Make sure to tick the "Read Robot Statistics" box on the receiving roboport, and change the symbols in the Total Logibots to (logistic bot) and Total Construction Bots to (construction bot), like this: i.imgur.com/gpvtZm9.png
Hey I know this is an old post but would you be able to provide an updated link? Running into issues with the bots and can't figure out what the symbols should be
This is great timing, as Nilaus is doing a similar "master class" series right now. It is interesting to compare his, yours, and my styles, and our different takes on various builds.
yeah seen it his is NOT for new players but returning OLD players ... and speed run enthusiasts ... as for new players Nilaus has FORGOTTEN what a new players needs to know ... and his series shows it ... in the first videos he covers a lot but 70% of what he covers is directly related to speed runs which he is great at ... but is GARBAGE for a new player ... KOS ans Xterminator so far are the best new player guide ... whiel xterminator is doing rushed 20 to 25 min videos when he should be doing 40 to 45 min videos to NOT rush the explanations ... something which KOS ... has down pretty good ..
Video : "How to build a building train" Me who started playing factorio 2 days ago and having no clue how trains even work : "yes" *didn't really understand much but loved the video anyway!
I'm so glad you enjoyed the video ! A building train is more a late or endgame item, used when you start making outposts . Have fun and enjoy your Factorio journey !
@@KatherineOfSky hey! So nice to know that can be easily automated, too! I watched a video from a guy who had a couple of "parking tracks" for those trains ( *very* endgame indeed), and I wondered how the trains "decided" which track to park on, while waiting for the other train to unload its cargo. Now I have an idea, thanks to this video.👍 Another thing perhaps I have learned is: how to make a filter inserter prioritize an item over another in the same chest. I knew it can be done, but maybe I now know how...just a matter of testing. 🙂
OMG KoS! I've been experimenting with a universal construction train lately. I never realized how much better it would be with a circuit network. thanks!
Nice tutorial. One suggestion though. Since you are closing the trainstations you could rename the receiving stations all the same. Lets say, you have the "BuildingTrain Depot" where the train gets loaded, and the "BuildingTrain OutPost". Now you could name all your outposts as "BuildingTrain OutPost" and the train could only drive to the opened stations. Sure, you don't have controll which station will be the next ahead, but it would work and reduce the micromanagement alot. One thing I miss is the possibility to send trains out, before one thing is empty - like sulfuric acid for mining uranium or ammunition for defence. You could exploit your networklogic with using a second storage chest/tank while measuring the first only but pressing all to the second storage. Or use combinators to define the treshold.
Use a constant combinator on the train stop network with, say, -5000 sulfuric acid. This way, the station will open when sulfuric acid is lower than 5000, not when it's 0.
I've heard that suggestion before, but I would rather control the order of stations my train stops at because delivering construction materials for a new outpost is far more important than delivering a few modules. Speaking of modules... in your suggestion, the train will only go to the nearest stop and then come back to the base station. Normally, modules are what the outposts are constantly lacking, so it would basically never get to any other stops but the closest.
Thank you Katherine ! This was *very* informative and actually resolved my issue with how to setup my supply train that I wanted to provide outposts with ammo as well as other items like turrets, belts, inserters etc.
I ended up trying the same thing using more complicated circuits to control how many items each stack inserter would put in the train to avoid the stall when the train was full. It mostly worked but it was a huge pain to get working. My second version was closer to KoS but I used the values from the logistic network as a whole and made the station chests active rather than passive providers and items to recycle had to be set explicitly rather than being automatic, I also had hysteresis so the level where the station would summon a train was much lower than the level where it would stop unloading a train that was present. I think of them more as supply trains than building trains because their main function for me is to resupply ammunition, repair packs, and spare parts, especially the second system which I used while getting the no lasers achievement. Simplifying construction is just a nice bonus compared to keeping the defences up.
I have a separate train for supplying defensive positions loaded with walls, lasers, robots, etc. This is specifically for building outposts (including module delivery).
@@KatherineOfSky Yeah that's what I should have done Trying to cram both functions into one design that was only half the size you're using was over complicating things.
Not sure if you're still playing this game, but I've had it since 0.13 and I'm still having fun with it. Years later, I find your videos and I'm still learning things. For example, having double stacked long inserters with boxes to fill a train car with multiple supplies is brilliant. I can totally use that for a number of purposes and just have outposts take what they need all packed into a single car. Good stuff.
wow! omg. I finally got to nuclear power and logistics drones and stuff for the first time this week, and I was starting to have an inkling of the kinds of powerful non-linear sorts of builds I could make happen using drones and such. but you just blew my mind. I am DEFINITELY looking at using a big train loop to set up and supply outposts in the future. thanks for this! in particular i love the arithmetic combinator setting of * -1, to use the chests' contents themselves (rather than train logic) to dictate the schedule. brilliant
@@KatherineOfSky will there be more, please? Maybe SE? You could help Tuplex, he is struggling right now. The two of you have the best voices and best instructive Factorio tutorials of all.
Gottta say, I didn't really see the worth in a building train until I followed this tutorial and built one for myself. Never going back! Cheers, Katherine!
Finally need to get my megabase going and didn't have a good plan how to go about building it. Remembered the building train from one of your videos, so I thought maybe there's a video with something I can pick up and copy, but of course there's a full tutorial. And you even made a written one, which doesn't get enough credit is such a helpful forgotten art nowadays! Thank you very much.
Oh wow! I thought this was something from a while back! I've been on a Satisfactory binge this week and have been watching some of your vids while I play. Always love me some Factorio too!
Katherine, what a pleasure to get some Factorio content (not that other contents are not great, but are not the ones I mostly like). Side note I am playing Space Engineers for some time and I think that you should give it a try! Thanks for the amazing work and hoping that you feel better. Cheers from Toulouse, France.
Saw you using this setup in your Megabase series and I decided to implement it. One single giant bot network was becoming untenable, even at high bot speeds, mostly because of large lakes. I think I'm going to opt for fewer building train stations and just use them regionally, each station for a few outposts, instead of building stockpiles at every outpost. But I've already carved up my not-yet-megabase into a few regions and it's working great. Thanks for this well done tutorial!
