Heyyy listen! I know you gotta make a living but duuude. This is the most ads I've seen in a 20min video in MY LIFE!! I'm not yelling at you or threatening or anything, but dude. You really need to find that balance. More ads, less viewers / less ads, more viewers. Great video, and good luck! 👍
DDAAAAAAAMN Kibitz. I try not to watch your vids any more because it makes me ashamed of my chaotic little spaghetti factory. You built a slick, sci-fi city.
About the truck phasing: A little while ago the devs made it so that a truck following a route will just phase back onto the route if it runs into an obstruction
@@Echoleon I believe it was mostly because trucks are historically a highly unreliable form of resources transportation and before they became obsolete upon the unlock of trains
you can clip a trucks front tire with the Explorer and it will go flying off your highway onto a non-pathed area and it will turn blue and phase back onto the route
What works poorly, is head on. You used to be able to run vehicles into each other, and it would sorta work out somehow. But not now. Now they will deadlock.
If it ends right here right now than o7 i don't know how many episodes do we have left but i am glad that we could share this time together kibitz we all love you o7
storage capacity of trucks are i guess similar to that of an industrial storage containers. The transfer rates and capacity of the trucks are insane and beats the trains so easily!!
Yeah, biggest thing trains have over trucks is not requiring a special fuel sorce. Coal works, but you need a fair bit of it to keep up with any reasonably sized system. Packaged fuel is rough due to managing the by-products, so it isn't until you start running them on batteries or if you are insane enough, uranium or plutonium that things become reasonable.
Ive seen this a couple times and I cant help but wonder: isnt the throughput exactly the same since the input of both is limited by the belt speed (1560i/min)?
@@literallycanadian I mean you say that as if there isn't a use for the byproduct like nuclear waste. I use turbo fuel in my vehicles now since not all fuel sources act the same in vehicles(higher quality burns less by the mile and makes vehicles move faster). Of course now I'm more moving onto trains in my newest game since I now know how to utilize trains more efficiently to meet demand in my factory when it comes to resources that are far away from my current factory.
@@literallycanadian Packaged fuel is rough? If anything, packaged fuel should be the byproduct. When I get to tier 5-6, I make plastic and rubber directly and convert the heavy oil into fuel. That supplies enough packaged fuel to supply my entire vehicle network.
@@ThargtG it's not, due to the belt loading stopping in the train stations during loading and unloading. Depending on your stack size, the max theoretical throughout rate will be 1109, 1296, 1416, or 1499 items per minute if the stack size is 50, 100, 200, and 500 respective. The real rate is much less than that since you'd be hard pressed to hit the optimum time for a train loop, each and every circuit.
I have a save where I used trucks for everything. The problem I have with them is that they vary in their output. Both from small changes in their route every run and once you start to have more vehicles use the same path. Although that last one is also true for trains, but at least trains can carry much more including liquid and gas.
Trucks can carry packaged liquids and gasses, if you need them to. I'm pretty sure the throughput there is also far higher than train fluid cars, although the fluid cars look cooler I don't recall them being particularly useful.
@@ultmateragnarok8376 Yes the Fluid car is ridiculously inefficient compared to packaged items being transported by even just trains and once the full loop is saturated the resource cost of the package container is realistically inconsequential.
In both places where he made them there was a lake nearby, so absolutely not. Some players just seem to hate using the wet recipes for whatever reason.
@@Xhaleon Wet recipes need water (obvious thing is obvious), as such it's a lot more infrastructure and hassle to set up vs a handful 2 or 3 miners and some belts.
@@irishgoblin95 You're saying it's less of a hassle to travel to entirely different biomes to set up large arrays of constructors, compared to plopping down a few refineries next to the nearby water source? The disparity for wet vs dry concrete is really extreme compared to the metal ingot equivalents.
....Theyd just end up running on batteries then. Not a smooth way to be foreced to build your trucks at a truck station if thats the only way to charge them. Maybe work the same way that hover pack does? Some modder could propably try it out if they havent already.
