp gets lit for every 10% charge the accumulator has. Extra credit for changing the color based on charge.
I don't know if this video exists because of my comment two weeks ago or not, but thank you for making it anyway
Good to understand how these Circuit Networks actually work, since I've actually never used them. When it came to trains, I at least ran one circle train (That was 6 cargo wagons long) to run a mass transit of materials around my base... but now I'm learning how to actually USE Networks and Trains, thanks to these videos Dosh. Thanks for everything you've done!
You know if you're watching this while high after 15 hours of the tutorial, first game 4 hours in and just about completed the research for circuit network, never even heard of it. This is alot of information to take in but it's great thanks
And this is not even the advanced course
I feel like I just skimmed the unix MAN page.
Like.
Yes, you definitely, technically, told me on the most fundamental level, how to interact with this and how to automate it.
But goddamn if my eyes don't glaze halfway through talking about combinators.
Finding a project you want to try to solve with combinators is definitely the best practice
One of the most satisfying things I've done in Factorio was tinkering with wires until I got a 7-segment display to accurately show my crude oil reserves. It was a pain and a half, but was so nice to see completed.
I love Factorio, but trying to learn complex things like these in Spanish is difficult. If you don't mind, I would like to provide a Spanish translation of your video for people who don't know much English. It's a pretty accurate translation and will help Spanish speakers understand it better. Thanks and best regards, I love your content!:
Transcripción de todo lo que habla Dosh en el video:
"(00:01) Esto es un cable. Vienen en dos variantes: rojo y verde. Pueden conectar cosas. Muchas cosas. Aquí tienes una lista exhaustiva de todo lo que pueden conectar. Pero, ¿por qué querríamos conectar cosas? Pues eso es porque, en lugar de transmitir energía, estos cables transmiten información. (00:15) La información viene en forma de señales. Todas las señales tienen un tipo y un valor. Por ejemplo, a lo largo de este cable, el tipo de la señal es "planchas de hierro", mientras que su valor es uno. Si añadimos más planchas de hierro, su tipo permanece igual, pero el valor ahora es cinco. Ahora, si añadimos un objeto diferente, aparece otra señal con su propio valor. (00:34) Los cables pueden transportar cualquier cantidad de señales, incluso si hay tantas que ni siquiera puedes verlas todas cuando pasas el ratón sobre un poste.
Bueno, si los cables transmiten información, ¿qué ocurre cuando conectamos dos cables que llevan diferentes señales? ¡Fácil! Se suman. Dos señales de planchas de hierro de cinco se convierten en diez, y las señales de cobre y acero que no estaban antes ahora aparecen. (00:50) Pero aquí es donde quiero que te alejes de la idea de que las señales representan objetos reales. Si añado un combinador constante y lo configuro para emitir planchas de hierro con un valor de menos cinco, también se suma a todo lo demás en ese cable, y ahora estamos mostrando un valor de cinco aunque hay diez planchas en los cofres. (01:05) Puedo usar esto para multiplicar todo por cinco, y ahora estamos mostrando veinticinco. Los objetos físicos no cambiaron; solo jugué con la señal. En lugar de representar objetos reales, piensa en estos cofres cableados como combinadores constantes que continuamente emiten su contenido como señales.
(01:20) Entonces sabemos que transmiten información, pero ¿para qué sirve esa información...? ¡Para controlar cosas! Si conectamos nuestros cables a este insertador, se nos presenta una gran cantidad de opciones, pero nos enfocaremos en habilitar/deshabilitar. Con ese modo configurado, podemos ir a la parte inferior, hacer clic en esta casilla izquierda y seleccionar planchas de hierro. Luego elegimos el operador, vamos con "mayor que", y ahora en la casilla izquierda, ingresamos "cinco". (01:37) Ahora el insertador solo se activará si hay una señal de planchas de hierro con un valor mayor que cinco en ese cable. Y cuando volvemos a conectar esta casilla, ¡se activa! Esto es todo lo que realmente necesitas saber.
