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Factorio Engineering - Logistic Train Network 

Nilaus
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Lets do some Factorio Engineering together!
This video is focusing on one of the most amazing mods of Factorio: Logistic Train Network (LTN)
The mod transforms your train network into an equivalent of the robotic logistics network. It is a complicated mod and requires circuits and engineering to make it really shine.
This spontaneous series will take engineering challenges in Factorio and try to explain and build examples.
If you have suggestions for topics for me to cover in a future video then please let me know.
All resources for this series is available on my Confluence site:
nilaus.atlassian.net/wiki/spa...
Patreon: / nilaus
Discord: / discord
Twitter: / christiannilaus
Twitch: / nilaus
I am implementing Logistic Train Network in my 0.16 Death World "Modular Megabase" starting at episode #40:
• Factorio 0.16 Modular ...

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9 фев 2018

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Комментарии : 97   
@demonx3779
@demonx3779 4 года назад
10:19 *Divine beast screams in agony* Nilaus: Shut up.
@houseofsteinert
@houseofsteinert 6 лет назад
Train composition is a Binary encoded signal. Loco is 2^0 = 1, Wagon 1 and 2 is 2^1 + 2^2 = 2+4 So the third Wagon was 2^3 which equal 8, 6+8=14.
@Meister_Knobi
@Meister_Knobi 6 лет назад
Stephan S. What about cargo vs fluid wagon?
@iwantmypot
@iwantmypot 5 лет назад
The position of the car determines the *value* of the car. Each car is worth twice as much as the previous car. Engine - Fluid - Cargo 1 2 4 Engine = 1 Cargo = 4 Fluid = 2 Engine - Cargo - Fluid 1 2 4 Engine = 1 Cargo = 2 Fluid = 4 Engine - Engine - Cargo - Cargo - Cargo - Cargo - Fluid - Fluid - Fluid - Fluid 1 2 4 8 16 32 64 128 512 1024 Engine = 3 ( 1 + 2 ) Cargo = 60 ( 4 + 8 + 16 + 32 ) Fluid = 1728 ( 64 + 128 + 512 + 1024 ) Engine - Cargo - Fluid - Cargo - Fluid - Engine - Cargo - Fluid - Cargo - Fluid 1 2 4 8 16 32 64 128 512 1024 Engine = 33 Cargo = 586 Fluid = 1172 Engine - Fluid - Fluid - Cargo - Cargo - Fluid - Fluid - Engine - Cargo - Cargo 1 2 4 8 16 32 64 128 512 1024 Engine = 129 Cargo = 1560 Fluid = 102
@nilskahle5863
@nilskahle5863 5 лет назад
@@iwantmypot Interesting here is also that you can calculate at what positions what kind of train is with this system.
@robmckennie4203
@robmckennie4203 5 лет назад
i was thinking that might be the case, quite a clever way to encode the position of the different types of wagon
@0ptera
@0ptera 6 лет назад
Advanced Hints: - Using negative request thresholds makes it easier to keep track of requested amounts vs threshold. - Using green wires to feed into LTN input will increase performance due to how the to wire signals are merged internally.
@emilieeverywhere
@emilieeverywhere 5 лет назад
Your reaction to the drill was hilariously cute Nilaus. I laughed. Also the LTN info was super useful. 😉
@bjohnsonmn
@bjohnsonmn 6 лет назад
Thanks for making this much easier!
@Danacus
@Danacus 6 лет назад
TIL the circuit network adds up values of connected outputs. Great video btw!
@petesmith13
@petesmith13 6 лет назад
I'm liking both your series and these videos, even though I've also done like 1500 hours in factorio its still interesting to get things explained from another perspective... also I keep forgetting that this map you're playing on is a death world because of how well you setup the defences
@longshot789
@longshot789 5 лет назад
Thanks so much for making this!
@dysfun3868
@dysfun3868 3 года назад
Had no idea what I was doing before Got a completely operational system now, thanks!
@GeDruchy
@GeDruchy 5 лет назад
Excellent tutorial Nilaus.
