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Guide to a MODULAR TRAIN NETWORK!!! Factorio

9.6K views · Sep 11, 2026 · Gaming

Comments · 15

  • @JamieT1986 · 2 weeks ago

    A whole city block dedicated to centrifuges is wild! 😄😄  Good job none the less 👏

    10

  • @essthrice · 2 weeks ago

    What in the AI is that thumbnail 😅

    9

  • @rebelg · 2 weeks ago

    Use chain signals on entrances to intersections to reduce gridlock risk even further

    1

  • @mrchrisjr7663 · 2 weeks ago

    Good video! Trains are quite confusing for me as I’m pretty new, but it seems like their logic is pretty fine tuned in factorio

    1

  • @MegaQwer0 · 9 days ago

    I have noticed few potential problems or things that may be improved:<br>1) Intersections and railway:<br> &nbsp;a) intersections dount utilise chain signals. Should be at &quot;inputs&quot; and some inners<br> &nbsp;b) railway is too tight (2? blocks free inside)<br> &nbsp;c) roundabounts: (you dont use) they have their problems and advantages also, like without them all outer city blocks are rather problematic,<br> &nbsp; &nbsp; &nbsp; since trains there can be unable to find path. Roundabounds solves this, also adding ability of taking train_stop directly from it *<br> &nbsp;update: at <a href="https://www.youtube.com/watch?v=XfRXT0ecmX8&amp;t=860">14:20</a> you described that<br>2) roboports inside CB. It uses space inside and drastically descreases design flexibility (<a href="https://www.youtube.com/watch?v=XfRXT0ecmX8&amp;t=92">1:32</a>)<br>3) train stations not using load/unload circuit(logic) balancer<br>4) <a href="https://www.youtube.com/watch?v=XfRXT0ecmX8&amp;t=60">1:00</a> splitting whole ore to all train stops equally will cause all 4 trains wait very long with such low throughput, even if only ine train needs stone, all 4 must fill. At <a href="https://www.youtube.com/watch?v=XfRXT0ecmX8&amp;t=295">4:55</a> you described same btw<br>5) <a href="https://www.youtube.com/watch?v=XfRXT0ecmX8&amp;t=101">1:41</a> in addition to lack of load balaner, you taking RSS directly from that buffer via robots, making it more unbalanced, so train will fill slower (because only 3-4 inserters will work when all 6 could)<br>6) <a href="https://www.youtube.com/watch?v=XfRXT0ecmX8&amp;t=114">1:54</a> copper cables are used only in few massive crafts, so can be made inside same CB, espcially when can be made via EM plants or Foundries<br>7) <a href="https://www.youtube.com/watch?v=XfRXT0ecmX8&amp;t=127">2:07</a> why so many belt lines? You should really check IO ratios and belt througput. Since with not-full output belts, input ones are barely moving<br>8) <a href="https://www.youtube.com/watch?v=XfRXT0ecmX8&amp;t=158">2:38</a> LAB massive production is wild. You wont need this in such amounts, few assemblers in a MALL is more than enough for CB expansion<br>9) <a href="https://www.youtube.com/watch?v=XfRXT0ecmX8&amp;t=176">2:56</a> same as above, its wild lol<br>10) <a href="https://www.youtube.com/watch?v=XfRXT0ecmX8&amp;t=442">7:22</a> water via trains is insane and genious at a same time. But it could be better to build water-needing recipies neer to water and just route pipes<br>11) <a href="https://www.youtube.com/watch?v=XfRXT0ecmX8&amp;t=555">9:15</a> consider making nuclear fuel for trains<br>12) <a href="https://www.youtube.com/watch?v=XfRXT0ecmX8&amp;t=765">12:45</a> that parking feature (Depo) can be made in other way: Interrupt: when destination station is unreachable, go to depo, without wait condition, so it will cycle that interrupt until station is opened again<br><br><br><a href="https://www.youtube.com/watch?v=XfRXT0ecmX8&amp;t=187">3:07</a> [double stations] its genious. Such train unload is really nice idea. Just add unload logical balancer.<br><br>If you are interested, you can find my blueprints at factorio prints site.<br>Hope this comment will be helpfull

    1

  • @AlexanderrIzmailov · 2 weeks ago

    Nice citiblocks. But... <br><br>1. Make the blueprint grid aligned. I guess it is 100x100. Shift+click in blueprint settings to set a center. Adjust absolute grid by trying to place the blueprint and pressing Ctrl+arrows.<br><br>2. Chain signal before intersection, normal signal after. You don&apos;t want a train waiting on an intersection.

    1

  • @notlatif6214 · 10 days ago

    btw the color does not matter &nbsp;<a href="https://www.youtube.com/watch?v=XfRXT0ecmX8&amp;t=915">15:15</a>

  • @gregkramer5588 · 2 weeks ago

    I like a block train system also but :-) &nbsp;I offset each row so the intersections are a &quot;T&quot; &nbsp;instead of a crossroads. &nbsp;Seems to have less conflicts.

  • @nickp9731 · 2 weeks ago

    dont use the dogshit ai thumbnails man it makes people hit &quot;dont show me this channel&quot; what a let down

    7

  • @arman100tnt · 2 weeks ago

    Brochacho the game has trains in it no need for the ai thumbnail

    10

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