Factorio 0.17 Logistic Train Network Tutorial
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- Опубликовано: 4 янв 2020
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Time stamps cuz I keep coming back to this video for reference:
3:45 - LTN Provider Station
10:50 - LTN Requester Station
19:15 - LTN Depot Station
21:19 - Stop is Depot
25:40 - Depot Signal ID
this was everything but a tutorial, anyways I love your videos, but I recommend other LTN tutorial videos if this video is still confusing
sadly, I waited 25 minutes for tutorial to begin
4 minutes in and Nilaus is just blabling and doing random things without explanation, ok, I think i don't want to know what is LTN anymore.
I rewatched the tutorial like 4 times, still cant use it, the fact that it is not scripted makes it so much worse, I might have to resort to the subreddit to actualy learn how to use the thing
Meanwhile LTN supports the more flexible signal "Provide Stack Threshold". With that, you can say "hey, come here when you can load x of stacks". So for a 1-2 train that could be set to 80 (40 slots per wagon). That way you do not need to calculate whether you can fit 8000 iron plates or 16000 green circuits in it, it will always fill :) easier to copy-paste. The older signal still has relevance if the stack size is very high. E.g. Space science (2k) vs red science (200), there it still makes sense to set it to 16000 instead of stacks, otherwise it takes very long to schedule and fill a space-science-train. (hint: I believe the stack threshold signal takes precedence if both signals are given, read that somewhere in the forums I think). It's also useful for mixed, maybe robotic unloaders of different goods
Hello Miniomat. Thanks for this info. I am trying to set it up but could not make this configuration work yet. Could you explain a bit more how this is supposed to work (what signal to send to provider / requester) ? Thanks
@@Kignuf Hi. In my 4-8 train network (4 locos, 8 cargo wagons) I usually set up the following signals:
The Provider station:
Provide Stack Threshold: 320 ( 40 stacks per wagon * 8 wagons = 320 stacks in total )
Minimum Train Length: 12 ( 4 locos + 8 wagons, to ensure no too short trains are coming )
Maximum Train Length: 12 ( to ensure no too large trains are coming )
The requester:
Request Stack Threshold: 320
Minimum Train Length: 12
Maximum Train Length: 12
Examples: Iron Smelter. An Iron-Ore-Requester for your Smelter will get a full train (320 stacks) of iron ore (50 per stack * 320 stacks = 16'000 iron ore). However, an Iron-plate requester for your green circuit factory will also get a full train (320 stacks) of iron plates. But since iron plates are double in stack size (100 per stack * 320 = 32'000 iron plates) you get more total items (32'000 compared to 16'000). So, in essence, both provider and requester stations can be easily copy-pasted including the signals and you will always get full-train deliveries, no matter the stack size of an item. You wouldn't need to calculate the total item amount per delivery with the sibling "Provide Threshold" signal for each item type.
I love Nilaus but this is not a good tutorial. Its very chaotic from the beginning and after 30 minutes your're just confused.
I know it's just cosmetic but aaaahhhh running wires directly across the tracks instead of on power poles! 😁
If you disable "Finish loading" (9:22) you don't need the setup with the Subtraction to stop the inserters when the requested amount is reached. It removes the "Wait for 2 seconds of inactivity" from the shedule and the train will leave as soon as the requested ammount has been loaded.
Doing this also leaves items in the inserters and they will be loaded into the next train. VERY BAD. Saying that though, LTN and stack sizes sometimes mean you get trains with content that you didn't expect. I always add inserters and active provider chests to my depots so that any train that finishes a schedule with contents that were unexpected is emptied. You can then setup an LTN station at the depot that takes the contents of a container (trash container) as input to a provider station.
@@BenMunday I feel stupid for not thinking about that, I should totally set up a chest with an alarm on all my depots to tell me if something's broken
9:00 "it's a bit ssssss..... yeah.... ( suddenly todd howard) it just works
I have been using LTN for over a year. and I still learned something.
Maybe this time I've finally fully understood LTN, thanks!
After weeks of tweaking my vanilla train I find this. Going to make my life 100x easier. Took a little playing with, but pretty easy to use and much more efficient
Are the multiple networks for different trains sizes strictly necessary when oyu can specify the minimum and maximum train size at the stations?
I could watch this hundred times over. It's still confusing. LTN is not for me.
There are 2 ways to implement it:
- Understanding the logic and implementing it = what this episode illustrates
- Simply stamping down the blueprints = what I do in the next episode
Perhaps the second option may be for you when you see how easy it is to set it up when you have the correct blueprints.
You would understand LTN if it wasn't for this video. This is the WORST LTN tutorial video I have ever seen! This is more of a lets play than a tutorial.