@@eliasnilsson6604 Not only hover packs works like that. Drones also do. Okay, they need battaries in store while loading the goodies. But if you transfer this method to the big trucks, it might be good. In my theorie.
whether its trucks or trains once it balances out you're limited to the 1560 a minute of the belts feeding the station. Truck stations have the benefits of: A) continuing to load even when the truck is stationed (train stations stop moving items while trains are docked) B) they can use just about anything for fuel, and for really really long hauls you can use batteries on the trucks, as batteries get 10x the range of coal and 4x the range of fuel or 2x the range of turbofuel. (plutonium fuel rods may also be used for several real life hours of driving per, but will be radioactive at both the truck and station) C) can be refueled on both sides for maximum range D) no tracks needed Train stations have the benefits of: A) moving fluids without needing to package them B) speed for long distance travel C) throughput and segmentation due to multiple cars D) expandable E) once the rail network is built you just attach the new station and tell it where to go and the train handles the rest, no new path required. Benefits of drones: A) fastest transport B) they ignore terrain completely C) they can get to hard to reach places with ease for offbeat mini factories
Another thing: I would love to see Coffee Stain add a copy/duplicate path function both for the nodes and full path. And also make nodes movable and changeable. Would make "road" management so much easier and less time consuming as for example: with your four truck station highway, you record the path 1 time then just duplicate the path for the other 3 stations, then move the end nodes into the correct loading zones. It's really irritating when I get slightly stuck on a hill and it makes a pause node or the truck glitches while driving over foundations (which I hope was fixed) and now the nodes are out of line. Both are easy enough to just delete but if nodes get messed up over a turn then the trucks really suffer, as deleting the middle node causes them to go straight for the next, which can make it worse... ps: path duplication would probably be best if duplicated nodes were placed slightly to the side of original to make selection easier (movement/deletion)... 🥔
dont' be fooled by the numbers you're currently seeing Truck stops initially show a ***missive*** throughput number until item transfers settle out. however they can theoretically achieve a throughput of 99-100% of the belt throughput running through it.
ALSO in any application where you are using a truck stop And your throughput is very low see if you can get away with using a single tractor A single tractor uses less fuel than a single truck. but if you have to use more than 1 tractor you upgrade to a truck and then go from there.
Trucks will simply phase to the next node on the route if they're stuck, this was part of the update that makes them 100% reliable if you leave them be. So that means you can record a route, park the truck at the station, box the trucks at the station, delete all nodes on the route except at the stations, then have a truck that just phases linearly between stations. 10/10 would cheese again.
My solution for exactly that steep hill above crater lake was to use Explorers instead of trucks. You have to use 2 Explorers for the throughput of one truck, but they are way faster so the result is more like 1,5 trucks of throughput.
I wish the invisible bounding box crashing when following a tractor would get fixed. It's been there for several updates now. Making new routes on a road with multiple vehicles inevitably hits one.
It's the 48 stacks and fact you can double them up, but remember you're still bound by the 2x780 items per minute on throughput because your truck stations still only have 2 lines in or out.
@@konradnewton9213 that has no effect on the per station throughput of trucks. The maximum rate you can achieve is 780x2 per station no matter how many stations load and unload your truck.
The ultimate goal of factory Sim gamers: not having to play the game... Also I've figured out trucks can path anywhere as long as you can get the truck there while recording. If the hill is too steep, make a method to get to the top while recording (even if it's a mountain) then complete the recording loop and delete all the arrows between the start of the climb and the end. Even if the truck can't get up there with a driver the new autopilot "phasing" technology will zoot it to the next arrow it's trying to get to at full truck speed. Feel kinda weird about it tho since it's useful but unrealistic comparing how they worked trains.. .
Wish they'd bring out super fast belts. I used to play with a mod that went at 2000/min and it was fine. You don't even need to show the items - just have it be covered. Idk, call it a "Pressurized Hyper Belt" or something.
This is why I love the wet concrete recipe cuz you produce way more concrete per machine at a better limestone to concrete ratio. Really speeds up the concrete aspect needed for EI beams and HMOD frames alt.
I think it hilarious that the truck has a health bar, but falling off a cliff, and rolling over a bunch of times doesn't even phase it, but the player gets damaged lol.
Lol yes! I wonder that all the time. It's like when they added it at first they intended for it to do something later, but it still does nothing. But the devs have also already said they'll NEVER give factory buildings health bars, so vehicle health bars seems outside that design philosophy as well. I bet they forgot about them, and they'll get removed later!
I suppose my only grip about trucks is what fuel to use, cause as much as I love turbo fuel having to send some off for all the truck stations, probably using a truck might lead to a lot of confusion and wasting time
@@Jehty_ I think trucks start to lose a bit of efficiency in long distances, the fuel consumption and the low speed are more highlighted when you have to go from one end of the map to the other
I like to use tractors and trucks because I don't have to build infrastructure for them, they can just go to the terrain (and also figuring out a good path is fun).