@JDPlays
@JDPlays 6 лет назад
Good to see Im not the only RU-vidr with inconsiderate neighbours! And its refreshing to see someone else run out of materials during a quick tutorial video 😎
@TacoStanMan
@TacoStanMan 6 лет назад
I wouldn't call using a power drill inconsiderate
@NiteAngyl
@NiteAngyl 5 лет назад
Depends on the time of day. :D
@rigbyb
@rigbyb 3 месяца назад
Thank you so much. It was much easier to understood LTN through this
@Strothy2
@Strothy2 4 года назад
This is the mod i was looking for thanks for the intro
@PSquared-oo7vq
@PSquared-oo7vq 6 лет назад
Thank you for this video. I would never have figured this out otherwise. One thing to note: as you mention, there is a minimum threshold of a thousand (by default) by which LTS will not create any routes. I wasted hours troubleshooting on my first try of this mod, because I was only trying to move 800 units! Unless you change the default (you show how late in the video), no route will EVER be created for demands of less than 1000!
@joellkluppels9276
@joellkluppels9276 6 лет назад
omg, thank you i was trying to move/test with 800 units hehe
@lauradelgadillo8164
@lauradelgadillo8164 5 лет назад
OMG thank you!!!!!!!!!! I've been racking my brain trying to figure out why I couldn't get my request to go with 400
@sharuh1017
@sharuh1017 5 лет назад
omg i missed this too xD ima test my shiet now
@snek7915
@snek7915 4 года назад
Holy shit, that junction on the minimap is beatiful
@WladySpb
@WladySpb 6 лет назад
Really cool mod, thanks for show)
@Nekrotropik
@Nekrotropik 4 года назад
Thank you for this, damn I were having problems.
@welldressedcreole
@welldressedcreole 6 лет назад
Ah thank you! I've installed this mod on so many games but not gotten around to experimenting with it properly.
@berry2740
@berry2740 Год назад
Thank you so much, i finnaly understand this mod.
@Thingsandstuff1505
@Thingsandstuff1505 6 лет назад
Nicely done
@alexjusto9591
@alexjusto9591 4 года назад
Damn, this mod is powerful!
@TrailDog
@TrailDog 6 лет назад
First, I really loved to watch that Video :D Thank you so much. Super inspirtaing with LTN. Oh my I really started to rebuild everything because of your video to make everything LTN compatible. It took me around 2 days to fully understand the system. Just watching your video and rebuild it 1:1 somehow did not worked :'D But it goes now. i guess it was also you in this video who mentioned that people complain about bugs in LTN and that the modders tell that people are just not able to use it correct? I cant remember. Well I use it now for 2-3 days and yes there are "things" that bug me allready. For example I have a station who only brings ore but the train had for no reason also a little bit coal and iron. That means a station fed the train wrong. Just 80-90 but it was there... I need to check this, so that in there is no wrong ressource going in. Well the wrong ressource in the train is not my problem. I have some unloaders in the DEPOD just for those scrap that returns in trains. What bugs me is that the station that only should grab ore also grabbed the other stuff. Why soever the filter accepted also the wrong ressources as a correct ressource :/ It is really cool that everything is automated but things like this is questioning the need for that mod as I have to check every here and there if things where loaded/unloaded wrong again. A other thing is, that the "time out" for the trains are not very high. I have a main base and other bases very very far away. If LTN sends 2 trains to one station because there are ressis available, then the second train waits and gets a timeout before the first train got fully loaded just because the travel to the station allready took so long :'D Maybe I need to mix my trains with LTN but not do everything with LTN. :D So far its a really good mod. Just some tweaks :
@spartan456
@spartan456 3 года назад
It took me over 500 hours to really begin to understand how LTN works. I had always tried to watch videos on it but would often just get confused when trying to implement it into a real game. It was easy to get to the point of simply requesting materials and telling the network what was available, but of course, as you demonstrated, without necessary contingencies this kind of thing is super inefficient. One weekend I decided to just sit down and really try to figure it out, and I finally did. I can't believe I've spent this much time without using LTN. Being able to simply say "you are a station that gets this much of this item", and then knowing that any trains capable of fulfilling that demand will be automatically dispatched, just makes things SO much easier. And with the necessary contingencies in place, you don't have to worry about a train with leftover iron ore loading up on green circuits and dumping iron ore into your assembly lines for red circuits. You also don't have to worry about trains of wrong sizes ending up in wrong stations as well. I'd have to say that my only real complaint with the mod is translating items/sec into output from train wagons. It's easy enough with belts, because ideally you will configure your loading and unloading stations around one full belt per wagon. But with fluids it is very different. This isn't so much an issue with the mod, it's more of a problem with myself and trying to figure out the math behind it. Sometimes I may accidentally request way too much of a particular resource at a station, such as an oil refinery in desperate need of water, just because I want to see if that requested amount is enough to keep whatever I'm producing there running constantly. If I request too much, the trains will very likely depart from the station before their cargo is actually empty, because the circuit timeout is set for 120s. I'm sure there's a way to configure this timeout, but of course the real solution to the problem would be finding the precise amount of materials to request for that particular station to ensure constant operation, with no excess materials leaving and ending up in a depot. That's still something I'm working on figuring out. It's easy to use Rate Calculator to see exactly how many train wagons/minute are needed for something, but it's not so easy to translate that into a requester combinator for LTN. It takes a lot of trial and error to perfectly optimize. I'm still trying to figure out the best numbers for your Masterclass late-game Oil Refinery. I can get it to run at a pretty constant average of about 70k petroleum/minute but obviously that is terribly inefficient given the fact it is actually capable of at least 98k-100k a minute. Every time I think I've got the bottleneck figured out, I'm terribly mistaken and end up with tons of overflow and trains wandering into depots half full of oil or water, which gets annoying, and the refinery still can't run at peak capacity because trains get scheduled at the wrong times. I think my issue may be in the actual request thresholds, so I'm gonna work on adjusting those to see if anything changes.