It's been a million years since I've played Factorio and this video is hurting my brain. I keep remembering why I had to stop playing. The engineering challenges are so addicting and the room for personal expansion is infinite.
go to her version 1.0 series she started recently ... THAT has what you need to know in better detail ... this guide portion is more late game and as a newer player will be overwhelming ... once the new player starter guide playthrough progresses ... everything she covered in this video will be more clear and better understood
@@KatherineOfSky so far so good .. perhaps mentioning this is more late game content and better explanations can be seen in your starter series for ver1.0 ... would be a good thing to add near the beginning ... and dont forget to appease the belt gods too ... Derpy Belts
@@0623kaboom Actually, I tend to use it as soon as I start making outposts :-) It's "advanced" content, but not late-game. Also, there's no way to change a video unless I delete this one and reupload, which is not good for the YT gods...
Really nice, I actually came up with this exact system on my own in a playthrough. Took me forever, but I got a nice blueprint out of it. Used it to keep an outpost supplied with ammo, and repair supplies. One improvement this needs: as is stands, the whole train will be requested if any of the items drop below the threshold. Bit inefficient. Instead it's better to activate the station when items get below say 50%.
If you only need 1-2 modules, they'll never get delivered ;-) (I find that most materials are delivered within a couple of rounds, so no need to activate a threshold, but I really like the idea!)
@@KatherineOfSky in my case is was more of an issue because of the ammo. One biter attack, turrets would fire, ammo would move, train would be called. For 3 magazines. But yes, if you set a very low amount you would never get the items
This was VERY helpful. Thank you for going slow enough to explain the circuit logic. Truly understanding gives more confidence to do it myself. Now if only I had the nerve to design my own mall....
Really enjoyed the info presented here. Creating outposts is something I don't do too often (I tend to bring everything back to a centralized base), but something similar to what you did would make my life so much easier.
You only really need outposts if you play on default settings (low amount of ores), or if you want to launch multiple rockets or build a megabase. Having a building train is great for ghost building and letting the factory build stuff automatically in far-off locations. :-)
yup so true ... xterminator has an ok set but he is too tushed with 20 to 25min content for new players and misses most of what is needed ... while KOS makes sure the basics are covered fully ... ok this video is more end game content ... but her new series is building up to this content and covers in better detail everything you need to know to get to this point in nice sized 40 to 45min chunks
Excellent tutorial - I reverse engineered this design from your lets-play series, really good to have a guide to help others :) It may be worth making dedicated versions of this for two specialist trains - the wall repair train from the same playthrough (such a game changer!), and a version I built that makes the gap between getting solar and getting nuclear easier - a solar farm train (solar panels, accumulators, substations, large power poles, radar, roboports, optionally landfill and cliff explosives depending on location)
I’d change it a little, but this would make it more expensive - since all provider-chests are inside a network, you can use an additional roboport to read the entire networks content, without having to connect each chest. Connect the 2nd roboport with red wires to the input of the arithmetic combinators and set it to read networks content. Also only connect the Green wire from the first arithmetic combinator to the constant one. The filter inserters to unload will receive negative values for any item in the network, but will discard anything less than zero anyway.
And to get even further, you could add another arithmetic combinator for the recycling wagon and replace the storage-chests with (blue) requester. The combinator will still be set to „each“ „multiply“ „-1“ and result „each“. Connect the combinators input with a green wire to the powerpoles, and the output with any color to the requester chests. This way, the requesters will pull any excess item from the entire network, and sends it back to base.
@@nobodx If you do this recycling thing you probably want to override the stack size on your inserters to 1. Otherwise you could get in an oscillating situation where your system is constantly requesting then recycling the same two items over and over ;-)
Problem with this setup, that your train keeps requesting stuff when 1 item is used. So if you get attacked once your train is allready driving cause you needed 1 repair pack or a mine. I have a complicated one with stack inserters filters and tell each one how many they should load max while looking at the total amount of the robologistics. And a decider combinator is triggered if minimum gets reached so the train will be called, if train not needed then the outpost is closed. So now your train is not called everytime. Ok your buffer is a little bit bigger but at this point you have enough stuff.
With this setup, the buffer is plenty big since if the request is for 5 power poles, for example, all 5 inserters will reach into the train at the same time and pull out 5, giving 30 power poles. I feel there is plenty of leeway, but if you want more, it's good to make those alterations.
So very helpful. I just got to this point in my base build where I have 20-30 ore patches that all need mining setups. I was trying to build pickup/dropoff stations so that I could just plop down blueprints (I modified rail blueprints so that my rail network is also my roboport network with scanners). Obviously, this would be very slow as I only have one main hub. I saw a video for artillery building trains and thought "someone has to have done this already, the game is over 4 years old". Can't wait to top out the UPS of my computer and effectively finish this build.
Your factorio content frickin r00lz! I start every game with your main bus tutorial on steam workshop cuz i always forget how many of each belt ima need. Thanks for all your hard work!
I’m still so confused haha but I suppose I could re watch this while playing and eventually figure it out. I just got the passive and requester chests and logi bots and love ❤️ how they make my life easier
Thank you KoS. Got My Builder Train working. Will use it in my first Megabase. Gona use Spidertron to build the outpost and The Rail then the buildertrain can then build the Rest
Great video. One suggestion, you could give all the outposts the same name. Then just have 2 stops for the building train's schedule. It will only go to outposts that have an enabled train stop anyway.
Like the way how the CN being explain..clear and details. For me, this the important parts....got some idea but dunno how to make it happen via CN method..
Something i couldn't get to work was being able to have a train return to the outpost to pickup anything that was put in the storage chests. The train would only return to the station once the number of items in the storage chest became greater than the number of items that i had stored in the provider chests. I solved it by adding a combinator and multiplying the anything signal by like +1000 to give me massive numbers of items in the system above that of what is actually stored. The system still drops off what i need but will now return to pickup what i've put in the storage chests. Another thing that stopped me was the 'Read Robot Statistics' box not being checked on the roboport as well as it outputting the signals for the 4 options as letters. I had to change the letters of both total and available bots in the system to their respective bots for it to work.
Lovely video KoS! Nice pacing of explanation too. I've started using separate building trains for Mining outposts vs Sub-factory outposts. And a Spidertron that handles the building of the initial constructor station plus connection of rails to the main train network :-) All so lovely, not having to go places myself.
Katherine, I've constructed a variation of your wonderful building train. If you flip a switch it empties all the chests and moves them to the storage chests at the back to your train can take all the remaining stuff back to base. Let me know if you are interested in seeing the blueprint, and if so, how I can get it to you :)
Glad to see you're back making videos. May I suggest you clear your inventory and only use basic stuff for demonstrations, like normal inserters? I'm overwhelmed as soon as I open the video and within a minute or two you're talking about logistic chests. If you're a beginner you problably have no idea what that even is, let alone how to set up a train network.