Each trucks/tractors/buggies take ANY of the following: Leaves, wood, mycelia, alien carapace, alien organs, flower petals, colour cartridge, fabric, biomass, solid biofuel, packaged liquid biofuel, coal, compacted coal, petroleum coke, packaged fuel, packaged turbofuel, packaged heavy oil residue, packaged oil, battery, nuclear fuel rod, plutonium fuel rod. Batteries last a LONG time also
Kibz, you realize the limitation of trucks is the belts right? You can't actually get 3000/min from one truck station because you can't load or unload at that speed.
Hey kibitz! love the satisfactory videos. Can you show us how you do your spread sheets to organise and calculate everything? I think it would be interesting and super usefull!
aside from phasing trucks can now also teleport back to the nearest path marker if they fall off the road or roll over. Also those features are ONLY for autopilot you dont get to phase or teleport while recording the path
In addition to the smaller inventory size of trains vs trucks, trains also need to wait to load/unload at stations, where the 2x780 pauses. More trains on the railway (increasing the throughput on the rail) = more pauses in the transfer rate when loading/unloading (decreasing the throughput at the stations). Trucks do not have this tradeoff, as loading/unloading does not pause belts.
We need logistics control of trucks, ie: being able to specify in the cargo reserved slots for certain types of material allowing you to split a load. Additionally we need to be able to specify which loading dock takes how much of any given material. So for example, you could have a truck with the inventory marked with 10 spots for iron plates and 10 spots for iron rods. The plates are marked 'A', the rods are 5 'A' and 5 'B'. Then you specify a dock to pick up Iron Rods (instead of the 'take everything out of the truck when it drives by' which ruins everything), and you can say 'only pick up A', then when the truck goes by it will suck all the rods out of the truck that are in slots marked 'A'.
kibz, I had a tractor that claimed it could carry 7304080896 items per minute, not even joking. and that was only 1 carrying coal. that was probably a glitch, but i have a screenshot to prove it
For all who are interested the truck's phasing mechanic only activates if the truck is following a route and was added in update 5 to make vehicles a more viable option for transporting resources over distances that trains would be impractical.
Now that you have something so satisfying set up, you really need to watch Let's Game It Out's latest Satisfactory video... It'll be painful, but worth it.
6:20 Do you optimise your trucks AI arrows? I generally cut out the messups including bad launches. then it just works unless you're not there. Also phasing only works when the AI is driving
I think it makes sense that trucks are more efficient than trains because they require more resources to get up and running. Trucks require fuel while trains require a reliable electricity grid to operate. I do not know if trains can travel long distances faster than trucks, but it seems like it.
Trains are probably still better for longer trips, what "longer" means is something to be calculated, mainly for ease of construction. My plan is to have trains do a milk run around the world, distributing things among transport nodes, and get the goods to and from the nodes with trucks. Note that I have far less time on my hands than Kibs, do not get paid for the effort, and possess no real sense of style, or even what colors are supposed to go with one another, so don't expect me to share it. That's a pretty good analogy to real world though. Ideally the trucks would be smart enough to maneuver around one another, also like in the real world, but phasing through one another is a good compromise and probably less computing power. So good feature, nice work to the devs on that.
Your mega factory looks great. I wish trucks weren't so janky or I'd use them. I hate recording their paths and I hate how they operate, with invisible collisions, and drives like a drunk driver. The only fix the devs can add is a bandaid which teleports them. I've suggested to them many times to axe the physics, put in fake physics so it looks right and slide it along a editable spline path. That would work better than the mess they are right now. Trains need improvements too (especially when it comes to building the tracks). I am glad they are adding blueprints though.
18:20 easy to achieve if you transport items that come in 500 stacks like quickwire still you can only get 2x 780 belts out of the truck station so youre capped by that to best use trains and truck stations compress the items into their most "dense" form for example its best to transport caterium als caterium ingots since 2 caterium ore = 1 ingot and 1 ingot will make 6 quickwire so the trhoughput is gated by the number of trucks not the number of stations
I'm inclined to agree. I used to call semis my friends when I was a kid. I loved Peterbilts, and the semis that haul cars, pickups, and SUV's. Trains are cool, too. But, they don't have a Jake-Brake that makes manly "FUTUTUTUTUTUTU" sounds.
Each truck have the same capacity as an industrial storage! Plus, you can set up 4 truck stations on a single path! 2 for loading, & 2 for unloading!!! Believe me, I have 1 truck going to all 4 stations! Unloading smokeless powder, plastic, & rubber! & then loading black powder, which is taken to be turned into smokeless powder! Not to mention packaged fuel, for the truck & for 'future' me (jetpack)!!! 😉
Now install update 7 and watch in horror as all your trucks begin dry humping and tea bagging a single navigation node over and over and over...........
