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.
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 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
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.
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 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.
@@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
@@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.
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!
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.
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
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.
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!
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.
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.
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.
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
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.
@@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 -.-
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
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.
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.
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.
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??
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
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
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.
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)
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.
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)
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
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
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.
"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"
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.
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.
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
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!
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
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.
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.
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
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 ^-^_*
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....
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
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!
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!:)
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.
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.
I was so surprised when kibitz came up with the idea of putting multiple signals there.
Do not add signals right after a junction like that, or a train stopping will block up the entire intersection. :-) Transport Tycoon FTW.
@@S3t3sh woo, another OpenTTD fan.
@@S3t3sh but then the train will stop before the intersection causing the same issue
@@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
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.
i share that pain
@@aXYZGaming i share the pain of your pain
@@xistonneon2694 i share the pain of your pain of your pain of your pain
@@justinesalgarino2718 i share the pain of your pain of your pain of your pain of your pain
@@boxgames3680 I detect recursion here
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.
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?
@@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.
@@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
@@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.
Usually that's called a passing loop, IIRC sidings are for storage or loading/unloading.
19:48
"Hand.exe has stopped working"
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!
3:33 "UwU Station"?! Nice
Also I subbed btw, your content seems really good, gonna have to binge watch some of your vids :3
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.
Kibz uploading Satisfactory again has to be the greatest birthday gift
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
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.
My man, where is the original "and welcome back"? It is truly a legendary intro.
I was going to like but 69 is such a good number
… he did say it
It’s 75 now 😅
It was like 3 seconds in my dude, maybe RUclips autoplayed through the intro in silence?
@@Nallenbot nah, it's not the same.
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!
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.
@@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
_cause more confusion and delays_
I wonder how many people are gonna catch this. c:
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
factorio's system is pretty much identical
just with different names
- block signals are just regular signals
- path signals are chain signals
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.
Wooo! Back to Satisfactory! Good olé train collisions
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.
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
same
Ouch
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.
That sucks, but you probably could have expected that, no? :)
@@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 -.-
This update is bliss for people who play Open TTD. btw you can check the error messages to learn whats gone wrong :)
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
I like that the signals go "Ding!" when they change.
OMEGA AGREED! One of the most pleasant little sounds!
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.
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.
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.
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
@@datguymiller ah, ok thanks for the correction!!
@@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
@@datguymiller nah, im a relativaly (if thats how its spelled) new railfan and im open to learning these things
@@lukereyes6266 I have a discord if you want to learn more
these signals work exactly like in factorio, i suggest looking at a factorio signaling tutorials as they basically got things figured out!
0:17 "temporary" and "starter base" are not phrases I would use here.
The pass by lane you are talking about at 17:28 is called a siding fyi
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
A Satisfactory video from Kibitz makes the world go round. Or maybe the Choo go around the world.
Knowing how signals work in games like Transport Fever 2 makes adding signals in Satisfactory relatively easy to understand.
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??
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
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
Signals in this game reminding me of signals in Open TTD
Yeah it uses Factorio's system which was based on TTD
Now we need drone collissions
remembering lets game it out's drone tornado...
YES. Been waiting for your next Satisfactory upload!!
My head is already exploding. Thanks Kibz 🤣🤣
From a Factorio stand point. Block Signal = Rail Signal, and Path Signal = Chain Signal.
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.
The signals can be interlinked to waaay more complex setups than I expected. Color me impressed.
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)
Factorio?
@@jaimianscharr6320 Yeah. Haven't played Transport Tycoon yet, but you need signals to work in two different ways to handle a complex train network.
At 19:50 Kibz tossed the build thing without a hand. (spooky for halloween)
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.
shred the golden cup. You will not regret. Funky update stuff :)
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)
Factorio: Chain in Rail Out
Satisfactory: Path in Block out
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
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
The sound he made at 3:40 made me remember the Optimum Pride meme
just like factorio rail logic. i live it!
Hey Kibitz! I hope you're having a super swell day.
I’d love to see you play Transport Fever 2! Seeing you make the most efficient system possible… or not.
Factorio logic seems to apply for these signals. Path signals on your way in, block signals going out.
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.
OOOFFFF, kibtiz: sad crying noises “I took 3 minutes!!”
“Kibtiz”
13:00 with any BLOCK of track all entrances to the block must be all PATH signals
id recommend watching the science of how roller coasters work. They use block systems and its pretty simple to follow
This video is a painful reminder of my job.
System: Broken
User: Ignores error messages
TY brother, It helps a Lot.
You'll want the exit signals on crossings at least a train length away so there wont be trains stopping in said crossing.
quick thanks for the playlist link in description :)
This will be fun to mess with
Beware of the ChooChooggedon !
Fantastic to see a new video !
"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"
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.
@@PissedWalrus so "path in, block out"?
@@THY_END Yep!
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.
this man deserves 100000 scribers
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
What about the Cybertruck? Putting a ticket back into the sink!
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
Hey, you should put a siding on that branch line. That would allow the main line to stay clear.
My highway has been destroyed by those diagonal ramps being turned
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!
LetsGameItOuts its really ImKibitz! The proof is this video!!!!!
The hover pack gets power from rail tracks. Helps moving around.
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
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.
This man could figure out how to use redstone comparators.
Overusing signals is most common trainsim beginner mistake. :)
I'm glad that I used belts everywhere
love the satisfactoy content
U should play automation empire again, I really enjoyed that series.
Gigawatts kibz... a thousand megawatts is a gigawatt... lol
I know that Kibitz watched the train video Jace made explaining signals, so man is frustrating watching him misunderstand how they should be used.
that’s what everyone was waiting for
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.
YEAAA KIBITZ
Meanwhile factorio players: Laughing in train signal mastery
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
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 ^-^_*
This games would heavily benefit from mesh shading and sampler feedback streaming. 😅
11:00 Just make this intersection a block :)
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....
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
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!
Screams in Factorio trains.
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!:)
To get more tips I would highly recommend to watch TotalXclipse’s video about tips, about train signals; (in: SATISFACTORY).
You should have block signals spaced apart by at least one train length
The graphics look way better. Did they update the visuals?
Kind of a bummer, I've been putting off playing because update 5 was coming. Didn't realize it was experimental.
I am only in at 3:40. But I Wonder. Can you use train crashes to send nuclear waist into the void?
Do you already shred your golden coffee Pot? If you do, you unlock a golden Factory Cart. it´s very cool :D