Supposedly, if you give multiple train stops the same name, they function as a unit and the train will pick any of them that are available. I haven't done this but I saw Arumba do it some time ago.
+Rua Whitepaw This works very well. I have a ore depot with 3 stops, all named the same. As my trains arrive they go to the first available stop to unload their ore. I then have logistics bots sort the ore and deliver it to the appropriate furnaces for smelting. I could do something fancy with decider circuits and smart inserters, etc. to sort everything out but decided it was just simpler to let my robotic slaves do all of that while I focus on growing my base.
This game is awesome! Thanks for introducing me, Z. I've heard Etho mention playing Factorio a few times, and I'd love to see a Factorio is EZ series. Just a thought =)
Your giant intersection looks really cool but I'm not sure how practical it actually is. With all the solar panels and accus, it's basically a solid wall, and migrating biters are not gonna like that, then adding defenses will generate even more attacks... trains are gonna get stopped etc... In my experience train tracks are the best when they don't get in your way or in the biters way. And even then, a large group of biters launching an attack will stop a train going through them at full speed, and proceed to eat it. It will also be a pain for your personal transportation, unless you keep a locomotive in your pocket to move between cells, rather than a car. Another minor detail I'd change about it would be to have straight tracks going from one side to the other, on the four directions. Since trains will try to minimize the number of turns they have to make, intersections often don't mean change in direction, and as is, trains going straight through (eg: entering North and exiting South) have to wiggle a little and lose some speed even when there is no other train interacting with the given intersection. But that probably won't look as sexy for a very tiny gain in speed.
+Ry P Defenses don't really generate attacks, just redirects existing attacks. Trains are not going to get stopped unless they have another train in front of them.
roaring dragon2 Defenses will cause biters to attack them (and the surrounding buildings/wall to get at the turrets) resulting in a loss costly of panels/accus. Whereas bare tracks with signals don't bother biters at all. They will generate more attacks in the sense that a herd of migrating biters would have crossed the rails unperturbed but instead hit a wall of solar panels/turrets, causing much death, raising the evolution factor, causing more tougher biters to spawn. Early game this can be the difference between falling behind in military tech or staying ahead of the biters. In a hell world like this, the effect is really negligible. Migrations will be an issue though. A train going at full speed will be stopped dead in its track by a behemoth. A train going a little bit slower might be stopped by a few big biters (who I assumed were engaging with the eventual defenses). This might change in future versions when the rebalance enemies/combat.
Ry P The evolution factor is ONLY changed by three factors: 1. It raises over time. 2. Amount of pollution produced globally. 3. Killing biter/spitter SPAWNERS. Killing aliens themselves does not increase evolution factor. If you defend well, then more attacks don't even matter. Aliens will occasionally attack bare tracks. Migrating aliens will never migrate to the area near buildings, this is to prevent aliens from building nests right next to your walls. I am not entirely sure if trains are stopped by behemoths, have you actually seen this happen?
roaring dragon2 Yes multiple times. Behemoth will stop trains. At least they used to when they were just added to the game, I haven't played much lately. I usually play with the RSO mod, and that means long railways in all directions because the ore is much rarer, as a result I have seen biters migrate near rails, and be crushed by trains, sometimes stopping them. Unless you use 100% solar power and 100% lasers, killing anything you wouldn't have killed otherwise means you wasted energy and resources, and that means more pollution, hence more biters. Again, not very relevant to this specific hell world type of map.
Btw Zisteau the personal roboports allow 10 construction robots per one in your armor and the more you have the bigger the range of construction, I have 5 in my mk 2 armor and they allow only a little less than a roboport.
+stuart watson Yep. Though the chain signals are pretty unique - they seem to be similar to path signals, but the minimum pathing unit is the chain signal block.
+Rua Whitepaw They're certainly not the same, and I think path signals are a better comparison. Watch the video again, paying attention to the yellow state. When the chain signal is yellow, a path through it has been reserved but the train hasn't entered yet. This is like openttd's path signals.
If you have two intersections close enough together such that there is not enough space for a train to sit between them, you might be better off using a chain signal on the exit instead of a normal signal. If you did that with your test setup, when that train ran out of fuel the other train would not have entered the intersection unless it could clear it, in turn stopping it from blocking the intersection like it did. At the same time it's unlikely that a train would stop like that in a proper set up, so it might not be worth it. Probably best overall to avoid having intersections close together, because this means trains will wait longer before entering the intersection (As they have to wait for the train to not only clear the intersection, but the also exit the first block after the intersection)
During your chain signal example/ramble, you didn't actually use their functionality! The three stops should've all shared the same name (like "bulk-unloading"), and the chain signal would then get the trains to the free unloading station as the timetables shifted. Although to be fair, you got it really down and perfect for the intersection! :)
Yep. vanilla factorio feature. multiple stations with same name will distribute the trains going to them. It's really practical if you want to make a train depot to send off unused trains without deconstructing them, or for building a waiting area.
