Coming from Factorio, I expected path signals to work the same as chain signals. It seems they accomplish the same goal, but with satisfactory's implementation being simpler, but more obscured, which makes them harder to learn funnily enough. In Factorio, chain signals don't automatically differentiate two separate paths that can be simultaneously traveled through in an intersection, you have to do that by chaining each path through one. I always chide people on the chain in rail out principle for factorio since it isn't the end all be all, but it actually works for this game.
Thanks for giving me motivation to come back to Satisfactory! (Even tho I will probably burn out trying to finish my mega project in the next hour :P) GL on Finishing your projects, whoever reads this comment!
love the guide, but it keeps saying that my train station is unreachable with the push pull method. i think maybe its just too long of a track, or that maybe its cause the rails clip through some walls, but i honestly cant figure it out.
Could you use an "intermittant" train station to bypass the shortest route rule for a push-pull network? You would have to set it up at the right spot, which could be annoying, but it might work. Essentially a dummy station to make a push-pull system get out of the way of itself.
What I wanted to know was WHY. Belts are functionally better 100% of the time. Trains consume power, belts don't, and trains can only move materials AT MOST as fast as they are belted in. Trains cost less to build over long distances (high fixed costs though), and they might be aesthetically preferable (especially compared to ground belts or sky bridges), but if you can afford a belt and don't mind looking at it, the belt will be better.
Buddy the first 12 minutes of a beginners tutorial should be about the basics of how trains even work rather then teaching how to make the most aesthetically pleasing, pixel perfect railroads and how to reallign missplaced trainstations using advanced building techniques which will just confuse new players.
Pro tip by someone who played too many train related games: the block signal at the exit of an intersection should at least be 1 train length away from the intersection. This prevents the train waiting on the intersection itself if the next block after it is occupied. With the block signal being one train length away, the Train can clear the intersection and then wait for the path to clear without blocking the intersection for all other trains. The path signal then should give a green light to any other train that wishes to cross the intersection in another direction.
Did you steal my ideas from my dreams 3 years ago? Are you my clone? You are the first youtuber I see with a high quality video who has the exact same play style as me, lol. Including the pit for a Nuclear Power facility with the storage for the waste being at the bottom and the Drone delivery system xD.
Wow.... i just discovered satisfactory last week an i am fkin addicted currently..... my world already has 135 hrs and central storage is my next project :) and then.... like on your journey: perfect factories, perfect transportation, perfect power.... never was so addicted to a game ^^ btw: your rail signal vids changed everything :) THANKS!
14:55 becasuse if you connect a start and end segment with a turn, it sadly isnt a "sharp and crisp Turn" anymore. I saw that on big Turns i did on my network. Like, did a 180, the first 90 i built Start -> Turn -> End, the second one i built like Start -> End -> Turn, and driving over that felt odd, because the second part the Train suddenly steered just a tiny bit more into the turn -> the angle is steeper, wich explains the error on the shortest possible turn. Laying these Turnbuilding Techniques above each other makes it clear what happens.
I envy your ability to just organically put down stuff and then workaround that and continue from there. That is where I usually get stuck and procrastinate or give up instead. To me that ability alone is so much more impressive than planning and calculating the most efficient complex systems and setups (although that is increadible, too).
After all this "Rember: Path Signals on the Entrances and Block Signals after Intersections" I think even I got it. Thanks a lot for the countless repeatings. :)
I want to add a couple of useful pieces of info - For S Bends, the minimum distance between straights varies with how much of an offset we're talking about. These distances are grid axis, not point to point. For a 8m offset (1 foundation), the minimum distance is 23m (3 foundations minus a meter). For a 16m offset (2 foundations), the minimum distance is 33m (4 foundations plus a meter). For a 24m offset (3 foundations), the minimum distance is 40m (5 foundations even). For a 32m offset (4 foundations), the minimum distance is 45m (5 foundations plus 5 meters). For a 40m offset (5 foundations), the minimum distance is 49m (6 foundations plus 1 meters). For a 48m offset (6 foundations), the minimum distance is 51m (6 foundations plus 3 meters). For a 56m offset (7 foundations), the minimum distance is 52m (6 foundations plus 4 meters). For a 64m offset (8 foundations), the minimum distance is 53m (6 foundations plus 5 meters). For a 72m offset (9 foundations), the minimum distance is 53m (6 foundations plus 5 meters). Not an error. For a 80m offset (10 foundations), the distance is too long for a single track to connect. I wouldn't be surprised if these can be effected by the same little glitch that you have with 90 degree bends, so maybe add a meter or two to all of them where it matters. Or round up to the nearest whole foundation. So - 3, 5, 5, 6, 7, 7, 7, 7, 7 foundations. Edit - Oh, also there's a few particular blueprints I find to be really handy. Make yourself a pair of opposing 45 degree bends and a 90 degree bend that's comprised of the two 45s. They don't connect when you place them, but they're still really good to help you quickly and easily get the spacing and such.
Automated trains being able to instantly stop is just to allow simple signal designs without repercussions due to inertia. If two trains were approaching an intersection that was properly signaled, but the signals were too close to the intersection, two trains could end up barreling through and colliding even if one was trying to stop. I assume it would lead to a lot of player confusion when trains seem to "randomly" crash even when set up "correctly". To alleviate this issue, path signals would need to be placed in a chain (i.e. chain signals) approaching the intersection: one near the intersection as the final stopping/waiting point, and one much farther back on the approach to that final signal as a "hey, this is where you need to stop slowing down if the path signal at the intersection says no bueno." This would in turn require the player to have a good understanding of the train's inertia, momentum and breaking potential to know just how far back the initial chain signal would need to be. It would be more realistic (probably a great mod concept if one doesn't exist already) but way too finicky and in-depth for the average player, who just wants choo choo go fast. TL;DR: It's a gameplay first, physics second decision.
The best movenent trick in early - mid game is ziplines with power towers (range on those are crazy) + parachute. It's VERY fast and you got advantage of wherever you go there is power. Game changer. Blade Runner should be first equipment you make.
I tackled fixing my train system for like the 3rd or 4th time and I FINALLY got it right this time after watching your guide(s). Thank you so much! Also, A+ for the memes inbetween
🤣😂🤣😂🤣😂🤣😂 *Breathe* 😂🤣😂🤣😂🤣🤣🤣🤣🤣~~~~~~~~~~~ We regret to inform you that the observer has suffered a laugh attack and fell over to the floor from so much PETS humor. Love your videos M8, keep it up.
This was a big help in me understanding how the trains work, and I'm looking forward to the rest of the series to assemble a much cleaner (on the world grid, off the ground) train system as i expand my first playthrough