This tutorial is an advanced topic. If you are a beginner, I suggest watching my Entry Level to Megabase series, where I talk about all of the things you mentioned :-)
Is there a way to automatically trash excess items? Say if I have 35 extra miners sitting in the passive provider chests in an outpost. Is there a way to send them to the storage chests and back on to the trash wagon?
Not really,. But don't worry, you'll get them all back when you deconstruct the outpost. 35 miners is insignificant anyway... just make sure you have your mall setup to make them automatically
3:28 - "The number at the bottom will default to the stack size". Wow - I've played Factorio for years, and still have problems remembering stack sizes for items. Yet another little, offhand, comment, in one of your videos, that is going to make a huge difference for me in the game!!!
Hi, instead of having different station names, just use the same name for each station and modify the number of allowed trains to each stop between 0 and 1 to activate the station. It works a bit more smoothly and you dont have to change the train route when creating a new outpost
That doesn't work with the building train. It will always go to the nearest station and not visit any others until the station is closed. Defeinitely NOT a good solution when you have outposts needing many modules, but you are building more outposts down the line, since it can take hours to fill those module requests.
@@KatherineOfSky You change the allowed trains variable from 0 (closed station, material demand is met) to 1 (open station, when missing material) using logic. Trust me this works perfectly and you can have one name for all stations.
Is train item filtering a vanilla feature? I've managed to over engeneer a circuit system that fills the train to a specific number of items by reading train contents and filtering for each filter inserter (which support multiple items). Also unloads any excess items or items that shouldn't be on that train
I never knew this! "Each stack in the cargo wagon can be filtered. This works in the same way as the quickbar; the default key to define or remove the filter is the middle mouse button." -Factorio Wiki
You are easy to understand. I know several other youtubers have covered LTN, but I would be very interested if you were to do a tutorial on that as well. :) Oh, just saw that it has already been asked. :o
LTN is really useful, but I think in this case it would create multiple item requests (one for each building material) and send one train per material to the outpost train stop. I don't think it is capable to combine multiple requests per train, even though loading and unloading with some easy circuitry - very similar to Katherine's method - wouldn't be a problem.
It's a lot of work to set up, but wow! The first time you upgrade an outpost from map mode, and the outpost bots just start building it, and the train automatically jumps to life and brings them the materials they need... it makes all the effort to set it up worthwhile!
From this video I discovered that you can BP train itself. I always did Ctrl-C, fml. Note, you will also need to change Y and T signals of the Roboport into corresponding robot icons, or they will not be counted by arithmetic combinator
Hello and thank you for taking the time to create this video. Your dictation and tempo as well as production quality are all superior to most videos on youtube so well done on that. Are the blueprints used in this video shared with the public someplace that we can download?
Thanks! So far I haven't had time to upload BPs for this particular station. Plus, you will probably want to make your own since you might want different quantities of things in your train.
@@KatherineOfSky That's completely reasonable. I know so little about this game that it really scares me how little I know. Factorio is MASSIVE. I'm following along and setting this up according to your specifications for now. I understand a fraction of what you discussed in this video but I'm completely OK with that. I'm blindly following along and watching things fall into place. I suspect I'll botch the practical application of the result, then I'll watch another video to figure out why I'm wrong, and start all over again with gained knowledge and understanding in the end. I do want to reiterate that I think your videos (the three I've seen so far) are BRILLIANT. So many people who, in fairness, with good intent, put the microphone I swear in another room and you can't hear them, or then you have others who I swear place the microphone in their mouth, yell as loud as they can, and crank the gain to +12dbFS and it takes them 6 minutes to make one single point. In contrast, your production might as well be commercial grade. Speaking of taking forever to make a point, I'm just saying that there's enough strife and negativity in the world, your stuff is on point. Thank you =)
Great setup! When I googled "factorio building train" and your video poped up, I was like "YES!". Good design, easy explanation and efficient. All the things that are need for the factory to grow. Thank you :) Do you have only one train or multiple?
I have a few similar trains. One main building train that runs automatically, one building train that I drive myself. I have a separate solar train/station. I also start another train for modules, when I get a megabse factory producing those in their own area. i generally also have a separate train for military/repair stuff.
Logistic network is driving me nuts because it very is not explained well at all on this game. It's a shame because in other gamse that's one of the aspect I like the most( logistic/logic gate etc). Thanks to you I will understand a bit more what's happening, and be able to setup my wall building station. Manually driving the train is quite time consuming. Thanks a lot for you videos! I've been following you for few years now!
Adding to "Read Robot statistics" in the roboport, i would also change, the output of "Total Logistics bots" to Logistics bot item. Leaving it on "X" or "Y", causes it not to function at all
I'm not a fan of how this handles bots and set mine up differently. This method will dump as many into the single roboport as it can and only make sure to have N of each in storage, but I'm more interested in having N in the network. I accomplish this by taking them out of the constant combinator (but not the train car) then disconnecting 2 of the filter inserters from the red wires and setting them to either bot type, then having inserters between their chests and the roboport that are connected just to the roboport which is set to read robot statistics and not network contents then set each inserter to enable if Y or T are less than the numbers I want
You are incorrect: it will not "dump as many as it can" into the roboport network. (I hope you saw the pinned comment/description on the roboport interface settings.) I've made a different version that reads available bots in the network as well.
Thanks for the awesome and helpful video! The only issue I have is when I make a blueprint, it loses all of the cargo wagon and chest filters. Any idea why?
@@KatherineOfSky I did click the tickbox and the train is in the blueprint. I disabled the mod that I had and tried it again but the filters still do not carry over.
@@rudedog1001 Hmm, that sounds weird. Have you tried BPing a single chest and then placing that? (Also, can we move this convo to discord?: it's not easy to reply on YT and keep track of the convo :-)
None of the explicit (letter) signals from the roboport are used. The red wire allows the bots in the roboport to be counted, so it acts kinda like a big chest. (It will read all bots in the local logistics network -- no need to connect red wire to all the 'ports.)
This is really an excellent video and big help to newer player like me. Is the blueprint available for these two stations? I can build it, but seems a bit tedious work... :-)
Is this similar how a factory could call in plates from a common stacker? I'm trying to figure out how to have a large stacker that suits many different factories when called on.