Hey Nilaus, do you have a set up for a LTN provider station that can handle multiple fluids? The arthimic combinator flip to read the current contents is genius but that doesnt work with pumps because they can't be filtered. So after a few painful hours I found out that you can use decider combinators as a filter by making a dedicated combinator for each pump and then output a signal to turn on an individual pump. Seems to work like a charm.
So just curious if you've come up with a better solution.
Will it always fetch the train in the depot closer to the goal? Like, it searches for the least distance travel between depot, pick, drop and then back to depot?
So I got my 1-2 trains going on the LTN. I started to do the 1-4 Trains setup the depot but it keeps saying that there isn't any copper ore available in the network. Help please not sure what I am doing wrong. I setup the min a max for 5 so it sees that I need one locomotive and 4 Wagon's. I think that the issue lies with the fact that I now have two train depots. Not sure though.
"yeah... it works" never heard anything so relatable in my life
Love the content!!!
Nice tutorial! I'm using LTN whenever I can since I was introduced to it by another danish guy I used to play alot with. Will you go into more detail about balanced loading/unloading by wiring up the inserters with the *-signal and read hand content?
I would love a tutorial on above
I may add the so-called MadZuri loaders as it evens out the load/unload of trains
This is my new favorite LTN tutorial. Thanks, Nilaus
Nilaus, if I'm not mistaken, there is a new version of LTN that has LTN combinators, have you tried those? It would also allow you to open the settings remotely
Appears to be from a different mod, but mods.factorio.com/mod/LTN_Combinator
Yeah LTN Combinators are a separate and very nice to have mod, that and the
LTN Tracker.
Definitely. I just picked up LTN for the first time this weekend, and have felt annoyance at problems that both LTN Combinator and LTN Tracker have solved. Even as I'm just setting up my providers in a new base I can tell that LTN Tracker is going to be a huge help for monitoring the health of the system.
Towards the end the construction makes sense. Maybe it could be extended even further and the signals could be coupled in such a way that trains go directly to the next station when there is a demand, instead of always making a detour to the depot first and receiving new orders from there.
Took me a while and I'm not going to do anything fancy with LTN, but at least following this guide I have dozens of active trains that don't need anything more than having a depot set up. Less train micro-management is great, so thanks ! My Pyanodon run is going a bit better.
Flo LCHX lol I am doing a full pyanodons run too and am here for the same reason
Great Tutorial .. Just one question .. How do you put Icon in Station names ? Thank you
Write the following: [item=iron-plate] to get the symbol for iron plates. Do the same for all other symbols. But the fluids and recipes are slightly different [fluid=crude-oil] or [recipe=advanced-oil-processing]
I have connected my chests to the combinator, and the combinator to the station. There is loads of iron. But the light is still red. I told it to check if there's at least 100 iron, but I have thousands.
I am kinda interested in using LTN in my next megabase but i am also concerned that it might have a huge ups impact, does anyone know if the mod is viable for megabases or will it eat up alle the performance?
Watch Nilaus' latest Twich megabase streams. He used LTN and it was hardly a blip on UPS.
I've done a 1k SPM base without LTN, and train pathing took up a fair bit of the time (I was still running without slowdowns, just that pathing did show up). I think that was because I needed a lot more trains because I didn't have LTN to smart schedule them. (every producer-consumer had a dedicated train).
At least my experience is that LTN ultimately is less UPS because it is more efficiently scheduled trains. But do be careful since DEPOTs can become the bottleneck. You may end up with longer train times going depot to iron to circuits, rather than just iron to circuits and back again.
LTN will reduce your UPS because you need fewer trains and therefore less pathfinding.
My previous base had 100 LTN trains active and then mod used less than 0.1 UPS
Cool of you do an ltn fluid video ? I'm using it for cargo but defaulted to standard trains for fluids ..
I will add fluids later on, but they are exactly the same as solids now. They used to cause all sort of problems, but the mod is improved and because of the new fluid system you cannot accidentally contaminate a fluid network
how do you display bot locations on the map? i'm looking everywhere for a option but can't find it o.o
F4 for debug menu. show-logistic-bots as a checkbox.
Hit F4 and almost at the bottom, check the box "show logistic robots".
Do CTRL + F4 and in the bottom you have to check show-logistic-robots-on-map
thankyou all!
Are you sure it isn't Alt-F4
that was the simple way!
Gah! Thought I had this mod sorted. Everything was working fine I changed nothing and all of a sudden my coal and iron ore providers have stopped providing...
The finish loading in mod settings on false, should make the combinator on the provider unnecessary right ?