You should try out OpenTTD (remake of Transport Tychoon Delux) if you like making insane railroad systems. The origial Transport Tychoon was made by the same guy who made Rollercoaster Tychoon 2!
By the way, you don't have to make your tracks have exactly the right ratio of accumulators to solar panels. You can just plop down an accumulator farm or solar farm occasionally.
For better mobility... place in every "cell" a 2nd station for your personal transportation (so split the railroad like you have in this Video 12:32) and name it like "#MyStop Main Cell" with a # in front it will stand on the top in the in the station list... You can make it smaller when you don`t let them turnaround instead one engine on every end of the Train but there you need another design for the railroads.... And sorry for the bad english :-D
+TuUhmazyn Stuff with the blue backgrounds are blueprints (Either plain or "filled") Same with the one red background thing which is for de-construction.
I laughed so hard when that train hit you XD This looks like a very interesting game, but probably not a good game for me since I have no head at all for technical stuff. I don't math well at all.
+Num Num Tasty Nope! Accumulators don't pollute. They are, however, usually built in bulk groups, which biters may choose to eat through to get to the next target.
Crimsonzed And that's the feature that would screw him over. Watch what exactly happened there. If he would be exactly on the tracks autosave would save exactly in the split second before the impact so every time he reload he would just see "you died".
How can that blueprint have an odd number of rails? It looks symmetrical... (Edit: I was going to comment on how awesomely complex the intersection is... but it is Zisteau after all... I'm not surprised. :P Still extremely impressed though.)
trying to use alliteration with "e"ndigenous in stead of indigenous, you could, only if you are referring to your character. The aliens are indigenous, you are endigenous.
That is not what the chain signal is for. Chain signals tell the trains to not enter the block unless you can clear it to the next rail signal. This is to help avoid deadlocks. It is not to help it figure out how to go around other trains.
+Landon Kryger I don't get it, are you saying he shouldn't ever use chain signals like that because that's not exactly what they do functionally? Chain signals are the key to having train queuing stacks, so to say that's not what chain signals are for is just plain wrong. Their function is to check the block in front of it like a normal signal, but also mirror the next signal, which means you can chain together chain signals so if 1 turns red, they all will turn red (This is pretty much what you said yes). From that functionality they have many uses, from avoiding deadlocks, more efficient intersections, queuing stacks, overtaking lanes, etc.
+Random Man Z's explanation was faulty, but the logic behind it was sound. Chain signals only allow a train to proceed if they can clear the chain without stopping, which does help them figure out how to go around, among other things. You can still deadlock with chain signals, if you use them wrong.
***** I was just don't understand why he was saying "It is not to help it figure out how to go around other trains". It's a perfectly sound thing to do with chain signals, yet he was going on like using chain signals as a way to bypass stopped trains was wrong. In the video he was probably explaining the way he figured them to work, how best to explain it to himself.
I guess if you're going to be pedantic, the top level comment is correct by the letter, in that 'go around trains' is not their ultimate purpose. He's splitting hairs, though.
+Mr_FJ Not really, if you want a very saturated rail system with many trains, these kinds of intersections are almost required unless you want tons of congestion and possible deadlock
+elisha pommert To be honest TH-cam comments are complete cancer nowadays, especially on music videos with the hole who's watching in (insert suicidal date here)
+9reeNcheese Even the people who put like if your sick of people asking for likes, there just as bad they're still like whoring and cluttering up the comments with disease.
This 10 min "tutorial" of chain signals and signlas is better explained than most of 1h+ tutorias in youtube. Great job z
Supposedly, if you give multiple train stops the same name, they function as a unit and the train will pick any of them that are available. I haven't done this but I saw Arumba do it some time ago.
+Rua Whitepaw This works very well. I have a ore depot with 3 stops, all named the same. As my trains arrive they go to the first available stop to unload their ore. I then have logistics bots sort the ore and deliver it to the appropriate furnaces for smelting. I could do something fancy with decider circuits and smart inserters, etc. to sort everything out but decided it was just simpler to let my robotic slaves do all of that while I focus on growing my base.
This game is awesome! Thanks for introducing me, Z. I've heard Etho mention playing Factorio a few times, and I'd love to see a Factorio is EZ series. Just a thought =)
+Mike T. YESSSSSS!!!!!