That is particularly difficult in vanilla. I believe it can be done with the circuit network, but it's a major pain. People usually use the Logistic Train Network mod (LTN) for that.
I'd build a station at the source, where trains get loaded to the max. at the destination, add a logic, that closes the station, if the buffer reach a certain threshhold and opens it again below another (requires a R-S-Latch). And send the train to each station, ordered by priority If all stations are satisfied, the train will wait at the source
Hello KoS - when the output is build and all items have been used, how do you stop the system from requesting the items needed for the outpost again? Thank you.
If you want no more (ever) to be delivered, then you can change the combinator settings. However, the amounts I request are so insignificant, that I just leave it.
Is there a reason that the 40x roboports and 60x beacons use stack inserters while the 150x requester chests and 150x active provider chests use long-handed inserters?
Thanks, it wasn't too hard to adjust the arms and chest counts to be optimal for the same counts as yours. But I think I might add a couple things I use way more than nuclear :)
@@fashnek Build your train any way you want to! (You can add more cars as well!) I find nuclear sooooo useful since I usually expand my plant significantly at each stage and there's a lot to transport.
You can have a maximum amount of 5 different items per wagon because of the filter limit on the filter inserters, right? Is there a good way around this?
You can have as many items in the wagon as there are slots. because the inserters are attached to the combinator , the filters change as more products are delivered to the quantity desired (e.g. when you fulfill an "order", the filter disappears, and leaves rom for another.
Possibly! I haven't used LTN yet, and TBH, I haven't found a use for it since my bases are so large that all the trains are needed all the time.: I don't have any sitting idle.
@@Gelattonian20 Logistics Train Network(LTN) is a mod that allows you to essentially turn trains into long-range logistics bots. You create a depo where they idle and get fuel, and then stations provide/request goods and trains load and unload at the stations. The primary use of LTN is for managing many to many connections more easily. It's a little tricky to setup right, but because the setup can be stored in blueprints it's extremely easy to create large modular bases and not worry about which stations are delivering their goods to which other stations. Example: If you have 5 ore mines and 5 Smelteries, each time an ore mine runs dry you need to build a new ore mine and set up a train to ferry between the new mine and the smeltery that the previous mine serviced. With LTN, adding a new mine or smeltery just adds more "sources" or "destinations" and the trains make sure that as long as there are enough resources, everything can be serviced.
I followed along as best I can, but when I test it, some items wont unload since the filter inserters only have 5 spaces on the white/blacklist. On your design, the constant combinator requests more than 5 different items, did you run into the same problem?
That is a limitation of the system, and why the filter inserters are gruped by car (instead of all of them being tied to one combinator). You just need to make more material or request less.
I’m having an issue with the filter inserters taking more construction and logistics robots then specified by the constant combinator. I have no idea why, I even did the configuration mentioned in the pinned comment. Any idea?
If they are filling a roboport, they are probably going in there. Are you talking about a lot or a little? If its just a little more, then it is easily explained by inserter stack size.
@ it filled up all available slots in the roboport, but I solved it. I reset the roboport back to default and made the robot filter inserter only activate when T and Y is less than 50.
Make sure to tick the "Read Robot Statistics" box on the receiving roboport, and change the symbols in the Total Logibots to (logistic bot) and Total Construction Bots to (construction bot), like this: i.imgur.com/gpvtZm9.png
and change the total available of each to their coresponding item. i was having problem with having the 4 letters on that
Omg did not know you could change that icon.
Hey I know this is an old post but would you be able to provide an updated link? Running into issues with the bots and can't figure out what the symbols should be
This is great timing, as Nilaus is doing a similar "master class" series right now. It is interesting to compare his, yours, and my styles, and our different takes on various builds.
yeah seen it his is NOT for new players but returning OLD players ... and speed run enthusiasts ... as for new players Nilaus has FORGOTTEN what a new players needs to know ... and his series shows it ... in the first videos he covers a lot but 70% of what he covers is directly related to speed runs which he is great at ... but is GARBAGE for a new player ... KOS ans Xterminator so far are the best new player guide ... whiel xterminator is doing rushed 20 to 25 min videos when he should be doing 40 to 45 min videos to NOT rush the explanations ... something which KOS ... has down pretty good ..
Yes, but KatharinOfSky is a much better communicator, Nilaus not so much.
@@Cyclonut96 Agree with you there
Video : "How to build a building train"
Me who started playing factorio 2 days ago and having no clue how trains even work : "yes"
*didn't really understand much but loved the video anyway!
I'm so glad you enjoyed the video ! A building train is more a late or endgame item, used when you start making outposts . Have fun and enjoy your Factorio journey !
@@KatherineOfSky hey! So nice to know that can be easily automated, too!
I watched a video from a guy who had a couple of "parking tracks" for those trains ( *very* endgame indeed), and I wondered how the trains "decided" which track to park on, while waiting for the other train to unload its cargo.
Now I have an idea, thanks to this video.👍
Another thing perhaps I have learned is: how to make a filter inserter prioritize an item over another in the same chest. I knew it can be done, but maybe I now know how...just a matter of testing. 🙂
Kat, any chance you bp this train for us?
@@rossoni666 Nope: it's far more fun to build them yourself! :-)
Welcome to your new life! :D
Just setup my building train based on your recommendation. It's a fantastic tool to use for expansion. One of my favourite videos of yours
Heh nice to see you back doing Factorio content, I hope you are feeling a lot better take care of yourself.
Thank you!
Excellent , new Factorio content.
Greetings from Germany
Finally a fun game again! Best Factorio creator as well, yay!
The timing of this video couldn't have been more perfect. I'm moving from a main bus to mega base at the moment. This will help immensely.
OMG KoS! I've been experimenting with a universal construction train lately. I never realized how much better it would be with a circuit network. thanks!
Nice tutorial.
One suggestion though. Since you are closing the trainstations you could rename the receiving stations all the same. Lets say, you have the "BuildingTrain Depot" where the train gets loaded, and the "BuildingTrain OutPost". Now you could name all your outposts as "BuildingTrain OutPost" and the train could only drive to the opened stations. Sure, you don't have controll which station will be the next ahead, but it would work and reduce the micromanagement alot.
One thing I miss is the possibility to send trains out, before one thing is empty - like sulfuric acid for mining uranium or ammunition for defence. You could exploit your networklogic with using a second storage chest/tank while measuring the first only but pressing all to the second storage. Or use combinators to define the treshold.
