Ellipticality here. Thank you for touring my base. I thoroughly enjoyed watching it. I cannot believe I missed those productivity modules this whole time!
I agree! That spectacular loading or distribution hub is also shown for this incredible base's entry in the Factorio Hall of Fame. mods.factorio.com/mod/HallOfFame
Overview: The inner network has blue (requester) trains and yellow (provider) trains. Each blue requesting station has a desired quantity of items. A blue train will go to the core with a shopping list of desired items when the local buffers run low. The bots fill up the train and it returns home. The shopping list is determined at the time of departure by comparing the offload chest items from the desired constant quantity. Yellow trains are called by the core when the core runs low. Behind the black magic: There's a shared green wire across the whole base. When the blue train leaves, it "stamps" the items the station needs along with the train ID into a combinator memory cell. When that same train arrives at the core, the core station sends the arrived train ID along the shared green wire. The home station compares this ID with the saved train ID. If there's a match the home station responds with the items it wants. The core station then saves this response and starts loading against this shopping list (assigning filters and such)
Ok, so the hub shouts at most 1 train id over the green wire, and the response is what that train should be loaded with? Presumably for a single tick? Then that's stamped into the loading station and that counts towards zeros as the train loads?
@@mrpocock Right, I recall there being a 17 tick cycle. Since item signals shouldn't overlap, we time multiplex the line. For example, one of the core stations will always broadcast ids on tick 3 and save the tick 5 response (2 tick delay). Each core requester station has its own time slot. A couple of the time slots are reserved for broadcasting the available items and any yellow trains that are needed.
@@KeyDistraction that is absolutely INCREDIBLE. This is the coolest and most useful implementation of circuits I’ve seen in the game so far and it’s not even close. You must be a programmer or something 😁 amazing work
I'd love to get an advanced tour (by you @KeyDistraction) of the circuits and how they work. Did you work it out with a spreadsheet or a diagramming tool? I've been digging through the game file and I just can't figure it out-but I really want to. It's VERY impressive. Kudos!
4:25 Starter "spaghetti"-ish Base 8:40 "Mega" part starts here. Personal transport demonstration 9:03 Trains avoid the controlled red signals. It's kind of like the double doors at an aviary. 11:01 Distribution center. The "smarts" seen here are used to control the filter inserters and requester chests 11:52 Controlled entry stacker. This times how long each train has been waiting to allow the longer waiting trains to leave first. 19:20 The station named AA"chest" Left? Renaming the destination AA... made it appear at the top of the station list and thus easier to select. Guess I didn't change the name back :D 20:10 Copper unloader and balancer 21:40 Circuit production 22:23 Blue science production 24:12 The "requester" recycling system removes any dumped items involved in science production 25:44 Purple science production 26:53 Distribution center from map view. All the trains in the inner network travel in large loops through the core. This was inspired by magnetic field lines. This prevents traffic from ever locking up. 30:00 No train filters here 33:45 Nuclear power setup 35:20 Mining and ore loading. Inserters grab faster from the far side. The bottleneck is the double blue belt input. 41:04 Science and labs
Damm so jalous on the no train filter filling. Have it in my base 2, not as far yours. Will get there on my own, Because i wanne figure it out. I fall it loading on train ID.
Late to the party here, i just wanted to show my appreciation of the Spidertron that was clearly prepared by Ellipticality to avoid train mishaps, and then completely ignored when it was time to move around manually :')
17:52 The mechanics involved in the build are (1) inserters grab significantly more items/m from the lane furthest to them BUT (2) they will prioritize grabbing from the closest.
15:17 Ok, this right here, this is my jam. Look at that loader for the rocket fuel. That is a work of art. And over to the right you can just barely make out a different version with the splitter for the sulfur. 17:56 Inserters grab from the far side of the belt faster than the near side. This is something I've been playing around with after seeing it in a Nilaus video. Yeah, this is a 10/10 base; probably the coolest base imo.
I want that, I just want it. I am going to spend the next five days building up a new world, then spend another five failing horrifically at building that beautiful train hub
The inserters not loading evenly is an issue that could be solved quite easily with just a bit of circuitry so the fact that it is not done in this base makes me think that it is by design. I do kinda like that loading system just for the aethetics though i would probably never make use of it.
I don't know how this person build the train loading system, but if I would build it I would try to have constant combinators containing a recipe for a train and an unused item for the trainnumber. Then I would try to buid a selector with the circuit network so it selects the constant combinator based on the train entering the station.
Well Toby i did make it that way. Downside of that. For every product in a train you need a constant combinator and you still need reservations in your trains Because if you use 1 product less it will over flow. The station is still evolving so that me be fix after my next expansion
drive.google.com/file/d/1iHpziSKnfrsI8x_o51UsRTtqzWnzYRbr/view?usp=sharing I'm fine with people downloading my base. Perhaps Xterminator could add it in the description.