@karelanker5128
@karelanker5128 2 года назад
what would be your best tips starting out?
@equitime77
@equitime77 5 лет назад
Im trying to work this out and really need this in blueprint form so I can have a good poke around.
@PirateofAE2
@PirateofAE2 6 лет назад
a tip for depots, as a prevention of contamination, put a unload into active provide chests (or onto a belt etc) alongside your depots, prevents trains from leaving the depot with anything already on board(as there's an inactivity wait condition)
@symix.
@symix. 4 года назад
There wont be contamination in any case if you do things right.
@SirHackaL0t.
@SirHackaL0t. 3 года назад
I've watched this a few times recently. Is it possible to get an updated version for v1.0 please? There are more options available now.
@generalbinks123
@generalbinks123 5 лет назад
Yeah that thing is genious, i spent so much time trying to figure out a system that would send a train to pick up items from a station whenever there are enough available, and then to deliver items to a station whenever there arent enough available. But i couldnt figure out how to avoid that multiple trains were dispatched to the same station to deliver/pick up stuff. The solution would be to have designated trains that just travel between two stations, but thats not something i want to have going on.
@dirkus3722
@dirkus3722 6 лет назад
Can't wait to see this implemented in the base! To expand on what Stephan says below, the entity at the station is 2^0, the next loco/wagon is 2^1, and so on. So for example a 1-4-1 train would get 2^0 + 2^5 = 32 on the loco signal, and 2^1 + 2^2 + 2^3 + 2^4 = 30 on the wagon signal. What I don't know is how the hell you can use that to do anything useful.
@houseofsteinert
@houseofsteinert 6 лет назад
Dirkus me too :) probably to enable / disable inserters with different train lengths or only load coal in a loco at the train end instead of a Wagon.
@ZEROGOKI1983
@ZEROGOKI1983 6 лет назад
That`s one of the uses. Dynamic refueling of locos and removing trash from wagons at depots. Thought I would need a guide to figure out how to wire it all up. I asked the dev in the forums about using the coding to restrict stations to certain train compositions. You can not feed composition signals into stations they are read only.
@chrislee3064
@chrislee3064 6 лет назад
Thank you! I was wondering about this some time ago because I wanted to limit the size of consists by station size but putting the composition into the constant signal didn't work.
@shdwbnndbyyt
@shdwbnndbyyt 6 лет назад
Ahhh you ruined it! You could have said that the game added roars for behemoths!!
@matsv201
@matsv201 6 лет назад
The power drill don´t sound as much in the video that you might think.. yea.. its quite audible, but not really overbearing. Anyway. With your series. When you bild outpost, you speend a lot of time just routing. It would be both more compact and fast to make the smelters and train stop and everything in just one build and put it right into the miners. Miner+belt+Miner+power pole = 8 wide Beacon+smelter+inserter+belt (using beacon from other row) = 8 wide... Pretty much perfect match just puting the stagered straight belt smelt right at the end (with space for beacons) after the miners. They would output 38,6 units a second for the output belt (any more would be waste). So it need to input 38,6/1,2=31,1 units per second. Needing about 30 miners per side. Making it possible to have a 30 deep feild. probobly say 32 for fall of. (hmm did i caluclate this corectly). if its any sllower at the end.. just simply back feed it. This way you could make a miner, smelter and loading staten set up with one blue print. Then just conect the rail and path up the missing or deapth. Personally.. might sound like a bummer.. I would much rather just make a logistics central... its fun to build stuff. The whole idea with a virtual logistics central is kind of cool... but i´m will probobly not play with it.