Use a constant combinator on the train stop network with, say, -5000 sulfuric acid. This way, the station will open when sulfuric acid is lower than 5000, not when it's 0.
I've heard that suggestion before, but I would rather control the order of stations my train stops at because delivering construction materials for a new outpost is far more important than delivering a few modules. Speaking of modules... in your suggestion, the train will only go to the nearest stop and then come back to the base station. Normally, modules are what the outposts are constantly lacking, so it would basically never get to any other stops but the closest.
Hope you're feeling better KatherineOfSky. So happy to see you putting out more content again! :)
Thank you so much!
Really nice set up ! I learn the "every thing" signal and it changes my life for ever. Thanks !
Thank you Katherine !
This was *very* informative and actually resolved my issue with how to setup my supply train that I wanted to provide outposts with ammo as well as other items like turrets, belts, inserters etc.
I ended up trying the same thing using more complicated circuits to control how many items each stack inserter would put in the train to avoid the stall when the train was full. It mostly worked but it was a huge pain to get working. My second version was closer to KoS but I used the values from the logistic network as a whole and made the station chests active rather than passive providers and items to recycle had to be set explicitly rather than being automatic, I also had hysteresis so the level where the station would summon a train was much lower than the level where it would stop unloading a train that was present. I think of them more as supply trains than building trains because their main function for me is to resupply ammunition, repair packs, and spare parts, especially the second system which I used while getting the no lasers achievement. Simplifying construction is just a nice bonus compared to keeping the defences up.
I have a separate train for supplying defensive positions loaded with walls, lasers, robots, etc. This is specifically for building outposts (including module delivery).
@@KatherineOfSky Yeah that's what I should have done Trying to cram both functions into one design that was only half the size you're using was over complicating things.
Not sure if you're still playing this game, but I've had it since 0.13 and I'm still having fun with it. Years later, I find your videos and I'm still learning things. For example, having double stacked long inserters with boxes to fill a train car with multiple supplies is brilliant. I can totally use that for a number of purposes and just have outposts take what they need all packed into a single car. Good stuff.
Glad my videos are useful! Of course I am still playing! I have two series running right now
Katherine, this is genius! You are a phenomenal Factorio teacher!
Thank you! 😊
wow! omg. I finally got to nuclear power and logistics drones and stuff for the first time this week, and I was starting to have an inkling of the kinds of powerful non-linear sorts of builds I could make happen using drones and such. but you just blew my mind. I am DEFINITELY looking at using a big train loop to set up and supply outposts in the future. thanks for this! in particular i love the arithmetic combinator setting of * -1, to use the chests' contents themselves (rather than train logic) to dictate the schedule. brilliant
Glad to see new Factorio content from you! Watched so many hours of your videos in the past 2 years. Cheers from New York!
Glad you are enjoying my content!
@@KatherineOfSky will there be more, please? Maybe SE? You could help Tuplex, he is struggling right now. The two of you have the best voices and best instructive Factorio tutorials of all.
Gottta say, I didn't really see the worth in a building train until I followed this tutorial and built one for myself. Never going back! Cheers, Katherine!
Every time I watch it I understand a bit deeper. Not quite there to build it by myself yet, but soon! Thanks Katherine!
The timing is fantastic, i just started to build this one!
My brain : *How to build a train*
Me : *You're missing a word buddy*
Finally need to get my megabase going and didn't have a good plan how to go about building it. Remembered the building train from one of your videos, so I thought maybe there's a video with something I can pick up and copy, but of course there's a full tutorial. And you even made a written one, which doesn't get enough credit is such a helpful forgotten art nowadays! Thank you very much.
Oh wow! I thought this was something from a while back! I've been on a Satisfactory binge this week and have been watching some of your vids while I play. Always love me some Factorio too!
Thanks! This is a brand new tutorial I made over the past two days! :-)
Katherine, what a pleasure to get some Factorio content (not that other contents are not great, but are not the ones I mostly like). Side note I am playing Space Engineers for some time and I think that you should give it a try! Thanks for the amazing work and hoping that you feel better. Cheers from Toulouse, France.
Thank you Stéphane! I might do so in the future. We had a multiplayer server for Space Engineers for a long time with players in our discord!
Saw you using this setup in your Megabase series and I decided to implement it. One single giant bot network was becoming untenable, even at high bot speeds, mostly because of large lakes. I think I'm going to opt for fewer building train stations and just use them regionally, each station for a few outposts, instead of building stockpiles at every outpost. But I've already carved up my not-yet-megabase into a few regions and it's working great. Thanks for this well done tutorial!
Excellent explanation and design! I need to try this on my next base...
Enjoy!
It's been a million years since I've played Factorio and this video is hurting my brain. I keep remembering why I had to stop playing. The engineering challenges are so addicting and the room for personal expansion is infinite.
Wow! Now I actually will be able to make my own efficient building-train-network myself. Thank you, Katherine! ❤️❤️❤️
:D
this game gets real overwhelming real quick
Just take it one step at a time and enjoy yourself! :-)
go to her version 1.0 series she started recently ... THAT has what you need to know in better detail ... this guide portion is more late game and as a newer player will be overwhelming ... once the new player starter guide playthrough progresses ... everything she covered in this video will be more clear and better understood
@@KatherineOfSky so far so good .. perhaps mentioning this is more late game content and better explanations can be seen in your starter series for ver1.0 ... would be a good thing to add near the beginning ... and dont forget to appease the belt gods too ... Derpy Belts
@@0623kaboom Actually, I tend to use it as soon as I start making outposts :-) It's "advanced" content, but not late-game. Also, there's no way to change a video unless I delete this one and reupload, which is not good for the YT gods...
I'm so glad to have you back! I reckon you show case Factorio like no one else. Thank you and please keep these coming now that 1.0 has been released
Really nice, I actually came up with this exact system on my own in a playthrough. Took me forever, but I got a nice blueprint out of it. Used it to keep an outpost supplied with ammo, and repair supplies.
One improvement this needs: as is stands, the whole train will be requested if any of the items drop below the threshold. Bit inefficient.
Instead it's better to activate the station when items get below say 50%.
If you only need 1-2 modules, they'll never get delivered ;-) (I find that most materials are delivered within a couple of rounds, so no need to activate a threshold, but I really like the idea!)
@@KatherineOfSky in my case is was more of an issue because of the ammo. One biter attack, turrets would fire, ammo would move, train would be called. For 3 magazines.