@@KeyDistraction thanks dude, awesome base you've made. I can't wait to dig through the circuits and try to see what all you've done, and I might need to use some of it as "inspiration", haha!
You can use the cicut network to read a bunch of information of the train via the station. So there is probobly some kind of marker on the train that is read out then goes to a constant combinator that sets the filter acording to the marker. This way the train can be filled up with an exact anout of material of every kind.. well almost exact.
Those are tags, button to add them is at the bottom of the mini map. There is also an option to show recipients in map view, which gives an icon on each machine.
Ellipticality here. Thank you for touring my base. I thoroughly enjoyed watching it. I cannot believe I missed those productivity modules this whole time!
I would absolutely love a high level breakdown of the automation of this base! Great work!
Good work dude, I too would like to know how your hub works. I'm building a hub based Sesblock base.
The Logic is brilliant. That is all I can honestly muster as a compliment with out getting getting silly. G damn BRILLIANT.
big brain
The base looks awesome! I'd love to have a proper look around it. Can you share the save file?
That loading hub is just amazing. This base is clearly the work of a very smart player
Yeah it's pretty incredible! I'd love to try and use something like that myself, but it's way above my head.
@@Xterminator you should invite them to explain it, at least on a high level. I think their inside could be very helpful! :)
I agree! That spectacular loading or distribution hub is also shown for this incredible base's entry in the Factorio Hall of Fame.
mods.factorio.com/mod/HallOfFame
Overview: The inner network has blue (requester) trains and yellow (provider) trains. Each blue requesting station has a desired quantity of items.
A blue train will go to the core with a shopping list of desired items when the local buffers run low. The bots fill up the train and it returns home. The shopping list is determined at the time of departure by comparing the offload chest items from the desired constant quantity. Yellow trains are called by the core when the core runs low.
Behind the black magic: There's a shared green wire across the whole base. When the blue train leaves, it "stamps" the items the station needs along with the train ID into a combinator memory cell. When that same train arrives at the core, the core station sends the arrived train ID along the shared green wire. The home station compares this ID with the saved train ID. If there's a match the home station responds with the items it wants. The core station then saves this response and starts loading against this shopping list (assigning filters and such)
Ok, so the hub shouts at most 1 train id over the green wire, and the response is what that train should be loaded with? Presumably for a single tick? Then that's stamped into the loading station and that counts towards zeros as the train loads?
@@mrpocock Right, I recall there being a 17 tick cycle. Since item signals shouldn't overlap, we time multiplex the line. For example, one of the core stations will always broadcast ids on tick 3 and save the tick 5 response (2 tick delay). Each core requester station has its own time slot. A couple of the time slots are reserved for broadcasting the available items and any yellow trains that are needed.
That's insane! I'd need tooling to design and maintain that kind of circuitry.
@@KeyDistraction that is absolutely INCREDIBLE. This is the coolest and most useful implementation of circuits I’ve seen in the game so far and it’s not even close. You must be a programmer or something 😁 amazing work
I'd love to get an advanced tour (by you @KeyDistraction) of the circuits and how they work. Did you work it out with a spreadsheet or a diagramming tool? I've been digging through the game file and I just can't figure it out-but I really want to. It's VERY impressive. Kudos!
4:25 Starter "spaghetti"-ish Base
8:40 "Mega" part starts here. Personal transport demonstration
9:03 Trains avoid the controlled red signals. It's kind of like the double doors at an aviary.
11:01 Distribution center. The "smarts" seen here are used to control the filter inserters and requester chests
11:52 Controlled entry stacker. This times how long each train has been waiting to allow the longer waiting trains to leave first.
19:20 The station named AA"chest" Left? Renaming the destination AA... made it appear at the top of the station list and thus easier to select. Guess I didn't change the name back :D
20:10 Copper unloader and balancer
21:40 Circuit production
22:23 Blue science production
24:12 The "requester" recycling system removes any dumped items involved in science production
25:44 Purple science production
26:53 Distribution center from map view. All the trains in the inner network travel in large loops through the core. This was inspired by magnetic field lines. This prevents traffic from ever locking up.
30:00 No train filters here
33:45 Nuclear power setup
35:20 Mining and ore loading. Inserters grab faster from the far side. The bottleneck is the double blue belt input.
41:04 Science and labs
"dumped items" ?
Damm so jalous on the no train filter filling. Have it in my base 2, not as far yours. Will get there on my own, Because i wanne figure it out. I fall it loading on train ID.