I suspect the logistics of building the nessisarly roads would be an issue trying to switch to trucks potentially making it more likely to hit the item limit. That said updating the nuclear choo into a nuclear vroom might be worth it.
Hey Kibz, these Numbers doesnt make any sense. You cannot put more than 1560 items/min into a truckstation (2* MK5 belt), so there cant be transfer rates higher than that. The numbers lie to you, it isnt efficent at all. just look on the output how long the belts bring items out of the truck station until the next truck is coming and you will see, that the numbers are way lower than 1560/min
I was hoping they'd give trucks an advantage like that just to offset the effort of figuring out fuel. I wonder what the range is for the different fuel types
The only trucks that faze through things are the ones on autopilot driving on a recorded route. The trucks will also correct themselves if they get off there designated route.
Just wanted to stop by and say thanks for your awesome music playlists. I listen to it while working and playing satisfactory! I have listened to a lot of lofi/beats and your stuff is really good!
BLUEPRINTS coming out SOON btw!
Keep up with the shenanigans here: ruclips.net/video/1j5v0p_E6ac/видео.html
Heyyy listen! I know you gotta make a living but duuude. This is the most ads I've seen in a 20min video in MY LIFE!! I'm not yelling at you or threatening or anything, but dude. You really need to find that balance. More ads, less viewers / less ads, more viewers. Great video, and good luck! 👍
Love the videos brother
plzplzplz play more dsp
when the combat update comes out
@@pathowogen4745 adblocker
DDAAAAAAAMN Kibitz. I try not to watch your vids any more because it makes me ashamed of my chaotic little spaghetti factory. You built a slick, sci-fi city.
You beat the game, but now you have to make it more efficient, but to do that you need to build another thing, and make that more efficient…
Satisfactory in a nutshell
The factory must grow
adiktion
Maybe it is smarter to make a jetpack route instead of demolishing and replace the wales
Now he has to tear up ALL the factories and rebuild them into a single giant factory /j
It would be hilarious if you flew in the plutonium fuel rods to use as truck fuel before sinking the excess.
He'd use like 10 rods a day lol(IRL)
Surely, he's built a fabric factory.
HOLD UP NOW WAIT A SECOND HERE!
“Alternatively, [plutonium fuel rods] can be used as vehicle fuel, without producing any Plutonium Waste.” - the wiki
Huh, interesting.
@@atimholt yeah, but then your highway becomes radioactive.
About the truck phasing: A little while ago the devs made it so that a truck following a route will just phase back onto the route if it runs into an obstruction
I wonder if this was added to prevent the xmas event from destroying truck routes.
@@Echoleon I believe it was mostly because trucks are historically a highly unreliable form of resources transportation and before they became obsolete upon the unlock of trains
@@Echoleon I bought the game last December and I can't remember the trucks not doing this.
you can clip a trucks front tire with the Explorer and it will go flying off your highway onto a non-pathed area and it will turn blue and phase back onto the route
What works poorly, is head on. You used to be able to run vehicles into each other, and it would sorta work out somehow. But not now. Now they will deadlock.
I cannot begin to imagine what Kibitz will come up with when the blueprints are out.
I've been waiting for a reaction video to the last video CSS put out about them but he hasn't done one yet D:
Is there even anything else he needs to build now? He’s basically finished the game.
@@coolersmoke just like factorio...
He'll be cooking marshmallow on his v-card, that's for sure
it's just blueprints, calm down
If it ends right here right now than o7 i don't know how many episodes do we have left but i am glad that we could share this time together kibitz we all love you o7
storage capacity of trucks are i guess similar to that of an industrial storage containers. The transfer rates and capacity of the trucks are insane and beats the trains so easily!!
Yeah, biggest thing trains have over trucks is not requiring a special fuel sorce. Coal works, but you need a fair bit of it to keep up with any reasonably sized system. Packaged fuel is rough due to managing the by-products, so it isn't until you start running them on batteries or if you are insane enough, uranium or plutonium that things become reasonable.
Ive seen this a couple times and I cant help but wonder: isnt the throughput exactly the same since the input of both is limited by the belt speed (1560i/min)?
@@literallycanadian I mean you say that as if there isn't a use for the byproduct like nuclear waste. I use turbo fuel in my vehicles now since not all fuel sources act the same in vehicles(higher quality burns less by the mile and makes vehicles move faster). Of course now I'm more moving onto trains in my newest game since I now know how to utilize trains more efficiently to meet demand in my factory when it comes to resources that are far away from my current factory.