But yes, if you set a very low amount you would never get the items
Always good to see more Factorio content from you. Looking forward to your 1.0 series!
Amazing tutorial! I was nervous about its length, but it was quite digestible
Glad it was helpful!
This was VERY helpful. Thank you for going slow enough to explain the circuit logic. Truly understanding gives more confidence to do it myself. Now if only I had the nerve to design my own mall....
Just take it one step at a time: combine items with similar inputs. Take frequent breaks, and have fun with it! Good luck!
Really enjoyed the info presented here. Creating outposts is something I don't do too often (I tend to bring everything back to a centralized base), but something similar to what you did would make my life so much easier.
You only really need outposts if you play on default settings (low amount of ores), or if you want to launch multiple rockets or build a megabase. Having a building train is great for ghost building and letting the factory build stuff automatically in far-off locations. :-)
Very detailed explanation. You're the best one so far.
yup so true ... xterminator has an ok set but he is too tushed with 20 to 25min content for new players and misses most of what is needed ... while KOS makes sure the basics are covered fully ... ok this video is more end game content ... but her new series is building up to this content and covers in better detail everything you need to know to get to this point in nice sized 40 to 45min chunks
Very nice guide. Encourages me to get back into Factorio. 😊👌
Thank you!
Excellent tutorial - I reverse engineered this design from your lets-play series, really good to have a guide to help others :) It may be worth making dedicated versions of this for two specialist trains - the wall repair train from the same playthrough (such a game changer!), and a version I built that makes the gap between getting solar and getting nuclear easier - a solar farm train (solar panels, accumulators, substations, large power poles, radar, roboports, optionally landfill and cliff explosives depending on location)
Indeed! I usually also have a module train as well.
I’d change it a little, but this would make it more expensive - since all provider-chests are inside a network, you can use an additional roboport to read the entire networks content, without having to connect each chest.
Connect the 2nd roboport with red wires to the input of the arithmetic combinators and set it to read networks content.
Also only connect the Green wire from the first arithmetic combinator to the constant one.
The filter inserters to unload will receive negative values for any item in the network, but will discard anything less than zero anyway.
And to get even further, you could add another arithmetic combinator for the recycling wagon and replace the storage-chests with (blue) requester.
The combinator will still be set to „each“ „multiply“ „-1“ and result „each“.
Connect the combinators input with a green wire to the powerpoles, and the output with any color to the requester chests.
This way, the requesters will pull any excess item from the entire network, and sends it back to base.
Interesting idea! Would you mind sharing the bp in our discord? My dyslexia is kicking in a bit and I'm having trouble following the construction.
KatherineOfSky can do this later
@@nobodx If you do this recycling thing you probably want to override the stack size on your inserters to 1. Otherwise you could get in an oscillating situation where your system is constantly requesting then recycling the same two items over and over ;-)
Problem with this setup, that your train keeps requesting stuff when 1 item is used. So if you get attacked once your train is allready driving cause you needed 1 repair pack or a mine. I have a complicated one with stack inserters filters and tell each one how many they should load max while looking at the total amount of the robologistics. And a decider combinator is triggered if minimum gets reached so the train will be called, if train not needed then the outpost is closed. So now your train is not called everytime. Ok your buffer is a little bit bigger but at this point you have enough stuff.
With this setup, the buffer is plenty big since if the request is for 5 power poles, for example, all 5 inserters will reach into the train at the same time and pull out 5, giving 30 power poles. I feel there is plenty of leeway, but if you want more, it's good to make those alterations.
Great video. I love how methodical you are in your instructions, good tutorial!
So very helpful. I just got to this point in my base build where I have 20-30 ore patches that all need mining setups. I was trying to build pickup/dropoff stations so that I could just plop down blueprints (I modified rail blueprints so that my rail network is also my roboport network with scanners). Obviously, this would be very slow as I only have one main hub. I saw a video for artillery building trains and thought "someone has to have done this already, the game is over 4 years old". Can't wait to top out the UPS of my computer and effectively finish this build.
Have fun with it!
Your factorio content frickin r00lz! I start every game with your main bus tutorial on steam workshop cuz i always forget how many of each belt ima need.
Thanks for all your hard work!
Thank you so much! Have fun!
Welcome back! Always a pleasure to watch your videos
Aww, thank you so much!
I’m still so confused haha but I suppose I could re watch this while playing and eventually figure it out. I just got the passive and requester chests and logi bots and love ❤️ how they make my life easier
Thank you KoS. Got My Builder Train working. Will use it in my first Megabase.
Gona use Spidertron to build the outpost and The Rail then the buildertrain can then build the Rest
I love your content! It's been making a lot of things finally click for me ☺️
Great video. One suggestion, you could give all the outposts the same name. Then just have 2 stops for the building train's schedule. It will only go to outposts that have an enabled train stop anyway.
And most will be enabled if I am missing a difficult-to-produce item like modules. ;-) I do things very specifically for good reason!
Like the way how the CN being explain..clear and details. For me, this the important parts....got some idea but dunno how to make it happen via CN method..
Yeah, cheers! Thanks for the nice explanation. Great to see some cats now and then, too. Gudday, from springtime, New Zealand.
Greetings!
Thank you for all that you do. Your instructional videos are of great value. Keep up the great work.
You are very welcome! I appreciate the compliment!
Welcome back, KOS
Thank you!
Thank You Katherine for such a great tutorial :)
Something i couldn't get to work was being able to have a train return to the outpost to pickup anything that was put in the storage chests. The train would only return to the station once the number of items in the storage chest became greater than the number of items that i had stored in the provider chests. I solved it by adding a combinator and multiplying the anything signal by like +1000 to give me massive numbers of items in the system above that of what is actually stored. The system still drops off what i need but will now return to pickup what i've put in the storage chests.
Another thing that stopped me was the 'Read Robot Statistics' box not being checked on the roboport as well as it outputting the signals for the 4 options as letters. I had to change the letters of both total and available bots in the system to their respective bots for it to work.
Lovely video KoS! Nice pacing of explanation too.
I've started using separate building trains for Mining outposts vs Sub-factory outposts. And a Spidertron that handles the building of the initial constructor station plus connection of rails to the main train network :-) All so lovely, not having to go places myself.
Katherine, I've constructed a variation of your wonderful building train. If you flip a switch it empties all the chests and moves them to the storage chests at the back to your train can take all the remaining stuff back to base. Let me know if you are interested in seeing the blueprint, and if so, how I can get it to you :)
Keep them coming Katherine!