@cooltoys4kids244
@cooltoys4kids244 5 лет назад
can i ask on the the requester part, why the filter inserter is attached to the train reader ??? i didnt really understand the logic here
@goistoist
@goistoist 6 лет назад
Was disappointing at first, especially when you're like "AGH I FORGOT STUFF". However, you saved it by the end. Updoot.
@StarcraftGT500
@StarcraftGT500 4 года назад
Could you set that up at your depots to be refueled ? As in a depot runs out of fuel sends a request for more. And a train comes to refuel it.
@captainwatte
@captainwatte 4 года назад
You really need to space things out a bit more when giving the example layout its impossible to see where the circuits are connecting near the train stops
@alexandrei1176
@alexandrei1176 6 лет назад
Do you have a blue print for the supplier or the provider station?
@Jules_Diplopia
@Jules_Diplopia 6 лет назад
Nice explanation, and complication with the extras.... but what stops it from sending all 20 trains at once when there is a request? And how is the Depot connected to ALL the stations... I didn't see red and green wires connected to it...plus point... but what then is the connection.?
@dirkus3722
@dirkus3722 6 лет назад
LTN will only dispatch as many trains as are necessary to fill the request, that's just built in to it. Also, you can feed a signal called "limit trains" to each station that sets a hard cap on the number of trains allowed to be dispatched from/to this station at a time (for example if you only have parking space for 1 waiting train at a station, you could set the limit to 2). As for connection, think of the rails as the "wires" that connect all the LTN stations together.
@Jules_Diplopia
@Jules_Diplopia 6 лет назад
Dirkus Thanks, that along with Nilaus explanation, makes me think that I might try it.
@NiteAngyl
@NiteAngyl 5 лет назад
You can set an individual network ID in the constant combinators @ the TLN stops. If there's no ID set, all the stops will fall under the same ID. Therefor the depots will be universally available for all stops. With IDs you can isolate certain outposts and offloads to a certain part of your factory to reduce travel times, for example.
@ratemal7748
@ratemal7748 5 лет назад
Thanks for the tutorial, but i am having problems with stop timeout (when train is forced out of station after certain time) when unloading. When making new schedules, the network doesn't actually check if the train in depot is empty, so it can for example send it to load and unload iron ore while it still has some copper ore from previous timeout. Is there a way to deal with this other than completely disabling stop timeout?
@Nilaus
@Nilaus 5 лет назад
you need to make sure the timeout is not triggered. There is an underlying problem in your base if the time out is triggered; loading too slow, unloading to slow, congestion in network, long travel distance. When those are solved you should not have time out and if you really need to increase it then that is a mod setting to increase it.
@cunos.5031
@cunos.5031 6 лет назад
Would it not be a lot easier for the loading station Stopps loading (when the demand is fulfilled) just to untick the “finish loading” option in the mods options?? At least in the version I have used the last time that worked.
@Nindydar
@Nindydar 6 лет назад
cuno s. That only works if you have single purpose pickup stations. If you disable finish loading then sometimes the inserters will be left with something in their hand when the train pulls out. If the next train coming into that station doesn't need what's in your inserters hand you will pollute the system. This is the entire reason "finish loading" functionality was added (it didn't exist in early versions of ltn)
@shanevoorhees3533
@shanevoorhees3533 3 года назад
I may be late for this but is there a way too do this in "vanilla" I'm wanting too make a blueprint book of mine be vanilla and have a modded version
@seonteeaika
@seonteeaika 5 лет назад
Wouldn't it be a lot simpler to disable the requesting station when it has no room for the 4000 iron? Assuming LTN station supports the enable/disable signal. You wouldn't have to tweak the provider station at all, and always expect it to carry full loads or less. edit: Nvm the request signal with
@thewallstreetjournal5675
@thewallstreetjournal5675 Год назад
I don't dont understand how the refueling should work 20:15 . If one of many LTN depots are for fueling. What makes trains go to the fuel depot when they need fuel. Fueling is such a large problem im considering a mod for that unless thier is a soultion I can work into the exsiting mechinics or LTN.
@TheBushdoctor68
@TheBushdoctor68 6 лет назад
Great instruction video.... however, I would like to know how to force a train to wait at the unload station, to make sure it goes empty. Any suggestions?