@@literallycanadian Packaged fuel is rough? If anything, packaged fuel should be the byproduct. When I get to tier 5-6, I make plastic and rubber directly and convert the heavy oil into fuel. That supplies enough packaged fuel to supply my entire vehicle network.
@@ThargtG it's not, due to the belt loading stopping in the train stations during loading and unloading.
Depending on your stack size, the max theoretical throughout rate will be 1109, 1296, 1416, or 1499 items per minute if the stack size is 50, 100, 200, and 500 respective. The real rate is much less than that since you'd be hard pressed to hit the optimum time for a train loop, each and every circuit.
I have a save where I used trucks for everything. The problem I have with them is that they vary in their output. Both from small changes in their route every run and once you start to have more vehicles use the same path. Although that last one is also true for trains, but at least trains can carry much more including liquid and gas.
Trucks can carry packaged liquids and gasses, if you need them to. I'm pretty sure the throughput there is also far higher than train fluid cars, although the fluid cars look cooler I don't recall them being particularly useful.
@@ultmateragnarok8376 Yes the Fluid car is ridiculously inefficient compared to packaged items being transported by even just trains and once the full loop is saturated the resource cost of the package container is realistically inconsequential.
I wonder if having extra limestone brought from all around was actually easier to set up than using wet concrete recipe for 2x yield?
In both places where he made them there was a lake nearby, so absolutely not. Some players just seem to hate using the wet recipes for whatever reason.
If not wet concrete, at least we can hope for Pure Copper for the powder
@@Xhaleon Wet recipes need water (obvious thing is obvious), as such it's a lot more infrastructure and hassle to set up vs a handful 2 or 3 miners and some belts.
@@irishgoblin95 You're saying it's less of a hassle to travel to entirely different biomes to set up large arrays of constructors, compared to plopping down a few refineries next to the nearby water source? The disparity for wet vs dry concrete is really extreme compared to the metal ingot equivalents.
@@Xhaleon rubber concrete all the way
Coffee stain should add a new electrical trucks, which will work like accumulators and will recharge every time they are getting to the station.
the Tesla truck should 😅
....Theyd just end up running on batteries then. Not a smooth way to be foreced to build your trucks at a truck station if thats the only way to charge them. Maybe work the same way that hover pack does? Some modder could propably try it out if they havent already.
I think they are called trains :p
just put the batteries you make into truck then boom electric truck
@@eliasnilsson6604 Not only hover packs works like that. Drones also do. Okay, they need battaries in store while loading the goodies. But if you transfer this method to the big trucks, it might be good. In my theorie.
whether its trucks or trains once it balances out you're limited to the 1560 a minute of the belts feeding the station.
Truck stations have the benefits of:
A) continuing to load even when the truck is stationed (train stations stop moving items while trains are docked)
B) they can use just about anything for fuel, and for really really long hauls you can use batteries on the trucks, as batteries get 10x the range of coal and 4x the range of fuel or 2x the range of turbofuel. (plutonium fuel rods may also be used for several real life hours of driving per, but will be radioactive at both the truck and station)
C) can be refueled on both sides for maximum range
D) no tracks needed
Train stations have the benefits of:
A) moving fluids without needing to package them
B) speed for long distance travel
C) throughput and segmentation due to multiple cars
D) expandable
E) once the rail network is built you just attach the new station and tell it where to go and the train handles the rest, no new path required.
Benefits of drones:
A) fastest transport
B) they ignore terrain completely
C) they can get to hard to reach places with ease for offbeat mini factories
14:39 DID I HEAR A ROCK AND STONE?!
Another thing: I would love to see Coffee Stain add a copy/duplicate path function both for the nodes and full path. And also make nodes movable and changeable. Would make "road" management so much easier and less time consuming as for example: with your four truck station highway, you record the path 1 time then just duplicate the path for the other 3 stations, then move the end nodes into the correct loading zones. It's really irritating when I get slightly stuck on a hill and it makes a pause node or the truck glitches while driving over foundations (which I hope was fixed) and now the nodes are out of line. Both are easy enough to just delete but if nodes get messed up over a turn then the trucks really suffer, as deleting the middle node causes them to go straight for the next, which can make it worse...
ps: path duplication would probably be best if duplicated nodes were placed slightly to the side of original to make selection easier (movement/deletion)... 🥔
11:41 WET CONCRETE! lol. Don't build all those constructors for basic concrete... XD
dont' be fooled by the numbers you're currently seeing
Truck stops initially show a ***missive*** throughput number until item transfers settle out.
however they can theoretically achieve a throughput of 99-100% of the belt throughput running through it.