Thank you!
Glad to see you're back making videos. May I suggest you clear your inventory and only use basic stuff for demonstrations, like normal inserters? I'm overwhelmed as soon as I open the video and within a minute or two you're talking about logistic chests. If you're a beginner you problably have no idea what that even is, let alone how to set up a train network.
This tutorial is an advanced topic. If you are a beginner, I suggest watching my Entry Level to Megabase series, where I talk about all of the things you mentioned :-)
Is there a way to automatically trash excess items? Say if I have 35 extra miners sitting in the passive provider chests in an outpost. Is there a way to send them to the storage chests and back on to the trash wagon?
Not really,. But don't worry, you'll get them all back when you deconstruct the outpost. 35 miners is insignificant anyway... just make sure you have your mall setup to make them automatically
3:28 - "The number at the bottom will default to the stack size".
Wow - I've played Factorio for years, and still have problems remembering stack sizes for items.
Yet another little, offhand, comment, in one of your videos, that is going to make a huge difference for me in the game!!!
Hi, instead of having different station names, just use the same name for each station and modify the number of allowed trains to each stop between 0 and 1 to activate the station. It works a bit more smoothly and you dont have to change the train route when creating a new outpost
That doesn't work with the building train. It will always go to the nearest station and not visit any others until the station is closed. Defeinitely NOT a good solution when you have outposts needing many modules, but you are building more outposts down the line, since it can take hours to fill those module requests.
@@KatherineOfSky You change the allowed trains variable from 0 (closed station, material demand is met) to 1 (open station, when missing material) using logic. Trust me this works perfectly and you can have one name for all stations.
this is really nice. i ahve a way to complicated system this helped me to streamline it.
Very much enjoyed this tutorial thank you for posting it. Hoping to see a new 0.18 lets play as well!
Thank you! Yep, it's coming!
@@KatherineOfSky even better news! thanks so much :D
super good video, thank you.
i didnt even want to build one but now i do
Thank you! Have fun with it!
Wow, a KoS Factorio video! I was starting to think I dreamed them. :) :) :)
hahaha! Just wait until 1.0!!!! XD
Is train item filtering a vanilla feature? I've managed to over engeneer a circuit system that fills the train to a specific number of items by reading train contents and filtering for each filter inserter (which support multiple items). Also unloads any excess items or items that shouldn't be on that train
Yep, train filtering is vanilla :-)
I never knew this! "Each stack in the cargo wagon can be filtered. This works in the same way as the quickbar; the default key to define or remove the filter is the middle mouse button." -Factorio Wiki
You are easy to understand. I know several other youtubers have covered LTN, but I would be very interested if you were to do a tutorial on that as well. :) Oh, just saw that it has already been asked. :o
LTN is really useful, but I think in this case it would create multiple item requests (one for each building material) and send one train per material to the outpost train stop. I don't think it is capable to combine multiple requests per train, even though loading and unloading with some easy circuitry - very similar to Katherine's method - wouldn't be a problem.
Wow, nice tutorial! Thank you!
It's a lot of work to set up, but wow! The first time you upgrade an outpost from map mode, and the outpost bots just start building it, and the train automatically jumps to life and brings them the materials they need... it makes all the effort to set it up worthwhile!
I'm glad you are experiencing the bounties of the Building Train! May its blueprint serve you in all the future factories :D
blah blah blah undergroundies ... ;-) I've missed the queen of the belts.
Hahahaha! I'm delighted to be back!!!
is there a start tag in html5?
Factorio + Tutorial = Factorial
From this video I discovered that you can BP train itself. I always did Ctrl-C, fml.
Note, you will also need to change Y and T signals of the Roboport into corresponding robot icons, or they will not be counted by arithmetic combinator
welcome back to Factorio :)
Has anything changed with how it works with 2.0 changes to stations? Great guide, very much appreciated
You forgot to change the output signals for robots (total number) in the roboport at outpost. Thanks a lot for your tutorials.
Yep, that's why there is a comment and note in the description to that effect ;-)
@@KatherineOfSky lol I'm sorry. I'm totaly blind :)
Hello and thank you for taking the time to create this video. Your dictation and tempo as well as production quality are all superior to most videos on youtube so well done on that. Are the blueprints used in this video shared with the public someplace that we can download?
Thanks! So far I haven't had time to upload BPs for this particular station. Plus, you will probably want to make your own since you might want different quantities of things in your train.
@@KatherineOfSky That's completely reasonable. I know so little about this game that it really scares me how little I know. Factorio is MASSIVE. I'm following along and setting this up according to your specifications for now. I understand a fraction of what you discussed in this video but I'm completely OK with that. I'm blindly following along and watching things fall into place. I suspect I'll botch the practical application of the result, then I'll watch another video to figure out why I'm wrong, and start all over again with gained knowledge and understanding in the end.
I do want to reiterate that I think your videos (the three I've seen so far) are BRILLIANT. So many people who, in fairness, with good intent, put the microphone I swear in another room and you can't hear them, or then you have others who I swear place the microphone in their mouth, yell as loud as they can, and crank the gain to +12dbFS and it takes them 6 minutes to make one single point. In contrast, your production might as well be commercial grade. Speaking of taking forever to make a point, I'm just saying that there's enough strife and negativity in the world, your stuff is on point. Thank you =)
Thank you so much for the high praise. I really appreciate it!
Great setup! When I googled "factorio building train" and your video poped up, I was like "YES!". Good design, easy explanation and efficient. All the things that are need for the factory to grow. Thank you :) Do you have only one train or multiple?
I have a few similar trains. One main building train that runs automatically, one building train that I drive myself. I have a separate solar train/station. I also start another train for modules, when I get a megabse factory producing those in their own area. i generally also have a separate train for military/repair stuff.
Yey. Cathy's back. 😊
I go by Katherine :-) Glad you're here!
Logistic network is driving me nuts because it very is not explained well at all on this game. It's a shame
because in other gamse that's one of the aspect I like the most( logistic/logic gate etc). Thanks to you I will understand a bit more what's
happening, and be able to setup my wall building station. Manually driving the train is quite time consuming.
Thanks a lot for you videos! I've been following you for few years now!
Great tutorial ! Thanks
You can have multiple items in chest, but it needed to use filtered stack inserter and circuit connection
That's far more complicated and far less throughput than my design. I want to make things as easy as possible in my tutorials!
