Satisfactory Update 5 turned our World into a TRAIN WRECK!

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  • Опубликовано: 10 фев 2025

Комментарии • 271

  • @Teebi928S
    @Teebi928S 3 года назад +2

    Dear Mr Kibitz, thankyou for getting this cranky 62 year old, in a fit of laughter, to knock his beer over his keyboard in response to your emergency "Meltdown" system. It's sheer brilliance !! Outstanding I say! Oh, and yes, I do have more than one keyboard, the wet one has been rinsed and is out on the balcony drying in the sun.

  • @gadamson12
    @gadamson12 3 года назад +247

    For the crossing intersection in your test world, you do not need that pile of path signals, the two path signals would still have worked, because path signals will only reserve the path through the block that the train is going to take, so if two trains paths won't cross (as is the case if they are traveling parallel, then they will be allowed into the block at the same time. Also, hit E on the erroring signals to see the error.

    • @RealPanzer999
      @RealPanzer999 3 года назад +6

      I was so surprised when kibitz came up with the idea of putting multiple signals there.

    • @S3t3sh
      @S3t3sh 3 года назад +22

      Do not add signals right after a junction like that, or a train stopping will block up the entire intersection. :-) Transport Tycoon FTW.

    • @ezpzaah5772
      @ezpzaah5772 3 года назад +8

      @@S3t3sh woo, another OpenTTD fan.

    • @RealPanzer999
      @RealPanzer999 3 года назад

      @@S3t3sh but then the train will stop before the intersection causing the same issue

    • @halfgecko3202
      @halfgecko3202 3 года назад +5

      @@RealPanzer999 better to stop it before the intersection than have it stop in the middle of it and holding up traffic, possibly even blocking itself in

  • @radordekeche947
    @radordekeche947 3 года назад +350

    The lack of checking what the error messages say on the signs is painful as someone in IT. Read the error messages, they will tell you what you've done wrong.

    • @aXYZGaming
      @aXYZGaming 3 года назад +17

      i share that pain

    • @legendaryone696
      @legendaryone696 3 года назад +6

      @@aXYZGaming i share the pain of your pain

    • @justinesalgarino2718
      @justinesalgarino2718 3 года назад +2

      @@xistonneon2694 i share the pain of your pain of your pain of your pain

    • @boxgames3680
      @boxgames3680 3 года назад +3

      @@justinesalgarino2718 i share the pain of your pain of your pain of your pain of your pain

    • @ThemLoLShortClips
      @ThemLoLShortClips 3 года назад +6

      @@boxgames3680 I detect recursion here

  • @kai7474
    @kai7474 3 года назад +57

    The “pass through lane” as you call it, has a real-world name: a siding. Where a single rail handling both directions allows an opposing train to enter the siding so that another can cross it’s path, or a faster train can pass a slower one, or a train can wait to enter a station without blocking path along the main line.

    • @Zn0ZY
      @Zn0ZY 3 года назад

      Will it work in the game though? Can u tell a train not to stop at a block sign but to take a siding if the main track is occupied?

    • @Tonatsi
      @Tonatsi 3 года назад +1

      @@Zn0ZY Technically; although the first train to approach the siding will actually wait on the main track as the block ahead is occupied, and the second train will use the siding to go around it.

    • @Zn0ZY
      @Zn0ZY 3 года назад

      @@Tonatsi as much as i would like to get back in satisfactory and test that cause its seems super fun, i dont wont to distract myself from my cities skylines binge gaming xD

    • @ILMTitan
      @ILMTitan 3 года назад

      @@Zn0ZY The easiest way to make it work is to build a normal pair of one way tracks for a small section of the two way track. Other solutions that allow the "faster train overtakes slower" will risk deadlocks unless you have three tracks.

    • @briannem.6787
      @briannem.6787 3 года назад

      Usually that's called a passing loop, IIRC sidings are for storage or loading/unloading.

  • @DVDplayerz
    @DVDplayerz 3 года назад +2

    19:48
    "Hand.exe has stopped working"

  • @chrisbennett8293
    @chrisbennett8293 3 года назад +5

    The conveyor and pipe floor holes are some of my favorite functional updates. Lots of the cosmetic stuff is nice, but this just changes how cleanly we can all build infrastructure!