@Nilaus
@Nilaus 6 лет назад
set the wait condition at the unloading station to "is empty"
@TheBushdoctor68
@TheBushdoctor68 6 лет назад
Thanks for your reply, but I'm not sure I understand you correctly. I can not set the train itself to 'empty cargo' because the conditions for the train are being reset each time it goes to the LTN depot. I was hoping for a combinator setting that holds the train until it's empty. Maybe that is what you meant, but in that case I don't know how to set it. Can you please elaborate on that? Thanks. The reason for me wanting to hold a train until empty is that on several occasions trains have left with goods still on board. This happens, for example, when I start messing with cables, or when my base goes without power (the inserters stop unloading the train, but the train still sticks to its LTN schedule, leaving with cargo still on board)
@jesperandersen2439
@jesperandersen2439 3 года назад
Hey Nilaus how about the latest version... I can not get it to work..
@oo_katze_oocrea9635
@oo_katze_oocrea9635 3 года назад
Hi Nilaus, thanks for this great tutorial. you brought me into this great Mod. :) I got a little problem to see the differences between the green and red wires. For playing i use the "Colorblind Circuit Network" Mod from squealpig. Would it maybe possible to make a remake from this tutorial with this Mod. It would maybe help other with the same color issue to learn how LTN works. :)
@TheLukemcdaniel
@TheLukemcdaniel 6 лет назад
What if you have multiple mining locations, will it be able to say iron 1 has 500, iron 2 has 1500, send a train to iron 1, then iron 2, then the smelters?
@Nindydar
@Nindydar 6 лет назад
Innocent_Bystander it depends out how you set it up but it will not ever send 1 train to multiple pickup or drop off stations in a single run. Every generated schedule is 1 pickup to 1 dropoff then back to depot for refuel and a new assignment. You also set thesholds to control when a station will request more or provide more. For example u probably don't want a train to be dispatched if a requestor station is only 5 iron plates short of its threshold, sending a train to deliver 5 plates is silly and will just congest your rails and use a ton of trains for no reason. Same for pick up, if a station only has 5 plates to be picked up there is no reason to schedule a train for it until it has a more substantial load available. The default thresholds are 1k but you can set them per station using signals. Back to your original comment, what would most likely happen is a train would be dispatched to the station with 1k iron to pick it up and deliver it to a requestor station , then sometime later when the station with 500 had collected a bit more iron and gone above the provide threshold another train (or maybe the same Train from earlier if it wasn't actively being used) would be dispatched to pick up the iron from station 2.
@trainmastertmh4876
@trainmastertmh4876 5 лет назад
anyone kinda want the blueprint for that 4 way in the minimap? btw what playthrough is this map?
@chriscahill4435
@chriscahill4435 11 месяцев назад
wish they could have done it much like a requester chest sadly not for me i am very new and still gettig the gist of the base game im not ready to fiddle around with circuts
@Battlegurke
@Battlegurke 3 года назад
Uhm...how do I even build the LTN station components? I cant find any recipe in my assemblers. Help much appreciated.
@Tonyo888
@Tonyo888 3 года назад
I've been trying to figure this out for ages. Turns out you have to research it first.
@SpecOpsFerret
@SpecOpsFerret 4 года назад
it says playlist doesn't exist for the episode 40 link
@Nilaus
@Nilaus 4 года назад
Thanks. I have updated the link now.
@petrino
@petrino 5 лет назад
ok.. but how do i make a train stop supplying once a requester is full?
@petrino
@petrino 5 лет назад
my trains keep going back to depot with items still in the cargo. and then they empty that into whatever is next to request. i had to make all requester stations have filter inserters because of this. but now the trains are running around constantly being filled. the worst is the liquid wagons because they empty oil into the petroleum requester and now it cant receive petroleum anymore.
@kurt_femboy
@kurt_femboy 3 года назад
Can i do this system without the mod?
@francisphillipeck4272
@francisphillipeck4272 Месяц назад
LTN is a fucking nightmare, shit NEVER works the way its supposed to without constantly tweaking and coing back and replacing things because they bugged out or something im going back to manual schedules. This shit is taking way more time then they would take to set up and still don't work right.