Adding to "Read Robot statistics" in the roboport, i would also change, the output of "Total Logistics bots" to Logistics bot item. Leaving it on "X" or "Y", causes it not to function at all
Hooray! Factorio again! :D
No blueprint string?
I'm not a fan of how this handles bots and set mine up differently. This method will dump as many into the single roboport as it can and only make sure to have N of each in storage, but I'm more interested in having N in the network.
I accomplish this by taking them out of the constant combinator (but not the train car) then disconnecting 2 of the filter inserters from the red wires and setting them to either bot type, then having inserters between their chests and the roboport that are connected just to the roboport which is set to read robot statistics and not network contents then set each inserter to enable if Y or T are less than the numbers I want
You are incorrect: it will not "dump as many as it can" into the roboport network. (I hope you saw the pinned comment/description on the roboport interface settings.) I've made a different version that reads available bots in the network as well.
@@KatherineOfSky ahhhhh I see that now, thanks. I like that even better than my setup
Are you still using the same build in Factorio 2.0? From what I can tell it should work fine, just curious.
Thanks for the awesome and helpful video! The only issue I have is when I make a blueprint, it loses all of the cargo wagon and chest filters. Any idea why?
Is your game modded? Does it remember the trains? (There's a tickbox for that).
@@KatherineOfSky I did click the tickbox and the train is in the blueprint. I disabled the mod that I had and tried it again but the filters still do not carry over.
@@rudedog1001 Hmm, that sounds weird. Have you tried BPing a single chest and then placing that? (Also, can we move this convo to discord?: it's not easy to reply on YT and keep track of the convo :-)
Which signals are used from the connected roboport and why? Is it making sure there are enough bots in that network?
None of the explicit (letter) signals from the roboport are used. The red wire allows the bots in the roboport to be counted, so it acts kinda like a big chest. (It will read all bots in the local logistics network -- no need to connect red wire to all the 'ports.)
This is really an excellent video and big help to newer player like me. Is the blueprint available for these two stations? I can build it, but seems a bit tedious work... :-)
My philosophy is that one learns better when you build it yourself :-)
@@KatherineOfSky That is true and I built it over the weekend. Thanks for the advice :-)
Is this similar how a factory could call in plates from a common stacker? I'm trying to figure out how to have a large stacker that suits many different factories when called on.
That is particularly difficult in vanilla. I believe it can be done with the circuit network, but it's a major pain. People usually use the Logistic Train Network mod (LTN) for that.
I'd build a station at the source, where trains get loaded to the max.
at the destination, add a logic, that closes the station, if the buffer reach a certain threshhold and opens it again below another (requires a R-S-Latch).
And send the train to each station, ordered by priority
If all stations are satisfied, the train will wait at the source
Hello KoS - when the output is build and all items have been used, how do you stop the system from requesting the items needed for the outpost again? Thank you.
If you want no more (ever) to be delivered, then you can change the combinator settings. However, the amounts I request are so insignificant, that I just leave it.
Is there a reason that the 40x roboports and 60x beacons use stack inserters while the 150x requester chests and 150x active provider chests use long-handed inserters?
Probably because I changed my mind on amounts over time, and didn't change the box order :P
Thanks, it wasn't too hard to adjust the arms and chest counts to be optimal for the same counts as yours. But I think I might add a couple things I use way more than nuclear :)
@@fashnek Build your train any way you want to! (You can add more cars as well!) I find nuclear sooooo useful since I usually expand my plant significantly at each stage and there's a lot to transport.
You can have a maximum amount of 5 different items per wagon because of the filter limit on the filter inserters, right? Is there a good way around this?
You can have as many items in the wagon as there are slots. because the inserters are attached to the combinator , the filters change as more products are delivered to the quantity desired (e.g. when you fulfill an "order", the filter disappears, and leaves rom for another.
@@KatherineOfSky Thank you! I had messed up some cabling so the inserter filters did not update.
@@renefleschenberg5937 Glad you got it sorted!
Very nice tutorial! Would you mind doing an LTN Tutorial or a letsplay ?
Possibly! I haven't used LTN yet, and TBH, I haven't found a use for it since my bases are so large that all the trains are needed all the time.: I don't have any sitting idle.
What's an LTN?
@@Gelattonian20 Logistics Train Network(LTN) is a mod that allows you to essentially turn trains into long-range logistics bots. You create a depo where they idle and get fuel, and then stations provide/request goods and trains load and unload at the stations. The primary use of LTN is for managing many to many connections more easily. It's a little tricky to setup right, but because the setup can be stored in blueprints it's extremely easy to create large modular bases and not worry about which stations are delivering their goods to which other stations.
Example:
If you have 5 ore mines and 5 Smelteries, each time an ore mine runs dry you need to build a new ore mine and set up a train to ferry between the new mine and the smeltery that the previous mine serviced. With LTN, adding a new mine or smeltery just adds more "sources" or "destinations" and the trains make sure that as long as there are enough resources, everything can be serviced.
Is this the map that you played in the 0.17 Let's Play?
It is! :-)
I followed along as best I can, but when I test it, some items wont unload since the filter inserters only have 5 spaces on the white/blacklist. On your design, the constant combinator requests more than 5 different items, did you run into the same problem?
That is a limitation of the system, and why the filter inserters are gruped by car (instead of all of them being tied to one combinator). You just need to make more material or request less.
Question: How does the receiver know not to overload the bot network with construction and logistic bots?
It reads the bot statistics from the roboport. (Make sure you follow the instructions in the pinned ocmment)
I’m having an issue with the filter inserters taking more construction and logistics robots then specified by the constant combinator. I have no idea why, I even did the configuration mentioned in the pinned comment. Any idea?
If they are filling a roboport, they are probably going in there. Are you talking about a lot or a little? If its just a little more, then it is easily explained by inserter stack size.
@ it filled up all available slots in the roboport, but I solved it. I reset the roboport back to default and made the robot filter inserter only activate when T and Y is less than 50.
@@chrisr9764 Perhaps you were missing a wire? The box fills from combinator orders, but the roboport fills from the inserter connected to it.
@ ye that might have been it. It’s so frustrating to troubleshoot the wiring stuff in this game. 😅
oh at least some good tutorial about factorio
Still amazing tutorial. Do you have the blueprint link?
It might be in the google drive. Otherwise you can get it as part of the KoS Factorio Framework book
@@KatherineOfSky Perfect!