¿Pero para qué sirve el cable verde...? ¡Para lo mismo que el cable rojo! Solo que aísla las señales para que no se sumen, pero si ambos están conectados a la misma máquina, se sumarán internamente dentro de esa máquina. (01:53) Tenemos cosas que envían señales y cosas que son controladas por ellas, pero hay otra cosa que las modifica, y ahí es donde entran los combinadores. Los combinadores reciben señales, realizan una operación y luego emiten señales. Este es el lado de entrada. Este es el lado de salida. No los confundas y no los conectes a menos que sepas lo que estás haciendo. (02:08) Tienen conexiones rojas y verdes separadas, pero funcionalmente son iguales. Piensa en ello como si volcaras todas las señales en un gran cubo interior. El combinador de decisión toma una señal de ese cubo y la compara con otra señal o una constante, y luego emite algo basado en ese resultado. (02:20) Aquí, si las planchas de cobre son mayores que cero, emitiremos una señal roja, lo que enciende esta lámpara. Podemos configurarlo para emitir el "conteo de entrada", pero no sucederá nada porque no hay señales rojas como entrada. Si las añadimos como una constante, ahora se dejan pasar. Los combinadores aritméticos toman la entrada, realizan una operación matemática y emiten el resultado. (02:36) Podemos sumar, restar, multiplicar y hacer muchas otras operaciones complicadas. Multiplicar cobre por hierro significa que sus respectivos valores se multiplican, pero necesitas elegir la señal real que emite. Si quisiéramos, podríamos sumar cero al cobre y luego emitir la señal de hierro, transformando efectivamente la señal. (02:51) Por eso te dije que olvidaras los objetos físicos. Cada vez que multiplicas dos, se emiten el doble, y ahora hemos multiplicado cada señal por dos. ¡Eso es lo básico! Si quieres saber más, echa un vistazo al curso avanzado. ¡Adiós!"
I look forward to the in-depth tutorial. I know the basics, but coming up with usecases that actually help my base is the hard part. If it fits the tutorial, can you show some designs you tend to use a lot?
Something I often use is I setup a logistics network at a remote outpost and multiply the value of all items in it by negative one. Then I have a constant combinator with however many items I want unloaded. Then, I add the signals together. This gets sent to filter inserters to set their filters. I can also use it to enable the train station only if I'm missing at least five of something.
You still have to load up the train (I just assign slots in the cargo wagon to specific items with middle click), but it gets around the problem of having only twelve inserters and chests and makes it really easy to add new items. I use it for supplying all the materials for defenses and for building new wall segments.
There's a much more complicated version that makes sure the filter inserters only try to unload things on the train, but it's a pain in the ass.
Two common use cases I have seen and highly recommend are managing your oil cracking/management and fuel rod insertion at nuclear power plants. Out of the box (i.e. no logic), both of these can be highly inefficient, which can be improved signifigantly using circuits.
Another use case I fell in love with was sushi belts on my assemblers. Rather than wiring up a complex network of belts to my assemblers, I used sushi belts to feed more complex recipes, allowing 3+ input assemblers to have the same form factor as a 1-2 input recipe (since my later designs also output to the sushi belt and split off the output product using a filter splitter, just make sure you wire the output inserters to turn off once the output belt is full or the output product will clog up the sushi belt).
This is actually understandable and useful, thanks
id love more factorio tutorials! they're short and to the point unlike most other tutorials on UA-cam
Thank you, very concise and great, only one thing left: we need the advanced course
It is out - see **Building Circuit Abominations in Factorio**
@@nahblue Thanks, I've watched that one multiple times the past few months
My brain melted when you started explaining about combinators
Thid video is godsent, I am doing my first full factorio run and my favourite factorio youtuber does a tutorial! Nice!
Man, your ciruit builds in your videos were always mindblowing. Now that you're doing a tutorial on circuits i cant feel but get super hyped on what i might learn to improve my factories 😄
Gold channel! Can you make a video about (production ratio calculators + production graphs & planning ) ? It seems like the latter is an undiscovered subject on UA-cams
Please make more quick tutorials like this
Accidentally watched this on x1.5 speed without realizing and was blown away by how quickly he was able to explain everything
I'm convinced this is the best factorio channel in the market today.
I'm so sorry Trupen. Still love you.
Knowing how the "Output input count" setting on comparison combinators actually works makes me realize they could be used as a multiplexer.
Videos like these are so great! Short and you only say relevant information.
I'd say slow it down 10% thought. Adding some pauses in between information helps with retention.
