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I Upgraded Every Train to Nuclear Fuel in Factorio… and It Changed Everything

13K views · Aug 30, 2026 · Gaming

Comments · 41

  • @G33KST4R · 1 month ago

    Jumping from coal to nuclear fuel is hilarious. it's like waking up and finding $1m in your bank account lol

    23

  • @HerrTyp · 4 weeks ago

    You need a lot more chain signals. The main problem is not train acceleration but your lack of signaling. If two trains driving in opposite directions meet at a junction one has to stop because they are on the same signal block. Even if their paths don&apos;t itersect. Only one train is allowed in a block. So make sure you seperate the junctions as much as possible using chain signals.<br><br>Rule of thumb:<br> - Place a chain signal before a split/merge/crossing<br> - Place a normal signal if a whole train can fit AFTER the signal. This prevents deadlocks.<br><br><br>Hope this helps

    36

  • @kojiyankolodii9715 · 1 month ago

    When I had a megabase on trains (8 cars long) in version 1.0, it initially had nuclear fuel, and it didn&apos;t help with traffic jams when there were 800+ trains. Even a four-track railway network couldn&apos;t avoid the jams. I ran into problems with which side of the base resources were delivered from, where the processing units were located, etc. That is, I needed to think about where everything should be located beforehand, taking logistics into account. In the end, I had about 10,000 science per minute (a high number for the old version of the game) and 15 fps, and I couldn&apos;t continue playing.

    7

  • @Tyrope · 4 weeks ago

    <a href="https://www.youtube.com/watch?v=E_vzhSppkJs&amp;t=105">1:45</a> &quot;The disadvantage of nuclear fuel comparing to the rocket fuel is that nuclear fuel lasts for shorter time.&quot;<br>Nuclear fuel: 1.21 GJ - Rocket fuel: 100 MJ<br>1 nuclear fuel lasts a little over 12 rocket fuels, BUT rocket fuel stacks to 20. So while per stack it&apos;s less fuel dense... The statement at face value (comparing them 1 to 1) isn&apos;t exactly true. And like you said straight after, having 48 rocket fuels (1 used + 3 stored) worth of energy in your locomotive is plenty to get your train moving pretty far.

    7

  • @riffzifnab9254 · 1 month ago (edited)

    I think your intersection signalling needs attention. It looks like they&apos;re not able to pass in parallel and other isolation problems.

    10

  • @drdramaticelk1914 · 2 weeks ago

    Robots can take items out of trains (including fuel), extremely helpful when transitioning fuel sources

    1

  • @channel-b3r · 1 month ago

    amazing ill have to try this!!

    3

  • @roberttourgee9629 · 3 weeks ago

    I see you have a lot of people commenting on signaling, so I won&apos;t pile on too much.<br>My rule of thumb for signaling intersections, never have a rail signal inside of the intersection. Chains all the way through. Even if you have way more chain signals than you need, a train won&apos;t enter an intersection until it has a clear path through it. This prevents trains from stopping inside of the intersection, which would block other trains from having a clear path through.<br>I also forgo rail signals in between intersections if there isn&apos;t enough space for 1 of my largest trains to wait without its butt sitting in an intersection.<br>Seems to work for me.<br><br>Cool design though. I like the way lanes split in the corners of intersections for extra lane space. I should do that more.

    2

  • @thefrub · 1 month ago

    Can you update an existing factory to Space Age just to get elevated rails?

    2

  • @alexanderjanke1538 · 3 weeks ago (edited)

    Holy smoks, your base looks big, but everything is very far apart, you definitely HAVE to look at your signaling, there are by far way to little signals..<br>Also T intersections help a lot. I had a mega base in 1.0 too with ~860 trains. 460 of them at 4 wagons long and the rest at 8 wagons long. T intersections, enough waiting space for trains, enough train stops at a location and that&apos;s it. You already have enough space. Next thing would be looking into direct mining and compacting things smart together so trains don&apos;t need to drive all over to the other side etc<br><br>Edit: your waiting stations are kinda of small, that might turn into a problem far later when you scale up even more (depends on the train limits you have of corse, but some waiting bays weren&apos;t even full and trains nearly stopped on the main track. That has to be avoided at all cost, that&apos;s where all my traffic jams came from later). Also you might have to look into train stations that can call for more resources if needed, otherwise you can&apos;t make sure that your production will be able to peak all the time with many many potential stations for trains to arrive. It will happen that trains come from a far away station and won&apos;t reach its destination before you run out of material, that&apos;s where smart stations come in handy. You can read how many trains are on the way to a station and adjust the limit with it, so the station will always have enough trains on its to fulfill its needs accordingly

    1

  • @yevhen-o6h · 3 weeks ago

    Dude, you&apos;re missing so much fun not playing the Space Age addon. Setting up spaceships for interplanetary logistics is just like trains but much more complicated.

  • @brightonshifu · 8 days ago

    How did you skip rocket fuel, this is incredible. But impressively set megabase.

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