ALSO
in any application where you are using a truck stop
And your throughput is very low
see if you can get away with using a single tractor
A single tractor uses less fuel than a single truck.
but if you have to use more than 1 tractor you upgrade to a truck and then go from there.
Trucks will simply phase to the next node on the route if they're stuck, this was part of the update that makes them 100% reliable if you leave them be. So that means you can record a route, park the truck at the station, box the trucks at the station, delete all nodes on the route except at the stations, then have a truck that just phases linearly between stations. 10/10 would cheese again.
Wait, does that actually work??
@@ricobarth did u see if this worked?
The problem is they deadlock if they crash on each other
@@illusion9423 Just put a box where paths intersect so they get stuck and activate phase mode so they never crash into each other.
All those constructors... If only we had blueprints or something to deal with that ;)
My solution for exactly that steep hill above crater lake was to use Explorers instead of trucks. You have to use 2 Explorers for the throughput of one truck, but they are way faster so the result is more like 1,5 trucks of throughput.
I wish the invisible bounding box crashing when following a tractor would get fixed. It's been there for several updates now. Making new routes on a road with multiple vehicles inevitably hits one.
It's the 48 stacks and fact you can double them up, but remember you're still bound by the 2x780 items per minute on throughput because your truck stations still only have 2 lines in or out.
You can make a truck fill up at two stations
@@konradnewton9213 that has no effect on the per station throughput of trucks. The maximum rate you can achieve is 780x2 per station no matter how many stations load and unload your truck.
In 1 video i witness "thanks past kibs" "screw past kibs" "help future kibs" "torture future kibs"
14:38 "Let's Rock and S- roll"
to the bone!
The ultimate goal of factory Sim gamers: not having to play the game...
Also I've figured out trucks can path anywhere as long as you can get the truck there while recording. If the hill is too steep, make a method to get to the top while recording (even if it's a mountain) then complete the recording loop and delete all the arrows between the start of the climb and the end. Even if the truck can't get up there with a driver the new autopilot "phasing" technology will zoot it to the next arrow it's trying to get to at full truck speed. Feel kinda weird about it tho since it's useful but unrealistic comparing how they worked trains.. .
Wish they'd bring out super fast belts. I used to play with a mod that went at 2000/min and it was fine. You don't even need to show the items - just have it be covered.
Idk, call it a "Pressurized Hyper Belt" or something.
I would like to see a full harvest of the world. Not just beat it, but set your system up to gather and use the whole planet.
This is why I love the wet concrete recipe cuz you produce way more concrete per machine at a better limestone to concrete ratio. Really speeds up the concrete aspect needed for EI beams and HMOD frames alt.
I think it hilarious that the truck has a health bar, but falling off a cliff, and rolling over a bunch of times doesn't even phase it, but the player gets damaged lol.
Lol yes! I wonder that all the time. It's like when they added it at first they intended for it to do something later, but it still does nothing. But the devs have also already said they'll NEVER give factory buildings health bars, so vehicle health bars seems outside that design philosophy as well.
I bet they forgot about them, and they'll get removed later!
@@generaldirection5123 it's still in alpha right? beta is kinda when most features are polished to hell in prep for RC and final.
Give your editor a pat on the back for that looney tunes ending. Also, fantastic foreshadowing on the truck thing. I'm sure it's fine.
I suppose my only grip about trucks is what fuel to use, cause as much as I love turbo fuel having to send some off for all the truck stations, probably using a truck might lead to a lot of confusion and wasting time
You could simply use drones for that, or maybe even a train
You can feed them nuclear
@@daniellima4391 or trucks.
@@Jehty_ I think trucks start to lose a bit of efficiency in long distances, the fuel consumption and the low speed are more highlighted when you have to go from one end of the map to the other
I like to use tractors and trucks because I don't have to build infrastructure for them, they can just go to the terrain (and also figuring out a good path is fun).
Past Kibs is such a hero. I wish I had one.
Each trucks/tractors/buggies take ANY of the following:
Leaves, wood, mycelia, alien carapace, alien organs, flower petals, colour cartridge, fabric, biomass, solid biofuel, packaged liquid biofuel, coal, compacted coal, petroleum coke, packaged fuel, packaged turbofuel, packaged heavy oil residue, packaged oil, battery, nuclear fuel rod, plutonium fuel rod. Batteries last a LONG time also
Kibz, you realize the limitation of trucks is the belts right? You can't actually get 3000/min from one truck station because you can't load or unload at that speed.
