Factorio Tutorial #22 – Trains, pt 1

Factorio Tutorial #22 – Trains, pt 1


NOTE: In version 0.16, rail blocks are always visible when you hold a rail signal in your hand. It is no longer necessary to use the debug menu to see the rail blocks.

Today’s tutorial is all about trains. I discuss a series of examples of single-track, double-headed trains. I explain how rail “blocks” work, and how you can use that to set up signals for splits, merges, and crossings. I explain the use of regular rail signals and chain signals.

If you are brand new to trains, please start with my simple oil train tutorial, then come back to this one. https://youtu.be/H2Fc0VbUKnQ

In Part 2, I will explain one-way rail setups, single-headed trains, and some in-game applications.

This is a tutorial series in Factorio version 0.15. This series is aimed towards newer players, or those who have been away from the game for a while. I will spend more than the usual amount of time explaining what I’m doing and why. The goal of this playthrough is to get to a fairly quick single rocket launch. I am playing without mods, and enemy bases are set to “None” (no biters) to put the focus on base-building.

If you have any questions or suggestions, please let me know in the comments.

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Factorio version: 0.15.xx latest experimental
Map Exchange String: https://pastebin.com/nEG0t2hk
Mods: none

Resources:
Factorio Calculator for this base (Kirk McDonald) : http://bit.ly/2hO5Ns8
Factorio Cheat Sheet for 0.15 (DDDGamer): http://bit.ly/2yBdRqH
Red belt balancers (by Tomik): http://bit.ly/2ADRtug (yellow and blue also available)

Follow me on Twitter: https://twitter.com/TuplexGaming

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