Factorio is EZ + Arumba would be my dream team.
Omg Factorio is E-Zed yes please
Watching Zisteau talk while listening to chamillionaire's ridin' is BEYOND IMAGINATION.
Oh my god those rail intersections are so sexy. Z this is great.
The robots are slow because you haven't researched robot speed.
I might not be a hard-core Factorio fan, but I like what I see. Looks good!
Saw the image on reddit and have been actually excited to see it in action
That intersection looks epic. And its functional!
Your giant intersection looks really cool but I'm not sure how practical it actually is.
With all the solar panels and accus, it's basically a solid wall, and migrating biters are not gonna like that, then adding defenses will generate even more attacks... trains are gonna get stopped etc...
In my experience train tracks are the best when they don't get in your way or in the biters way. And even then, a large group of biters launching an attack will stop a train going through them at full speed, and proceed to eat it.
It will also be a pain for your personal transportation, unless you keep a locomotive in your pocket to move between cells, rather than a car.
Another minor detail I'd change about it would be to have straight tracks going from one side to the other, on the four directions. Since trains will try to minimize the number of turns they have to make, intersections often don't mean change in direction, and as is, trains going straight through (eg: entering North and exiting South) have to wiggle a little and lose some speed even when there is no other train interacting with the given intersection. But that probably won't look as sexy for a very tiny gain in speed.
+Ry P Defenses don't really generate attacks, just redirects existing attacks. Trains are not going to get stopped unless they have another train in front of them.
roaring dragon2 Defenses will cause biters to attack them (and the surrounding buildings/wall to get at the turrets) resulting in a loss costly of panels/accus. Whereas bare tracks with signals don't bother biters at all.
They will generate more attacks in the sense that a herd of migrating biters would have crossed the rails unperturbed but instead hit a wall of solar panels/turrets, causing much death, raising the evolution factor, causing more tougher biters to spawn. Early game this can be the difference between falling behind in military tech or staying ahead of the biters. In a hell world like this, the effect is really negligible. Migrations will be an issue though.
A train going at full speed will be stopped dead in its track by a behemoth. A train going a little bit slower might be stopped by a few big biters (who I assumed were engaging with the eventual defenses). This might change in future versions when the rebalance enemies/combat.
Ry P The evolution factor is ONLY changed by three factors:
1. It raises over time.
2. Amount of pollution produced globally.
3. Killing biter/spitter SPAWNERS.
Killing aliens themselves does not increase evolution factor. If you defend well, then more attacks don't even matter. Aliens will occasionally attack bare tracks. Migrating aliens will never migrate to the area near buildings, this is to prevent aliens from building nests right next to your walls. I am not entirely sure if trains are stopped by behemoths, have you actually seen this happen?
roaring dragon2 Yes multiple times. Behemoth will stop trains. At least they used to when they were just added to the game, I haven't played much lately. I usually play with the RSO mod, and that means long railways in all directions because the ore is much rarer, as a result I have seen biters migrate near rails, and be crushed by trains, sometimes stopping them.
Unless you use 100% solar power and 100% lasers, killing anything you wouldn't have killed otherwise means you wasted energy and resources, and that means more pollution, hence more biters. Again, not very relevant to this specific hell world type of map.
Ry P Yeah, I guess that is a bit specific to me, since as soon as I can sustain myself entirely with sp and accu, I remove all the steam engines.
You may want to add periodic laser guns and maybe walls
cannot wait for the next one man damn sexy intersections you got there
best explanation of rail signal's i've seen yet.
you misplace one rail
bottom left output next to the small roundabout
lol xD
+Johan Wiloboken yea it bothers me
+robot797 Thanks. Fixed now.
+Zisteau oh cool thank you
+robot797 Why, thank you.
Good job Z. Keep them episodes coming! :)
Well finally some accumulators! The lack of stored energy is WHY you kept getting brownouts once you started using laser turrets.
This guy is so strong. In his inventory he can hold tanks, trains, chemical plants and enormous stacks of rails, stone walls, oil barrels etc.
do you play minecraft? the same
Finally someone who has train on the right right side! :D
That looks awesome at night, can't wait to see it with flashing light colors
Btw Zisteau the personal roboports allow 10 construction robots per one in your armor and the more you have the bigger the range of construction, I have 5 in my mk 2 armor and they allow only a little less than a roboport.
It's proably worth checking some open ttd rail guides for some ideas on good signaling
+stuart watson Yep. Though the chain signals are pretty unique - they seem to be similar to path signals, but the minimum pathing unit is the chain signal block.