Late to the party here, i just wanted to show my appreciation of the Spidertron that was clearly prepared by Ellipticality to avoid train mishaps, and then completely ignored when it was time to move around manually :')
This is my favorite of all the bases so far. Not the most impressive throughput, but it's awesome in its presentation and setup. Nice one, creator!
17:52 The mechanics involved in the build are (1) inserters grab significantly more items/m from the lane furthest to them BUT (2) they will prioritize grabbing from the closest.
15:17 Ok, this right here, this is my jam. Look at that loader for the rocket fuel. That is a work of art. And over to the right you can just barely make out a different version with the splitter for the sulfur.
17:56 Inserters grab from the far side of the belt faster than the near side. This is something I've been playing around with after seeing it in a Nilaus video.
Yeah, this is a 10/10 base; probably the coolest base imo.
This is the most impressive megabase I have seen so far!
I would love to know more about the hub filter smarts
I want that, I just want it. I am going to spend the next five days building up a new world, then spend another five failing horrifically at building that beautiful train hub
That’s what i was thinking😂
Cool base. Train smarts have a similar effect to the “LTN” mod. Awesome and impressive to see it done in vanilla from scratch!
I am not good at the circuit network at all, the trains / loading is so cool! I agree, it is really impressive!
Really enjoyed this. Definitely learned some new things and have been thinking a lot more about train-supplying the base
That's awesome to hear! Glad you enjoyed it and could learn some stuff too. :)
Very cool hub idea
That loading hub look so scary because well it's train
I am really surprised I didn't die to a train in this tour while I was in that hub lol
@@Xterminator You could have hopped into a spidertron and then you would have to worry!
@@Xterminator I was impressed, you made it through quite the flurry of train activity!
@@DavidLindes The train god's must have felt generous that day!
Oh please allow us to have the save file in the description! I want to look at the circuits network closer so bad
This is quantum market. I like it.
The inserters not loading evenly is an issue that could be solved quite easily with just a bit of circuitry so the fact that it is not done in this base makes me think that it is by design. I do kinda like that loading system just for the aethetics though i would probably never make use of it.
I don't know how this person build the train loading system, but if I would build it I would try to have constant combinators containing a recipe for a train and an unused item for the trainnumber. Then I would try to buid a selector with the circuit network so it selects the constant combinator based on the train entering the station.
Check out comments from KeyDistraction. From my reading of things, this is pretty close. But there’s also more to it. :)
Well Toby i did make it that way. Downside of that. For every product in a train you need a constant combinator and you still need reservations in your trains Because if you use 1 product less it will over flow. The station is still evolving so that me be fix after my next expansion
Didn't catch a link to a download.. that would be awesome .. would love to show this to people as an example of where the game can end up
drive.google.com/file/d/1iHpziSKnfrsI8x_o51UsRTtqzWnzYRbr/view?usp=sharing
I'm fine with people downloading my base. Perhaps Xterminator could add it in the description.
@@KeyDistraction thanks bud I'll def take a look at it up close
If you call this spaghetti base you would call mine a spaghetti monster🤣
So great factorio base :)
You didn't mention any mods - so this is all done in vanilla ?
Yes, it's completely vanilla.
Is there a download link for this base? Would love to take a look at it myself
Yes, this should be link. drive.google.com/file/d/1iHpziSKnfrsI8x_o51UsRTtqzWnzYRbr/view?usp=drivesdk
@@KeyDistraction thanks dude, awesome base you've made. I can't wait to dig through the circuits and try to see what all you've done, and I might need to use some of it as "inspiration", haha!
@@SirMcMuffintosh Do you still have the world download link? I think it dissapeared.
Someone needs to build this in real life.
How does the train loading on the hub work?
You can use the cicut network to read a bunch of information of the train via the station. So there is probobly some kind of marker on the train that is read out then goes to a constant combinator that sets the filter acording to the marker.
This way the train can be filled up with an exact anout of material of every kind.. well almost exact.
See comments from KeyDistraction for information from the base designer.
What a.... it is impossible 😂
I like so much the train idea but I'm so bad with logistic network .Please can you make tutorial how you did it
you did not leave you discord link in description
3rd link, if it wasn't there before it is now
anyone have the watter fill template for that reactor design.
The walled concrete area not being centred relative to the rails above it is really irritating 😁
"turrets with 40k kills" and I'm watching this video with my 10m+ kills flamethrower "kills per minute" based map haha
How do people label parts of their base like that? Is that a mod?
Those are tags, button to add them is at the bottom of the mini map. There is also an option to show recipients in map view, which gives an icon on each machine.
This person must be a computer programmer or something....right??
Fortnight balls
17:45 he probably did that because stack inserters grab faster when only grabbing from the far side (not that that is the bottleneck there)