  • @JasperHuskyFox
    @JasperHuskyFox 3 года назад +1

    3:33 "UwU Station"?! Nice
    Also I subbed btw, your content seems really good, gonna have to binge watch some of your vids :3

  • @Jack_Wolfe
    @Jack_Wolfe 3 года назад +9

    20:43 it only fixed because you turned the one direction into a path signal. the thing breaking it was the LOOP around the back with a single block signal, so you had over lapping blocks and no block for the block signal.

  • @marvintherobotyt
    @marvintherobotyt 3 года назад +21

    Kibz uploading Satisfactory again has to be the greatest birthday gift

  • @Gisleburt
    @Gisleburt 3 года назад +3

    From my understanding of Coffee Stains video, you can us Block Signals for _almost_ everything.
    The only time you need a path signal is if it's possible for two trains to enter a single block at the same time without colliding by taking separate paths. The entrance to your nuclear power plant is an example where that could happen.
    That said, a block signal would still work, it would just hold up trains unnecessarily

  • @CarNiVal_74
    @CarNiVal_74 3 года назад +8

    17:00 you can chain the path signal ;-) for single track operation. But you need at least one block signal in the station loop and allow the trains to wait for each other.

  • @drorsheffer1182
    @drorsheffer1182 3 года назад +148

    My man, where is the original "and welcome back"? It is truly a legendary intro.

    • @sive_18
      @sive_18 3 года назад +2

      I was going to like but 69 is such a good number

    • @62sy
      @62sy 3 года назад +5

      … he did say it

    • @sive_18
      @sive_18 3 года назад +1

      It’s 75 now 😅

    • @Nallenbot
      @Nallenbot 3 года назад +3

      It was like 3 seconds in my dude, maybe RUclips autoplayed through the intro in silence?

    • @drorsheffer1182
      @drorsheffer1182 3 года назад +1

      @@Nallenbot nah, it's not the same.

  • @Goodgu3963
    @Goodgu3963 3 года назад +135

    14:30 You actually don't need those interior signals. I have 3 and 4 way intersections all over my map and have been playing with it a lot. You need one path signal at each entrance to a junction, and one block signal at each exit. So 8 total signals for a 4 way intersection, and 6 for a 3 way intersection.
    Also, Path signals do not equal better. Path signals don't just look at their block, they look at the next blocks. So a train will only enter a junction when they have room to leave the junction. Meaning they will leave gaps between blocks when trains are backed up which will just make the traffic worse.
    For your single rail offshoot tracks you want a total of 2 signals + 2 signals for each station. A path signal in each direction at the entance/exit junction to your single line, then a block signal entering each station, and a block signal leaving each station. Having more than one train on that line, outside of a station, will never have any benefit so adding more signals will just cause more confusion and delays.
    One last thing. Make sure to leave plenty of room in front of block signals before path signals. The path signals don't reserve a path until trains enter the block the path signal is attached to. This means that if you put a block signal right before a path signal, the train will stop for the red path signal until it enters the next block and the path signal reserves a path for it and turns green.
    Hope this clears things up. Happy traininging!

    • @aiden6343
      @aiden6343 3 года назад +1

      did you even listen to his explanation? he did it so if 2 trains were going parallel, one train didn't have to stop for the other one. If you only had one set of path signals, even if 2 trains were not crossing lanes, one would stop for no reason.

    • @TuTu-of8lo
      @TuTu-of8lo 3 года назад +18

      @@aiden6343 path signals reserve a path so he doesn't need the interior signals as if they were both gonna go straight they would boath go

    • @ignorable.dialogue
      @ignorable.dialogue 3 года назад +3

      _cause more confusion and delays_
      I wonder how many people are gonna catch this. c:

    • @lechking941
      @lechking941 3 года назад

      gonna assume this stuff can be learned to be used back in factorio and its trains as they have now i think the simulare system

    • @wizzard4003
      @wizzard4003 2 года назад

      factorio's system is pretty much identical
      just with different names
      - block signals are just regular signals
      - path signals are chain signals

  • @binkensteinnz
    @binkensteinnz 3 года назад +11

    I've found that Path Signals are generally only required where you could potentially have more than one train going through a block without colliding.
    Trains will also collide if the tracks are too close together.