What a journey it has been. Every video was amazing. Thank you.
Hey kibitz! love the satisfactory videos. Can you show us how you do your spread sheets to organise and calculate everything? I think it would be interesting and super usefull!
It's on his Patreon
@@TyphonCH do you know which one?
At 11:16 you say 148, but type 481. Always a point of concern when the numbers don't match.
The “you gotta have a permit for that bud” part got me, mainly since im Canadian and all i could think about was the “Bud”
aside from phasing trucks can now also teleport back to the nearest path marker if they fall off the road or roll over. Also those features are ONLY for autopilot you dont get to phase or teleport while recording the path
Keep Trucking Mr Beep
Beep
@@ToasterMan Beep beep
@@emmettblackburn8809 Choo
In addition to the smaller inventory size of trains vs trucks, trains also need to wait to load/unload at stations, where the 2x780 pauses. More trains on the railway (increasing the throughput on the rail) = more pauses in the transfer rate when loading/unloading (decreasing the throughput at the stations). Trucks do not have this tradeoff, as loading/unloading does not pause belts.
Hey Kibs. Trucks run on Turbo Fuel and are very efficient with it. You know, if you want to go that route.
Physics : yeah you can’t pass through another truck, it’s a physical object you can’t just drive throu-
Other truck : *And I took that personally*
We need logistics control of trucks, ie: being able to specify in the cargo reserved slots for certain types of material allowing you to split a load. Additionally we need to be able to specify which loading dock takes how much of any given material. So for example, you could have a truck with the inventory marked with 10 spots for iron plates and 10 spots for iron rods. The plates are marked 'A', the rods are 5 'A' and 5 'B'.
Then you specify a dock to pick up Iron Rods (instead of the 'take everything out of the truck when it drives by' which ruins everything), and you can say 'only pick up A', then when the truck goes by it will suck all the rods out of the truck that are in slots marked 'A'.
I would watch you build these worlds for hours
kibz, I had a tractor that claimed it could carry 7304080896 items per minute, not even joking. and that was only 1 carrying coal. that was probably a glitch, but i have a screenshot to prove it
For all who are interested the truck's phasing mechanic only activates if the truck is following a route and was added in update 5 to make vehicles a more viable option for transporting resources over distances that trains would be impractical.
Fun Fact: Trucks can use Uranium Fuel rods and Plutonium fuel rods without generating waste. i think its better than just shredding Plutonium.
😮
Interesting
Now that you have something so satisfying set up, you really need to watch Let's Game It Out's latest Satisfactory video... It'll be painful, but worth it.
i like how, 2.5k hours in, this game can still surprise you like that.
I was was like “cool a new video, I’ll watch it later after I’ve set up my new train lines.”
*insert Mistake singing opera singer*
Got an ad for macaroni just as you pressed the switch to nuke the bean. Found it hilarious 😂
Would the Wet Concrete recipe have been a better choice over the vanilla Constructor recipe?
Kibs out here playing cities skylines and satisfactory AT THE SAME TIME
Well, only thing that happens with the trucks in our (coop) world, they deadlock^^
But we use dirt roads so maybe some paths intersect ;P
I wonder if for long distance trains become better in throughput, since their animation time is less significant
6:20 Do you optimise your trucks AI arrows? I generally cut out the messups including bad launches. then it just works unless you're not there. Also phasing only works when the AI is driving
I think it makes sense that trucks are more efficient than trains because they require more resources to get up and running. Trucks require fuel while trains require a reliable electricity grid to operate. I do not know if trains can travel long distances faster than trucks, but it seems like it.
I'm hearing that truck will phase through if on automatic path, so yaaay your truck can yeet istelf onto the other highway! Try it pls.
I suspect the transfer rate for trucks will drop to 1560 once the truck station inventory fills up and is limited by the pair of mk5 output belts.
Add collision to trains. Remove them for trucks. Perfect.
yo you crazy broseph
Oh my god, all your stuff looks amazing!
Trains are probably still better for longer trips, what "longer" means is something to be calculated, mainly for ease of construction. My plan is to have trains do a milk run around the world, distributing things among transport nodes, and get the goods to and from the nodes with trucks. Note that I have far less time on my hands than Kibs, do not get paid for the effort, and possess no real sense of style, or even what colors are supposed to go with one another, so don't expect me to share it. That's a pretty good analogy to real world though. Ideally the trucks would be smart enough to maneuver around one another, also like in the real world, but phasing through one another is a good compromise and probably less computing power. So good feature, nice work to the devs on that.
this has always been the case. Even in update 5. The only time it doesn't work is when two auto-piloted trucks come head to head with each other.