@thextremehenke
@thextremehenke 6 лет назад
great tutorial, but please reduce the bloom on your intro
@armagananteplioglu9031
@armagananteplioglu9031 4 года назад
So is this how it works, any corrections/feedback are appreciated: 1. Train depot: You need a LTN train station,constant combinator and wire. Wire the constant combinator into station input and select “Stop is Depot” button. 2. Provider base: You need LTN train station, filter inserters, decider combinator, constant combinator and wires. Connect every chest to the station input. Set inserters to “set filter”. Connect every inserter with each other, after that using the same color of wire connect station to to decider combinator incoming, then with the same color of wire connect decider combinator outgoing into station output, finally connect everything to inserters. For decider set it to below instructions: Input: [each] * -1 Output: [each] Use constant combinator and select “provide treshold”, type in the requested amount of entities. Connect constant combinator to station input. 3. Requester base: You need LTN train station, filter inserters, constant combinator and wires. Connect every chest to a constant combinator. Put down “minus (requested amount of entity)” and connect it to station input. Then select in the constant combinator “request treshold” and type in the requested amount. Finally, select “read train content” for train station, connect every inserter with each other and then with the train station. Some questions: 1. Does everything have to be in the same power grid? 2. I also use the Nilaus’ city blocks which means entire base is connected to the same circuit network, would it complicate things? 3. Is there a way to dispatch smaller trains for some jobs and larger trains for others? 4. Why not just use the same amount for request treshold function instead of using different amounts for requester base? I can see it would give some more flexibility but using same amounts would ensure dispatching 100% loaded trains. I guess both ways have their advantages but feedback would be appreciated. 5. If there are multiple providers and requesters, should they be connected in any way?
@Nilaus
@Nilaus 4 года назад
sorry, bit too overwhelming to go into in a comment section on an old video
@garyseal6721
@garyseal6721 6 лет назад
Where can I find this mod? as would love to introduce it into my Factorio games
@rymer1985
@rymer1985 6 лет назад
i just followed this while watching step by step, to get used to it. but somehow after setting the negative value for the first requester, nothing happens...
@Edward-oe2yj
@Edward-oe2yj 6 лет назад
There are generally a few troubleshooting steps that you should take when using LTN and things don't work. 1) Do you have proper Depot stations with available trains at them (blue light) to be dispatched? 2) Have you set up and wired your requester and provider stations so that they know the station contents and needs? 3) Are there any other settings that you may have added which would make LTN not able to generate the order? (limited train size, provider thresholds etc) 4) Are the trains able to correctly path between stations (obvious, but sometimes missed when adding depots etc)
@warwickthekingmaker7281
@warwickthekingmaker7281 4 года назад
@@Edward-oe2yj I don´t understand how to make trainstops depots. I have multiple trainstops named Depot, and put a constant combinator on the first one outputting stop is depot with a value of one into the lamp at the train station just like in the video, and then I put a train there but the lamp is not blue
@seanomik6176
@seanomik6176 6 лет назад
I cant get this to work at all, I don't get any messages from LTN
@joellkluppels9276
@joellkluppels9276 6 лет назад
Sean OMik what and how much are you requesting? I wad requesting 800 but the LTN only activates at a minimum of 1000
@mojodotssp
@mojodotssp 6 лет назад
what about liquids?
@Nilaus
@Nilaus 6 лет назад
they also work. I am setting that up in episode #42 ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-IjaazADxds8.html
@elzar760
@elzar760 6 лет назад
Inconsiderate neighbor!
@nicolaihornung3625
@nicolaihornung3625 5 лет назад
Do I hear scandinavian?
@Nilaus
@Nilaus 5 лет назад
Danish
@GeometricMason
@GeometricMason 4 года назад
It's a mod.... BOO!!! I need this in vanilla. I don't play mods. Why? Because as soon as an update for the game comes-out, the mods stop working.
@brightplaysgames8760
@brightplaysgames8760 Год назад
did exactyl what u did and it doesnt fuking work
@Nilaus
@Nilaus Год назад
This tutorial is a million years old maybe the mod has changed since then
@brightplaysgames8760
@brightplaysgames8760 Год назад
@@Nilaus AHHHHHHH ..is my only response good day now
@Grizzydan
@Grizzydan 6 лет назад
if thats how loud tools are next door, just imagine how annoying you are talking to your computer for hours every day. Sounds like you have paper walls. I could never live in pack-em-and-stack-em houses like that. I'd die in the woods first.
@Grizzydan
@Grizzydan 6 лет назад
Tried rewatching this a half dozen times to see what I'm doing wrong and all I hear is you bitching. Maybe it's time to find a new hobby. And me too.
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