  • @pilotben97
    @pilotben97 3 года назад +6

    Wooo! Back to Satisfactory! Good olé train collisions

  • @raphaelbrasse1996
    @raphaelbrasse1996 3 года назад +8

    Everything about the trains is correct, until 14:30. Those signals are completely unnecessary, because the first signals are intelligent enough to see if the trains won’t cross.

  • @LatencyRemix
    @LatencyRemix 3 года назад +15

    I straight up gave up on my world, had just started the spicey power. But I also have 157 trains running everything from water to uranium. On a single train line. Rip 200 hours

    • @lerenardquantique8866
      @lerenardquantique8866 3 года назад

      same

    • @notTheDutchBoy
      @notTheDutchBoy 3 года назад +2

      Ouch

    • @Kataclysm113
      @Kataclysm113 3 года назад +1

      gonna be honest, i've never made it far enough into the game to get to use trains, so i can't say i fully understand your pain, but that sounds like it hurts.

    • @nickllama5296
      @nickllama5296 3 года назад +1

      That sucks, but you probably could have expected that, no? :)

    • @skun406
      @skun406 3 года назад

      @@Kataclysm113 Me too, I'm still trying to make the trucks work. I swear I tried 20 times to record the route to the aluminium outpost, but there's always something going wrong -.-

  • @Goremize
    @Goremize 3 года назад +6

    This update is bliss for people who play Open TTD. btw you can check the error messages to learn whats gone wrong :)

  • @d3str0i3r
    @d3str0i3r 3 года назад +3

    as someone whose watched too much roller coaster and train design videos, it's a good idea to whenever possible, keep your blocks at least as long as your trains

  • @pyromaniacal13
    @pyromaniacal13 3 года назад +2

    I like that the signals go "Ding!" when they change.

    • @ImKibitz
      @ImKibitz  3 года назад +2

      OMEGA AGREED! One of the most pleasant little sounds!

  • @artskoala
    @artskoala 3 года назад +7

    22:40 when two rails are to close together there is a certain chance the trains will collide to each other. so, the two rails are considered to be part of the same block.

  • @TheProdigalGoob
    @TheProdigalGoob 3 года назад +3

    I love how most of the stuff rom the update, are mods that have been doing this for like FOREVER. I definitely wont be changing my world over to update 5 until at least mods are supported. Although the performance upgrade does look awesome. GG on the DEVs for getting this out none the less. Cant wait to see where it goes.

  • @lukereyes6266
    @lukereyes6266 3 года назад +34

    The "pass by lane" is called a siding and van be parallel to the main track, and is its own block, you can have multiple sidings for multiple trains, or one long siding that has multiple blocks, but the main line has to have blocks too.

    • @datguymiller
      @datguymiller 3 года назад +4

      Actually "sidings" are in yards and primarily for shunting or storage of engines and rolling stock, what you're thinking of is called a passing loop

    • @lukereyes6266
      @lukereyes6266 3 года назад +1

      @@datguymiller ah, ok thanks for the correction!!

    • @datguymiller
      @datguymiller 3 года назад +2

      @@lukereyes6266 big railfan, I feel the need to correct these things, I thought you would be like "no it's a siding" and blah blah blah

    • @lukereyes6266
      @lukereyes6266 3 года назад +1

      @@datguymiller nah, im a relativaly (if thats how its spelled) new railfan and im open to learning these things

    • @datguymiller
      @datguymiller 3 года назад

      @@lukereyes6266 I have a discord if you want to learn more

  • @wChris_
    @wChris_ 3 года назад +2

    these signals work exactly like in factorio, i suggest looking at a factorio signaling tutorials as they basically got things figured out!

  • @starman4346
    @starman4346 3 года назад +1

    0:17 "temporary" and "starter base" are not phrases I would use here.