I made all my pasta from one overclocked copper node it took forever but I was exploring all of the map whilst my factory slowly filled the elevator.
Your mega factory looks great. I wish trucks weren't so janky or I'd use them. I hate recording their paths and I hate how they operate, with invisible collisions, and drives like a drunk driver. The only fix the devs can add is a bandaid which teleports them. I've suggested to them many times to axe the physics, put in fake physics so it looks right and slide it along a editable spline path. That would work better than the mess they are right now. Trains need improvements too (especially when it comes to building the tracks). I am glad they are adding blueprints though.
18:20 easy to achieve if you transport items that come in 500 stacks like quickwire
still you can only get 2x 780 belts out of the truck station so youre capped by that
to best use trains and truck stations compress the items into their most "dense" form
for example its best to transport caterium als caterium ingots since 2 caterium ore = 1 ingot and 1 ingot will make 6 quickwire
so the trhoughput is gated by the number of trucks not the number of stations
Love every and anything u upload! Kibitz smart builder.
Ooh that "become patreon" slab is exquisite :o
yooo trucks are op when you look deep into them, and very good video kibitz
Imagine having the whole world to build and being able to go to space and planets to build.
Using trucks like this has a very "Red Mars" vibe. Love it.
You do know you can adjust where the jumpthingies shoot you right? After the first placement scroll the mousewheel to adjust trajectory 😁👍
This is absolutely awesome
Kibitz I don't wanna spoil you but trucks getting back on their presettled track thing was introduced at U5.
I'm inclined to agree. I used to call semis my friends when I was a kid. I loved Peterbilts, and the semis that haul cars, pickups, and SUV's. Trains are cool, too. But, they don't have a Jake-Brake that makes manly "FUTUTUTUTUTUTU" sounds.
Wait to see kibs realise trucks stop for each other when there on auto pilot
Each truck have the same capacity as an industrial storage!
Plus, you can set up 4 truck stations on a single path! 2 for loading, & 2 for unloading!!! Believe me, I have 1 truck going to all 4 stations! Unloading smokeless powder, plastic, & rubber! & then loading black powder, which is taken to be turned into smokeless powder! Not to mention packaged fuel, for the truck & for 'future' me (jetpack)!!! 😉
Now install update 7 and watch in horror as all your trucks begin dry humping and tea bagging a single navigation node over and over and over...........
that last truck at 20:01 ...
even focusing on it with the blend at the end :-)
And now that you're done...blueprints! Yay!
You're gonna love the new blueprint mode thats coming soon in the next update.
I suspect the logistics of building the nessisarly roads would be an issue trying to switch to trucks potentially making it more likely to hit the item limit. That said updating the nuclear choo into a nuclear vroom might be worth it.
i believe the truck didnt phase through that second time because you were driving it, it needs to be on an automated path in order to do that
You put the limestone in the constructor and crush it all up!
Hey Kibz, these Numbers doesnt make any sense. You cannot put more than 1560 items/min into a truckstation (2* MK5 belt), so there cant be transfer rates higher than that. The numbers lie to you, it isnt efficent at all. just look on the output how long the belts bring items out of the truck station until the next truck is coming and you will see, that the numbers are way lower than 1560/min
I was hoping they'd give trucks an advantage like that just to offset the effort of figuring out fuel. I wonder what the range is for the different fuel types
I wish there was a dubbed version of these videos where kibz just talks like a normal human being
The only trucks that faze through things are the ones on autopilot driving on a recorded route. The trucks will also correct themselves if they get off there designated route.
There a mod for an elevator for pioneers and vehicles. Awesome vid m8
Just wanted to stop by and say thanks for your awesome music playlists. I listen to it while working and playing satisfactory! I have listened to a lot of lofi/beats and your stuff is really good!
Soon, with blueprint, we too will have the power of boop.
Sort of.
So you'll finish the space elevator parts just in time for the blueprint machine to come out 😝
Remember to throw the batteries into the ocean, once discharged.
"You gotta have a permit for that bud!" LOLOLOL
Man I've always liked how trucks looked. I so wanna try vehicles and bounce pads now.
Maybe I missed it but can you do a long form video showing how you build the infrastructure for your world? Like running belts, building foundations?
The trucks only ghost through when they are in autopilot or if they fall of a bridge they will phase back up! Truck=op
Imagine having a blue print for basic constructor set ups that you can slap down for occassions like this 🤤
I feel like this man is just one bad equation away from snapping.