+Kane York The chain signals are like OpenTTD's pre-signals.
+Rua Whitepaw They're certainly not the same, and I think path signals are a better comparison. Watch the video again, paying attention to the yellow state. When the chain signal is yellow, a path through it has been reserved but the train hasn't entered yet. This is like openttd's path signals.
If you have two intersections close enough together such that there is not enough space for a train to sit between them, you might be better off using a chain signal on the exit instead of a normal signal. If you did that with your test setup, when that train ran out of fuel the other train would not have entered the intersection unless it could clear it, in turn stopping it from blocking the intersection like it did. At the same time it's unlikely that a train would stop like that in a proper set up, so it might not be worth it.
Probably best overall to avoid having intersections close together, because this means trains will wait longer before entering the intersection (As they have to wait for the train to not only clear the intersection, but the also exit the first block after the intersection)
It looks amazing.
Are you going to share this blueprint with people on forum would love to get this would simplify my train system alot
cant download BluePrint String 1.3
Just noticed the Zistonian description
We would love to see the 4 rail ones
During your chain signal example/ramble, you didn't actually use their functionality! The three stops should've all shared the same name (like "bulk-unloading"), and the chain signal would then get the trains to the free unloading station as the timetables shifted. Although to be fair, you got it really down and perfect for the intersection! :)
+GoldenredDragon wait. that actualy works? giving multiple stops the same name i mean.
Yep. vanilla factorio feature. multiple stations with same name will distribute the trains going to them. It's really practical if you want to make a train depot to send off unused trains without deconstructing them, or for building a waiting area.
this is magnificent
which version of the game is this?
Wait, they *aren't* logistics rowboats?
dear zisteau is there a way that i can get the two lane rail road blue print?
You should try out OpenTTD (remake of Transport Tychoon Delux) if you like making insane railroad systems.
The origial Transport Tychoon was made by the same guy who made Rollercoaster Tychoon 2!
I'm pretty certain having the intersections look like tRNA was just an accident, but i really like that.
16:25 it finally happened
By the way, you don't have to make your tracks have exactly the right ratio of accumulators to solar panels. You can just plop down an accumulator farm or solar farm occasionally.
+Alex C but when something is in a blueprint it's best to keep it close to ratio
the junction needs some work, but looks cool and should work
gotta research that robot move speed, also, might need defenses if those are going to be outside of the cells
For better mobility... place in every "cell" a 2nd station for your personal transportation (so split the railroad like you have in this Video 12:32) and name it like "#MyStop Main Cell" with a # in front it will stand on the top in the in the station list... You can make it smaller when you don`t let them turnaround instead one engine on every end of the Train but there you need another design for the railroads.... And sorry for the bad english :-D
+Zisteau You should check out how Bentham(MangeledPork Gaming) has all his rail systems in his "Rail World" series.
Junction looks good! Nothing compared to my 8-lane-4-way-junction that contains over 200 chain signals and 2000 pieces of straight rail, though!
16:27 "I like trains..."
Looks so good!
16:27 OW, my toe! **dead**
Why do somethings have a blue background in the toolbar and some don't?
+TuUhmazyn the things with blue backgrounds are locked. nothing else will go into that slot even if he runs out of the item in it.
+Aaron Shapiro oh cool, thanks
+TuUhmazyn That means that slot on the bar is reserved for that item only, stops random clutter that you pick up from taking up space.
+TuUhmazyn Stuff with the blue backgrounds are blueprints (Either plain or "filled")
Same with the one red background thing which is for de-construction.
extensive extermination experiment on endemic extraterrestrials
string is broke pls fix
You're going to show the elapsed time stat at the end of it all, right?
i suppose that your training has payed off
I laughed so hard when that train hit you XD
This looks like a very interesting game, but probably not a good game for me since I have no head at all for technical stuff. I don't math well at all.
I don't do math just do it as I want need more I add more lol
Factorio blueprints is down for good :(. Can you reupload this please?
Lovin' it!
Test it with longer trains
There are speed upgrades for the robots. Also make pwr. Armor mkII and put more roboports in it
Also with pwr armor markII you can load tons of exoskeletons into it and make you run as fast as the car.
Also put two reactors in it.
shouldn't you have some guns on the track so they don't get attacked?
thats good to know,but don't the batteries pollute?
+Num Num Tasty Nope! Accumulators don't pollute. They are, however, usually built in bulk groups, which biters may choose to eat through to get to the next target.
22:01 image if Z's didn't save in hours and at this moment he stood on the rails. This would be gg rq.