  • @the_darkgameryt
    @the_darkgameryt 3 года назад

    The pass by lane you are talking about at 17:28 is called a siding fyi

  • @deathlyrose7911
    @deathlyrose7911 3 года назад +1

    kibs man what you were describing where oncoming trains can pass each other is called a SIDING and they are actually very simple to make man

  • @kelathos
    @kelathos 3 года назад

    A Satisfactory video from Kibitz makes the world go round. Or maybe the Choo go around the world.

  • @j0hnf_uk
    @j0hnf_uk 3 года назад

    Knowing how signals work in games like Transport Fever 2 makes adding signals in Satisfactory relatively easy to understand.

  • @fizzyvods235
    @fizzyvods235 3 года назад +15

    I think it would be cool if a crash happened or there was a problem with the set up, close by (in viewing range) of a ANY type of signal and showed you the crash in a 'camera view' so when the notification comes up that a collision has happened it says press (for example) 'z' to see collision from near by signal camera! That would be cool just a little suggestion but I doubt it would actually happen.
    What do you think Kibitz??

  • @kuhljager2429
    @kuhljager2429 3 года назад +1

    Hey Kibitz, the signals make the track one way, unless you put a signal directly opposite. The station on the hill where you added a bunch of path signals had that issue. That one way feature is why the back of every signal has a 'No Entry' sign on it, and when you put a signal opposite, it goes away

  • @testecske5547
    @testecske5547 3 года назад +2

    20:10 the signals block traffic in the other directon, if there us no signal next to it, to the other direction
    21:35 if you push ”e” when watching a signal, you can watch what is the problem

  • @Rocky-bq1dq
    @Rocky-bq1dq 3 года назад +1

    Signals in this game reminding me of signals in Open TTD

    • @ItsEphora
      @ItsEphora 3 года назад

      Yeah it uses Factorio's system which was based on TTD

  • @boneheadinc.6237
    @boneheadinc.6237 3 года назад +8

    Now we need drone collissions

    • @nethermaster1935
      @nethermaster1935 3 года назад

      remembering lets game it out's drone tornado...

  • @EricRidesDirt
    @EricRidesDirt 3 года назад

    YES. Been waiting for your next Satisfactory upload!!

  • @Fallub
    @Fallub 3 года назад +1

    My head is already exploding. Thanks Kibz 🤣🤣

  • @chaossdragon
    @chaossdragon 3 года назад

    From a Factorio stand point. Block Signal = Rail Signal, and Path Signal = Chain Signal.

  • @King0Mir
    @King0Mir 3 года назад

    You do not need path signals before mergers. So when you have multiple stations merge into one track, you should just use block signals there. This will work better, because you have smaller blocks this way. You only want path signals when there's another way through a block that doesn't collide with one of the paths the trains could take.

  • @SwedetasticGames
    @SwedetasticGames 3 года назад

    The signals can be interlinked to waaay more complex setups than I expected. Color me impressed.

  • @Liwet.
    @Liwet. 3 года назад +6

    The simple solution to train signals:
    * Identify your exit blocks and put down a block signal at the entrance to those exit blocks.
    * Chain signals before any point that one train can collide with another.
    * Blocks should be large enough to hold your longest train (this is mostly a resource management issue; you can make them shorter if you want)

    • @jaimianscharr6320
      @jaimianscharr6320 3 года назад

      Factorio?

    • @Liwet.
      @Liwet. 3 года назад

      @@jaimianscharr6320 Yeah. Haven't played Transport Tycoon yet, but you need signals to work in two different ways to handle a complex train network.

  • @fishman501
    @fishman501 3 года назад

    At 19:50 Kibz tossed the build thing without a hand. (spooky for halloween)

  • @ObiWahn68
    @ObiWahn68 3 года назад

    Yeah, Update 5 rotated the 4m corner ramps by 90°. But because people were complaining and reporting this as a bug, Coffee Stain decided to fix it with v5.0.4 so that the 1m and 2m corner ramps are rotated now, too. You know, so the rotated 4m corner ramps don't look so odd anymore.

