Factorio Base Tour - Rybek's 1k SPM Hybrid Factory With MASSIVE Trains

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In this video we do another Factorio Base Tour, this time covering Rybek's factory. It's a 1k SPM base that combines both trains, belts and bots in the main base to create a crazy bus system of materials. It also have HUGE trains transferring ores between outposts to the main base. Extremely unique and cool system!

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Factorio is a game in which you build and maintain factories.

You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. Use your imagination to design your factory, combine simple elements into ingenious structures, apply management skills to keep it working and finally protect it from the creatures who don't really like you.

Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.

Outro Music: Rubik [NCS Release]
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As a software developer I'm astonished Factorio keeps on chugging at 60fps, even with thousands of train wagons, dense swarms of bots and belts with millions of items on them.

odw
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As someone who just started playing this game... holy hell this is overwhelming.

DasVERMiT
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... my base does 0.5 yellow science per second. In theory.

AlmightyMatthew
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Thanks for showing it off for me!
There's a full postmortem on the base in that folder, but here's the actual stats on those trains:
* 22 station lengths long, containing
* 88 wagon segments at three wagons each, for
* 264 total wagons, and
* 89 locomotives for a total of
* 353 rolling stock. Each train is
* 2, 471 m in length (assuming 1 tile = 1 m), and can hold
* 10, 560 stacks of inventory totaling
* 528, 000 units of ore.


There are five of them (three iron, two copper), but for indefinite continuous production of 1kspm I'd actually need a fourth iron ore train. I used timers to regulate their departures, but over time they still sync up just wrong and leave the receiving platform without incoming ore for ~2-5 minutes or so every, I dunno, hour and a half-ish? I did not take the time to actually time it. At least 50 hours of that 300+ was just waiting for things to spool up so I can find the next bottleneck.


Some other FAQs I'm seeing in the comments here: Yes, there were some music boxes. Both Reconstruction Science and the Radio music from Portal 1. At dawn, it plays the sunrise theme from Ocarina of Time, this is the noise Xterminator was about to loose his sanity over. There's a substation with a solar panel and one accumulator out on a small island near the site of the original starter base, when the level in the accumulator rises above 99% it plays the music on global.


The armor with 10 billion shields is in fact the train survival armor. I got tired of getting ran over while working on the crossloading station that feeds the train bus. Speaking of getting ran over, I'm a little sad Xterminator didn't because I've set it up so that if you DO, when you respawn it plays the game over theme from Zelda for you while you wait for the PAX train to come pick you up. I highly encourage all his friends to copy that blueprint for any future multiplayer maps as it really adds a lot to the experience of the wait of shame while that PAX comes around.


In regards to the excessive walls of worms: The map actually was initially set to rail world, with RSO back in 0.15 experimentals (Spot the terrain changes!). Somewhere along the way, something changed in RSO and it started generating endless fields of worms (Check the kill stats for giggles) That copper/oil outpost to the east? Took me probably close to 5-6 HOURS of artillery bombardment to clear that peninsula. When it came time to expand out to the west, I went in and adjusted the mod settings until I got something halfway reasonable. Most of those nukes were used expanding out west; for giggles though check the number of artillery rounds I produced. I haven't looked but I bet it's pretty high.


TehRybec
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This is absolutely insane, I’m about 35 hours in and blue science has been a challenge. Whenever I see stuff like this it always looks like some creating the insides of a computer. MIND ABSOLUTELY BLOWN

smallejector
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Trys to cross tracks, waits 10 minutes for mega train to pass

TheObliviousF
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every time i watch factorio content my mind gets blown.

Manic.miner
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The programmers working on this are amazing.
I think optimization is mostly done by using culling algorithms. Everything not on screen is elegantly arranged data manipulations and algorithms that can be highly efficient on modern hardware. Also the renderings is not very demanding aswell, so they have alot of free performance for big amounts if entities.
But Factorios fps drops like any other game would when you have many actors on the screen. Try the map editor and place robots with the biggest brush intensity. It crumbles on my i7 7700k and it would on newer cpus aswell. Thats basically because there technical limitations by the hardware we reached. Ofcourse there is always something to optimize like smarter paging and arranging data on bitwise, but after all the limit is there.
No doubt though the factorio programmers are one of the most talented game programmers ever. Imo especially some mechanics just work so well and everything just goes hand in hand. One of the best games ever made. Also performance wise :)

finn
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Actually, I believe using mega-trains like this is pretty efficient, especially for megabases, since it requires a really low amount of trains in between the megabase and patches.

Imo, the only thing that could perhaps be improved is the number of megatrain wagons being concurrently loaded per batch.

imperiumgraecum
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The reason the megatrains are actually efficient, is because of the huge distance.
Big distance = long travel time.
They would either need many many small trains, or a few really long ones.

theaureliasys
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I am impressed you went through the whole video without getting hit

hiddenTNT
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I really wish train tracks could be crossed by bridges or something. I'm so tired of waiting to cross.

izeugirdor
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The actual reason why this is so effective is because it effectively removes the in between time it takes for a train to leave a track section and the next train to start moving to fill it. Think of it like cars at the red light. Imagine when the light turns green all the cars accelerate immediately and the gap between them stays at 0.

soultouch
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This train length rivals the longest trains used IRL in the top 10 IRL trains we have 200 up to almost 700 wagons 2.4km - 7.4km this train we see in the here got 264 wagons :) i think about ~130 is regular used IRL

Australian BHP Iron ore train, the longest train to ever run in the world, this train is officially in the guinness book of world records for the longest train.
The record was set on june 21, 2001 in western australia between newman and port headland, a distance of 275km (170 miles) and the train consisted of 682 loaded iron ore wagons and 8 GE AC6000 locomotives giving a gross weight of almost 100, 000 tonnes and moved 82, 262 tonnes of ore, the train was 7.353 km (4.568 miles) long.
BHP iron ore did this to test locotrol which is where locomotives are evenly placed along the length of the train.
The locotrol setup was 2 locos-166 wagons, 2 locos-168 wagons, 2 locos-168 wagons, 1 loco-180 wagons then the last locomotive on the back.

retlom
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only a couple of minutes in, and it's not like I haven't played factorio, but I am really struggling to understand what the hell is going on in those factories and the trains. So when you talk about "standard", this is clearly way beyond anything I've built

sykeassai
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I just started playing a week or so ago and have been following your beginner tutorials which are great and then I stumble upon this and my head is about to explode.

evolrider
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"You can kind of see what's happening here" LMAO

noita
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I made a prototype of a station where a train comes in, and another comes in at the slot behind it. Functionally, it's like a double train station, but it services single trains.

Mernom
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I made a base with a train pretty much the same size as these. (Mine is 304 car) The special thing was that this train was the only resource train I was using.
I made a reddit post about it and it was quite popular (>3k upvotes) but somehow it wasn't showing up on the reddit weekly discussions despite being the top post for one month. Now it's a little older than one month.
You can show the base too if you want.

Qumfur
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I had a megabase concept that did this using coupling/decoupling. It was a multi-stage coupling/decoupling system that went from 3-3-8 ore trains to 12-4-32 ore to ?-?-128 ore trains. The had the blueprints down but ended up not taking the final leap and am just running the 32's.


Didn't get the megabase portion up and running before 0.17 hit and haven't gotten back to it. The blueprints are down - untested, but down - but the rail network to support it isn't up and running. Also, need to finish switching the ME to the 32's.

forgottenfamily