+Magnic Thankfully Factorio has autosave on by default
Crimsonzed
And that's the feature that would screw him over. Watch what exactly happened there. If he would be exactly on the tracks autosave would save exactly in the split second before the impact so every time he reload he would just see "you died".
+Magnic Thankfully Factorio have 3 autosaves on by default.all 3 save periodically on different times.
More?
😅😇😂
+9reeNcheese but good vid Z.! ❤️
What is so hard to understand about *DON'T STAND ON THE FRICKIN TRACKS*? You're not the only Factorio player with that problem...
+Alex C heh, first day or so back in the game after months and months away, and distracted recording and explaining, give him a break.
How can that blueprint have an odd number of rails? It looks symmetrical...
(Edit: I was going to comment on how awesomely complex the intersection is... but it is Zisteau after all... I'm not surprised. :P Still extremely impressed though.)
+John Drachenberg As pointed by robot797, there was one rail piece missing in the bottom left section. Zisteau has repaired it.
trying to use alliteration with "e"ndigenous in stead of indigenous, you could, only if you are referring to your character. The aliens are indigenous, you are endigenous.
Whooooo hoooooooo more factorio :)
That is not what the chain signal is for. Chain signals tell the trains to not enter the block unless you can clear it to the next rail signal. This is to help avoid deadlocks. It is not to help it figure out how to go around other trains.
+Landon Kryger I don't get it, are you saying he shouldn't ever use chain signals like that because that's not exactly what they do functionally? Chain signals are the key to having train queuing stacks, so to say that's not what chain signals are for is just plain wrong. Their function is to check the block in front of it like a normal signal, but also mirror the next signal, which means you can chain together chain signals so if 1 turns red, they all will turn red (This is pretty much what you said yes). From that functionality they have many uses, from avoiding deadlocks, more efficient intersections, queuing stacks, overtaking lanes, etc.
+Random Man Z's explanation was faulty, but the logic behind it was sound. Chain signals only allow a train to proceed if they can clear the chain without stopping, which does help them figure out how to go around, among other things. You can still deadlock with chain signals, if you use them wrong.
***** I was just don't understand why he was saying "It is not to help it figure out how to go around other trains". It's a perfectly sound thing to do with chain signals, yet he was going on like using chain signals as a way to bypass stopped trains was wrong.
In the video he was probably explaining the way he figured them to work, how best to explain it to himself.
I guess if you're going to be pedantic, the top level comment is correct by the letter, in that 'go around trains' is not their ultimate purpose. He's splitting hairs, though.
Why did he die when that train went through?
physics bro armor or not a train is gonna fuck you up no matter what
+9reeNcheese train ran him over
Well,.... when train crash into you at 50km/h u will die as well
+9reeNcheese You know, people die when train comes through them at full speed)
He was in its way, so it ran him over.
anybody else get excited for the video although you don't know what he's talking about? : D
Just me, or does this video seem kind of quiet?
Can the trains run over Aliens?
You could make a rail in front of the walls and kill them that way :D
+Gimon ^but the trains take damage (much damage), you would need to repair them when they are in a station
ooo~ I need those chain signals in TTD ;p
Open TTD already have them.
Martin Bagge
Yes but I'm stubborn and play the original.
+Tommy59375 =) hard fit there I guess.
Wow thats cool
21:05 - its like Railroad tycoon but way cooler ))
+Dmytro Bogdan Or OTTD, in short.
I am rescued from my gray and dreary day!
Z likes trains
Holy mother of traffic stops
more videos more often
Try not using loops...
your rail crossroad looks like tRNA on the map :p
Z you need to research robot speed.
This seems really over complicated :P
+Mr_FJ Not really, if you want a very saturated rail system with many trains, these kinds of intersections are almost required unless you want tons of congestion and possible deadlock
Are you new here?
Ed Stretton I guess. MY train network works fine with much more simple intersections, but I guess it's not that big.
Mr_FJ Lol, it's nothing to do with whether it will work efficiently, it's to do with whether it will work spectacularly!
Kk
Obligatory _LOOPS_ comment.
Last
Please end my suffering
+Mr. Terraria yeah... why are there so many of this type of comment?
+elisha pommert To be honest TH-cam comments are complete cancer nowadays, especially on music videos with the hole who's watching in (insert suicidal date here)
+Mr. Terraria or when people are like "315th comment"... It's like? Wtf... How could you possibly know that 😂
+9reeNcheese Even the people who put like if your sick of people asking for likes, there just as bad they're still like whoring and cluttering up the comments with disease.
please stop making us suffer all that research production is halted because you aren't researching!