  • @JMGIT
    @JMGIT 3 года назад

    shred the golden cup. You will not regret. Funky update stuff :)

  • @lerenardquantique8866
    @lerenardquantique8866 3 года назад +5

    For the créative intersection only one path Signal IS needed at the start of the intersection not in thé midle of the intersection and a block/paht signal make one whay road if is only one IS place (sory for the english im french)

  • @azuroth8609
    @azuroth8609 3 года назад

    Factorio: Chain in Rail Out
    Satisfactory: Path in Block out

  • @swimpower1003
    @swimpower1003 3 года назад +1

    Well, this new system is a bit of a struggle. Maybe a game called mashinky could help? Its a train game and blocks, signals, etc are key to mastering that game

  • @SebastianD334
    @SebastianD334 3 года назад

    You don’t need path signals before intersections, path signals are to be used when you can have multiple paths through a block which don’t intersect, for examlle with a parallel switch between a double track line, you could have two trains crossing each other, or you can have one train switching over, which blocks both other paths

  • @Ikarugashi
    @Ikarugashi 3 года назад

    The sound he made at 3:40 made me remember the Optimum Pride meme

  • @raffia16thblaze10
    @raffia16thblaze10 3 года назад

    just like factorio rail logic. i live it!

  • @thetubeacount
    @thetubeacount 3 года назад

    Hey Kibitz! I hope you're having a super swell day.

  • @Alexander-vc5wg
    @Alexander-vc5wg 3 года назад

    I’d love to see you play Transport Fever 2! Seeing you make the most efficient system possible… or not.

  • @murrayboyton8779
    @murrayboyton8779 3 года назад

    Factorio logic seems to apply for these signals. Path signals on your way in, block signals going out.

  • @FireWINK87
    @FireWINK87 3 года назад

    The first person that has shown my concerns. That you will need to separate the sections between junctions or stations into smaller sections. Especially for those across the map lines.

  • @Rocky_Gaming8008
    @Rocky_Gaming8008 3 года назад +2

    OOOFFFF, kibtiz: sad crying noises “I took 3 minutes!!”

  • @Jack_Wolfe
    @Jack_Wolfe 3 года назад

    13:00 with any BLOCK of track all entrances to the block must be all PATH signals

  • @iamthemurray16
    @iamthemurray16 3 года назад

    id recommend watching the science of how roller coasters work. They use block systems and its pretty simple to follow

  • @Her_Imperious_Condescension
    @Her_Imperious_Condescension 2 года назад

    This video is a painful reminder of my job.
    System: Broken
    User: Ignores error messages

  • @WagnerFS
    @WagnerFS 3 года назад

    TY brother, It helps a Lot.

  • @Consequator
    @Consequator 3 года назад

    You'll want the exit signals on crossings at least a train length away so there wont be trains stopping in said crossing.

  • @MattButzen
    @MattButzen 2 года назад

    quick thanks for the playlist link in description :)

  • @cozmo7266
    @cozmo7266 3 года назад

    This will be fun to mess with

  • @gaetan5161
    @gaetan5161 3 года назад +1

    Beware of the ChooChooggedon !

  • @limboll
    @limboll 3 года назад

    Fantastic to see a new video !

  • @THY_END
    @THY_END 3 года назад

    "Chain in, rail out" follow this rule and your junctions will never have any accidents but for Satisfactory the rule is someting more like "block in, path out"

    • @PissedWalrus
      @PissedWalrus 3 года назад +1

      Flip the Satisfactory rule. Path signals are an upgraded version of chain signals. Chains look at their block like it's a regular block signal, plus looking at the next one. Path signals look at each individual route through its current block plus the next signal. It eliminates the need for intermediate signals and it's amazing.

    • @THY_END
      @THY_END 3 года назад +1

      @@PissedWalrus so "path in, block out"?

    • @PissedWalrus
      @PissedWalrus 3 года назад

      @@THY_END Yep!