If you’re only ever doing bulk loading it’s not terrible...but if you ever do mixed loading (I have LTN Universal provider and requesters in my networks) then you really need to have the inverters finish so that you don’t load random things into the next train.
the way you configure filter inserter @ requester only works if there is only one type of item requested. that being said, it's best practice to only request only one item per station. it's the one rule i break all the time. it's just too convenient to have one station request 3-4 items. but a very nice 1st step introduction to LTN (which should be be vanilla IMHO, it integrates SO WELL, it's seamless and makes SENSE)
It works for multiple products as well; it will unload one item and then switch to the next. It will not work if you have different items in different wagons. That being said; I would always want dedicated trains.
blueprint links dont work for this, game wont accept them
There is a 1-tick bug with your LTN station. It doesn't matter a lot for providers, but for requesters, if you ever have polluted wagons (timeout/misconfiguring of a station leaving items on a train), you'll spread the bad items.
Specifically, the part that reads the train and does * -1, takes 1 tick for that signal to propagate. The one that goes straight through does not. So you end up with 1 tick where you have one signal but not the other.
In a requester station you read the contents of the train and subtract the signal from LTN to know what you *shouldn't* load.
If you read the train and take the value *1, and read LTN and take it *-1 then both have a 1 tick delay. And you won't ever pollute a station. Giving you time to fix the train that got bad stuff in it. (I put a global alarm reading each LTN Depot telling me if a train at the depot has anything in it.)
It is a small thing, but it made LTN much more stable. Otherwise if you mess up on a new station and have 1 wire missing and it ends up forever requesting iron. The 5th train doesn't have room to unload and you end up with 1 tick of iron everywhere in your LTN... :)
I guess you went with "only 1 hard coded filter item" instead of LTN figuring it out. That's another answer, though it doesn't work for mixed use stations (like a logistic chest station)
I would never use LTN for mixed trains.
@@Nilaus well, I got it from your Bob's playthrough a while back, doing mixed-trains into Angel's warehouses, balanced with filter inserters. But I do understand it has some risks. :)
5:45 UP & 13:55 DOWN
I will need to watch this like 5 more times and 3 times trying to build till I will get it... but you did good job explaining (better than other RUclipsrs I have seen on this topic)
I can't not use LTN tracker. It really should be part of the mid.
it is a convenient additional mod once the base grows larger. I may add it as well, to provide an overview and make a dashboard
I love your vids nilaus but the beginning of this where you're just milling stuff about and muttering just added to the confusion, your masterclassers are way way better
I'm lost, but that's just me. I'm not ready for this level of complexity,lol
Yaaaas
Do I have to start a new game in order for this mod to function? I've been following along thus far and now having installed the mod, the mod items will not appear in my current game.
You may need to research them, but if the mod is enabled it should work.
Having request complete at requester ticked in the settings will send another train if required without waiting for the previous train to reach the depot. I have no idea why it isn't set default. Maybe if you don't have enough trains you could have one route permanently running while others never run? Also you should totally grab the ltn tracker mod :) it's a godsend
I had thought it would actually schedule the train itself into another route, and had the possibility that with no downtime a train may run out of fuel. But AFAICT, the train still goes back to the depot.
@@JohnMeinel i was running a base with 1-1 trains and a 2 big power pole grid. If i didnt have that option ticked it would wait til the train got back to the depot before sending a new one. With it ticked as soon as the train left it would send a new one if needed. Saved a lot of stackers
How is an automatic Fuelstop working ?
I will build that in a few episodes, then you can see ;)
Ultimately, the fuel stop is just a requester for whatever material you're using to fuel your trains. It's provided in at a different station, and then you would unload the fuel at the depot and refueling a train every time it gets back to the depot
Can I do something like that without LTN mod?
not quite, but you can build a Vanilla Train Network (search that on my channel to find a tutorial of it)
@@Nilaus thanks to answer me :)
Does the wire color matter?
No
But... But... NTN!
I had no idea this was a mod untill i realised you were using a different item from normal train stations, truely is a shame this isnt possible in vanilla
It is. You are looking at a very old video....
@@Nilaus How? Do you have a video for this in vanilla? Thanks
Could you do a tutorial of LTN that is a bit less confusing
unfortunately not. It is a complex mod and I have done 2 tutorials already. This is as clear as I can make it
Completely confusing
How do you drive so straight? xD
Mod called Vehicle Snap
@@teamandersand oh brilliant, thank you!
Are you Danish?
Yes he is
Is this more of a playthrough or a tutorial?
The beginning of the video is just you trying to figure things out and not giving any explanation.
If you are doing a tutorial, you should plan out what you will are going to present a head of time instead of just “winging” it. The poor planning shows and it confuses the topic for people who are new to the subjectThis is not your lets play, you are trying to instruct a new topic. Also, work on using less pronouns (this, that, it, etc) and be specific in what you are refering to. Your base has hundreds of things on screen, and when you are not specific, by the time the audience figures out what you are refering to, you’ve already moved on.
im sorry but, could you make this any more long winded?
I don't get why you had to over complicate this my constantly messing around with other things in your save?
Just start a new map and show off the core concepts.