Good vid. Surprisingly it only takes a very basic understanding of circuits to make all the sushi you want
This tutorial would be usefull earlier, but I already learned everything in here already just from watching your gameplay lol, your work with signals is just too good
This is brilliant! And while you do have a in-depth tutorial on circuits coming up, I was wondering if you could do another three to five minute video explaining how to make and use clocks, memory cells, and latches? (Or at least a video that is them extracted from the master course) They are things I try to use and have read up on plenty, but can never remember how to set them up. Having a video about those specifically would be really helpful.
Lmao I just finished banging my head over an auto supply train; i figured it out eventually. Looking forward to the in-depth video!
Woow I just wached a tutorial that was about things I already knew because I was aware that this channel would be entertaining and to the point.
I watched this a couple months ago but rewatching it everything just kind of made sense. Don’t think I’m gonna be using any advanced circuits in my factory any time soon though
I finally started fiddling around with these when playing around with the realistic fusion power mod.
Not to make the power super efficient, but to kill everything on the grid except power generation, and then scream at you if the power dips enough.
Turns out that plugging 13gw of power consuming machines into a grid using 4.5gw and making 5gw causes issues that are a pain to fix, and not readily apparent.
That day I learned several things in quick succession.
Fusion reactors require a concerning amount of power, but are self sustaining... eventually. Until then they eat a lot of power.
Fission reactors don't require power, but pumps do.
Roboports have a significant internal battery, enough to keep about 10 robots running for about ten minutes of infrequent use.
Flamethrowers don't require power for a very long time.
Machine gun turrets do require power and have limited internal "batteries" that will last a wave or two.
Laser turrets require power and have tiny batteries that last maybe a wave.
Artillery does not require power to auto target.
Spitters and biters don't require power, and don't like artillery.
The bugs get scary at 0.9974 evolution.
Contrary to what you think walls require power.
Spaghetti means the belts are massive batteries that you can steal from.
Spaghetti also means the electric network is spaghetti.
Two nuclear fuel cells is enough to restart a base.
Only having two fuel cells to restart a huge base on a death world is not good for your blood pressure.
I feel like I’ve seen this before
You know what I’m still gonna fall asleep to this vid. Just gonna put it on repeat until I fall asleep hopefully I’ll actually understand circuits by tomorrow 😂
I much rather watch quick and short videos like this 15 times than watch one 30 minute video explaining things.
Oh thank god I understand so much more of the space exploration gameplay now🤯
So now I can begin to make spectacles of logical horror like Logi-Brain. Thanks Dosh!
Thank you so much! Unironically, this and train tutorial gave me more useful info than all of the guides I watched on the same topic. If I may make a small request: I'm a bit confused on a city block design and it's comparison to a main bus. I've looked up some videos, but it's mostly 20 hour series without much explanation on WHY EXACTLY would you make it this way.
Why you'd make a city block design?
It's because it's uniform and connected by trains, so if you're low on circuits, you can just copy your entire circuit block and have it just work. It's for expandability reasons. Some people go way too hard into City Blocks even though they have no intention of expanding beyond one build for each item, but that's it really. It's just a bunch of trains so resources can go wherever they're needed and every build is the same size so it's easy to copy and fit into your rail network
@@DoshDoshington Ah, I see. So it's almost like OOP. It's not really for efficiency, but it's just easy to add more stuff without re-doing your whole base. That makes sense. I would assume the hypothetical "optimal" solution would include both city block and direct belt chains. Thank you for the response!
This video is 3 minutes long, but you said in UNDER three minutes, I'M RIOTING
This was basically my understanding of signals and I know a few tricks so I am looking forward to the Advanced course
getting in early for video three of recommending Mindustry to Dosh. it's mos tof the best of Factorio with a strong tower defense as[ect all wrapped up in an RTS, and it seems like exactly what you wanted from R.U.N.E. 3000 from the the archouse video!
Nice, finally a tutorial worth watching. Tough, still not gonna need that information, as I'm not touching signals, but its finally good to know how they operate. ( I may have hundreds of hours in this game 😅)
I'm playing SpaceKrastorio, and thank you. I knew this video would come in handy :D
I am very happy Butter Building (and my favorite version of it) is the baclground music
Easiest tutorial of my life (it was so complicated I forgot what game he was playing)
Tbh you could do an analisys of your train cramming skills showed both on your Krastorio2 and SeaBlock playthroughs.