  • @SternLX
    @SternLX 3 года назад

    Soooo... Kibz, had some fun with your Previous factory share. The 50th Episode share. I fixed the Trains in it for the Update 5 stuff. Had to do some additional track laying to clear up some conflicts with pathing(had to make some sidings) but honestly not that much. What you had in that version was pretty well laid out. I know you did more work on that map beyond eps 50, eps 54 I think was the last time you touched it. Anyway, if you do bring that play through back from the dead your Train system in that one is relatively easily fixable.

  • @gyodiaz5347
    @gyodiaz5347 3 года назад

    this man deserves 100000 scribers

  • @robslaney3729
    @robslaney3729 3 года назад

    So it looks like they took the Factorio signal concepts ( not a bad thing ). So all the advice for Factorio applies here. Path signal before all intersections, and Block signals after. Looks like you're going to need rail stackers now. There are a lot of blueprints train systems - 2 Lane and 4 Lanes, intersection layouts. Please do not use roundabouts - they are just evil and will deadlock easily

  • @dgxo
    @dgxo 3 года назад

    What about the Cybertruck? Putting a ticket back into the sink!

  • @cytron0275
    @cytron0275 3 года назад

    Hey idk if it's been updated or not but I sat and listened to a somersloop and it's saying some pretty spooky stuff now. So take a listen and learn

  • @mattmcdonald9034
    @mattmcdonald9034 3 года назад

    Hey, you should put a siding on that branch line. That would allow the main line to stay clear.

  • @synthicalmix
    @synthicalmix 3 года назад +1

    My highway has been destroyed by those diagonal ramps being turned

  • @mkaleborn
    @mkaleborn 3 года назад +1

    Awesome as always Kibz!
    I really really really hope they revert the hologram textures to their Update 4 levels. Specifically, the horrible jagginess/judder/stutter/squirmy scanlines that jump up and down while placing or dismantling objects.
    I just find building/dismantling anything to be a bleary eyesore of an experience. And I can't really fix it by changing colours (if you make every hologram very white-biased it helps a bit, but doesn't look as distinctive.
    In general while i LOVE all the quality of life and object additions, the actual experience of 'living in' and 'working in' the game world is not nearly as pleasant. The lights are all muted with less 'pop', daylight and moonlight are far too dull and dark as well, making it difficult to see (especially in early game when players have no lights other then a much duller flashlight).
    I hope they keep working on the lighting, and especially those holograms. They did the same thing with holograms in the early days of Update 4, but that seemed to get fixed through development, or on release.
    Anyway, thanks for another hillarious and instructive video!

  • @magmamissen9565
    @magmamissen9565 3 года назад

    LetsGameItOuts its really ImKibitz! The proof is this video!!!!!

  • @AnthonyNorris
    @AnthonyNorris 3 года назад

    The hover pack gets power from rail tracks. Helps moving around.

  • @albertotognoni4819
    @albertotognoni4819 2 года назад

    lack of the SCMT (i am italian and railways in italy are equipped with the SCMT signaling system) on kibitz satisfactory world railways has caused a massive train accident

  • @joshmccarty8800
    @joshmccarty8800 3 года назад

    The best way to think about a path signal is a stop sign. Once a train enters a intersection every other direction gets a stop sign so every other direction that can enter the intersection needs a path signal for it to work. And the block signals its best to have one more block signal then amount of trains on that circuit and the a train should fit in a single block. If you had say three trains on a iron ore circuit and four blocks the trains should be fairly well spaced out so you constantly have a train entering or approaching the station.

  • @DoomGuy738
    @DoomGuy738 2 года назад

    This man could figure out how to use redstone comparators.

  • @cyphi474
    @cyphi474 3 года назад +1

    Overusing signals is most common trainsim beginner mistake. :)

  • @blanana_m
    @blanana_m 3 года назад

    I'm glad that I used belts everywhere

  • @gibbsin
    @gibbsin 3 года назад

    love the satisfactoy content

  • @matsverschoren77
    @matsverschoren77 3 года назад

    U should play automation empire again, I really enjoyed that series.

  • @Goodgu3963
    @Goodgu3963 3 года назад

    Gigawatts kibz... a thousand megawatts is a gigawatt... lol

  • @MentalEdge
    @MentalEdge 3 года назад +2

    I know that Kibitz watched the train video Jace made explaining signals, so man is frustrating watching him misunderstand how they should be used.

  • @janle3393
    @janle3393 3 года назад

    that’s what everyone was waiting for

  • @QemeH
    @QemeH 3 года назад

    The train signalling system needs an optic help like Factorio has to indicate what the game consideres "a block", because it is neigh impossible to troubleshoot a missing signal or the wrong type of signal if you don't see what part of an intersection is its opwn block and what isn't.

  • @bugs.nobunny
    @bugs.nobunny 3 года назад

    YEAAA KIBITZ

  • @panzervpl9406
    @panzervpl9406 3 года назад

    Meanwhile factorio players: Laughing in train signal mastery

  • @atruedamefan118
    @atruedamefan118 3 года назад +1

    When are you going to make another video of city skylines because that’s my favorite thing you do on the channel edit: actually thinking about it ima see if I like this series ANOTHER EDIT:actually I noticed the hole channel is on this game basically and I can never find the beginning

  • @xpgx1
    @xpgx1 3 года назад

    Aside from gadamson12's reply, some additional info kiiiiibz: You only need Path Signals if the block has multiple turnouts and has at least enough rails to feature two non-intersecting paths at the same time. ANYTHING ELSE can be done with the dumber block signals =) I swear. *_Happy Halloween everybody ^-^_*

  • @jeofthevirtuoussand
    @jeofthevirtuoussand 3 года назад +1

    This games would heavily benefit from mesh shading and sampler feedback streaming. 😅

  • @TheAudioCGMan
    @TheAudioCGMan 3 года назад

    11:00 Just make this intersection a block :)

  • @TJ140768
    @TJ140768 3 года назад

    Hey kibitz this system works almost exactly like real train systems you can do some research on it and it will help out alot. I used to work has a conductor for a railroad and I can tell you your very much in the right... track....

    • @TJ140768
      @TJ140768 3 года назад

      There are some short comings like a triple light rail signal can produce dozens of different signals (passive or absolute) but all in all satisfactory follows the basic rules

  • @DavidMalarkey1
    @DavidMalarkey1 3 года назад

    Hey Kibitz I love satisfactory and play it constantly but I'm having trouble trying to figure out a good layout for my factories I've done the math and I've played multiple ways but I've yet to build any trains or a massive factory because I seem to keep getting stuck on assemblers not because its hard to set up but because I want efficiency but I seem to not be able to build the way I want to when it comes to building factories I cant seem to find a design I like I know its a weird question but would you happen to have any advise for me? Btw I've followed your satisfactory videos from the beginning and I like your designs and the way you build also your the reason I bought the game I hope to see many more videos from you, also dedicated servers are out it would be epic to play on one of yours if you ever plan on creating one it would be awesome!

  • @DrDethface
    @DrDethface 3 года назад

    Screams in Factorio trains.

  • @Jumbo_storm
    @Jumbo_storm 3 года назад

    If a signal shows an error, you go into that signal (press "E" or what you bound that key to), and get a tip of what the error is/problem is.
    Just a little tip!:)

    • @Jumbo_storm
      @Jumbo_storm 3 года назад

      To get more tips I would highly recommend to watch TotalXclipse’s video about tips, about train signals; (in: SATISFACTORY).

  • @SebastianD334
    @SebastianD334 3 года назад

    You should have block signals spaced apart by at least one train length

  • @EricRidesDirt
    @EricRidesDirt 3 года назад

    The graphics look way better. Did they update the visuals?

  • @calypsoraz4318
    @calypsoraz4318 3 года назад

    Kind of a bummer, I've been putting off playing because update 5 was coming. Didn't realize it was experimental.

  • @daniellclary
    @daniellclary 3 года назад

    I am only in at 3:40. But I Wonder. Can you use train crashes to send nuclear waist into the void?

  • @Tim-Ole
    @Tim-Ole 3 года назад

    Do you already shred your golden coffee Pot? If you do, you unlock a golden Factory Cart. it´s very cool :D