Anyways, great video! :D
I have seen you make some truly Beautiful (unholy) creations with circuit networks
Thanks for taking the time to spread your cursed knowledge to plebs like myself.
Now I just need to wait for the more in-depth vid
I dont know why it took this long for the Factorio community to produce an introductory video to circuits that isn’t 10 hours long. Thank you
Nice and compact love it
Didnt even dare to use calculators ect
Just started realy playing factory (with space exploration dont know why )20 h in and i only realise 50 iron miners are only starterbase for the starter base for the starter base
Also the most important hint: don't overcomplicate stuff when you do circuits, for the most time there is ingame feature that do the function way better and go to wire only if it's easier to understand.
The cutoff in the middle of "OK bye" makes me giggle
My god, thank you SO, SO MUCH! FCk, now I need on using robots and I'll be all set >_
We need an updated version of this now that there’s more stuff!! 🎉🎉🎉
you are an amazing youtuber
Good info. Now I know how they work but now I need a how to use. If I could see some practical examples for these I might actually place one
I do eagerly await your "advanced" Circuit Network explanation video, hopefully with some worked examples (hopefully you have a better way to make a "trash train" work than my method which uses far too many combinators, I know there's a simpler way but it has eluded me so far).
They're a little different after 2.0 - easier to understand, I think. But some people are stubbornly playing old versions so this will continue to be useful (if you re title it!)
thank you so very much, I doubt i will ever be as good as you but this helps me not be as bad. cant wait till you upload the advanced.
Omg, finally someone explains this thing in here and I understand
Best tut on this so far.
Thank you so very much. I've been trying to play Space Exploration for about 2 months now but I haven't been able to figure out circuts so I can setup automated resupply rockets. Maybe with the advanced one I will finally be able to wrap my head around it.
Did you check the rocket circuitry guide in the space exploration wiki?
thank you for this! as an EE and study power stuff i know bacis but this still helped.
I’ll just stick to driving my 18 wheeler and watching your videos...at the same time naturally...while blindfolded.
This was a perfect summary, thankyou
Broooo, this is what i neeeeded, thanks so much!
It took me longer than an entire year to figure this out myself, without the advanced stuff
Playing to in 2x speed so you learn it in 1:30 seconds
Great!
I can't wait for the advanced tutorial in under 3 minutes! 😅
Me watching this with the magic roundabout theme playing in my head: Ah yes now I understand.
He went and did it again, you cant keep getting away with this !
the only thing i ever used circuits for is precise chest limits in my mall
and ofcourse the classic oil cracking circuit: pump1[heavy > light], pump 2 [light > petrol]
It's also great for trains, if you have stations with duplicate names. I like having my basic resources have standard train stop names, then I can have multiple mines for one resource, and just turn on each station when there's enough stored to fill a train. Also good for delivering fuel or other standard supplies, only turning stations on when they need resupply.
Good for controlling nuclear, too, if you use it.
Please discuss the latch! ❤ that - for example - turns on at 20000 and turns off at 5000 fluid or something like this. ❤ it really helps - as you know - against flapping circuit conditions.
babe wake up New DoshDoshington video just dropped!!
You should do a challenge where you don’t change anything you place down, once a building is set down, you can’t tear it down and rebuild
It's only interesting in the early game.
Placed a belt the wrong way? Too bad.
Once you have bots and blueprints, the challenge is basically over.
Wow, youre right; they really are conceptually simple!
Bro. I didn't even know some of this stuff existed or was possible. This game just got way more complicated for me lol
Reminds me when I started to get into redstone.
I learned absolutely nothing because of my smooth brain. subscribed.
"This is a wire"
Dear god
"There's more"
No...
I really enjoy your videos your a genius
Nice that a factorio help vid isn't 50 mins but God dam MATH!
Been trying to figure out destination full on trains and I more confused as ever.
Well, have you tried changing the train limit on the station the trains are trying to go to
@DoshDoshington i just did and that helped. My lazy butt used a blueprint from Nilaus on YT. there is some circuit network voodoo going on that i don't understand