#Spirit
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So right now, I typically use one of two rail blueprint books I've made depending on what I'm doing.
Thanks very much for taking the time
Just one thing please, I don't want to be exposed to specific designs, I consider them spoilery
But I am interested in the top-level discussion and concepts
Yeah, I figured! I wasn't going to share any images or blueprints.
One is based on a ~||3||x||3|| chunks for ||1||x||2|| trains. There's a straight section, a diagonal section, T intersections, diagonal offshoots, etc. Largely for "Point and shoot" rails for early game stuff. "There's this resource, let's go as fast as we can from point a to point b and drop down a station (also in the blueprint book). It's not really expected to support super high throughput. Just for getting mid-game resources and production setup outside of the primary base to assist to late game stuff. So while it does support diagonals, there's no intention for it to be laid out in a grid structure. Just plop stuff down where it fits, it's all intended to be ripped up later.
Yea that's what I wanted to do first
But I aimed for 2x3 train size
and aimed to make it 2-way 1-rail
thinking that minimizes resources
since it is for early/mid-game
The other is based on a ~<stupid-big>x<stupid-big> chunk layout for ||4||x||8|| trains. Each blueprint is an entire square, grid aligned. Very strict in it's layout, there's really no flex ability there. No diagonals. There's also a loading bay blueprint that you add after the fact where you need it.
yea I wanted to add loading bay bps too
but I don't think I was gonna make this grid aligned
just in general would make them
and connect the 2-way rail to it manually
at the outpost or in base
Ohh, I forgot to mention. The first set I talked about is 2 one way rails, the second is 4 one way rails.
isn't 1-way 2-rail more resources to connect 2 points?
compared to 2-way 1-rail with a few 1-way 2-rail bypasses?
at some scale the bypasses might make the 2-way 1-rail system start approaching the rail count of the 1-way 2-rail system, but the 2-way 1-rail is not meant to scale anyway
so if I am not mistaken it should have lower rail count at small scales no?
So the reason most people chunk align their rail blueprints is because they're using 2 rails. It's really easy to move a single line of rail over a couple tiles. It can get really messy when you're running two parallel tracks.
I see, so it's not necessarily for the QoL of tiling
that's an added benefit
but not the main purpose
I was making this tile for the QoL aspect
Yeah, I think because you're using two way rails, you get that QoL for "free. "
mm I see that makes sense
so are these the concepts ppl had in mind when they kept criticizing my approach?
and advising me to do 1-way 2-rail instead
though ofc I think likely I also didn't properly communicate my reasoning that led me to arrive at my approach
I was even linked this https://xyproblem.info/
xD
though to be fair to myself, I also knew very little
I didn't even know about the distinctions between 2-way and 1-way and such
I just happened to make 2-way the first time I played the tutorial
Right. And since you're ultimately going to hit the throughput cap of a single two way rail failry fast unless you invest in bypasses everywhere, it's easier to just start with two one ways.
and decided it's good enough at low scale
Yes, a two way rail should have smaller rail counts at small scales.
and so then after finishing the game spaghetti-style, and starting the next step of my journey of wanting to make bps for my next playthrough, I thought about making a 2-way rail bp book
also when I finished the game, I only had three 2-way rails and 3 trains, two of the lines overlapping slightly with no bypass, so the trains waited at their outposts, but the outposts weren't far from my base or each other, so I thought it's fine
and then started hitting some snags in the design process and asked questions
and was met with criticism at it being 2-way
and started learning broader concepts from the things people were saying
was I supposed to somehow better communicate my intentions? xD was I committing https://xyproblem.info/ ?
I think critizing may be the wrong word. I think intent is very hard to convey in a forum. I think it's more of a "please don't shoot yourself in the foot, a lot of us have tried the same thing and it didn't work out, we don't want you to be disappointed."
Have you ever heard the story of Lego collectors? The new guy comes in "hey, look, I came up with a new sorting method! I'm starting out and sorting everything by color!" and everyone else that started there went, "Uhh, we've all been there, you don't want do to do that, you want to sort by shape. Learn from our mistakes"
Not knowing what you don't know is also a very difficult thing.
mm I see
though also different ppl had different types of reactions
And yeah, and those scales, I totally agree 2 way rails work absolutely fine. It's just how far do you plan on taking that 2 way rail?
and some felt to me like their reactions were kinda like "I hate that" etc.
After what I learnt I was gonna finish this 2-way design and then make a 1-way 2-rail design
and try to compare their throughputs at various scales
by generating a map at my settings
and duplicating the nearby ore patch locations
and see where the 2-way starts to struggle in throughput
cos I have no idea how the 2 systems compare in that regard as they try to scale
my goal atm is to accomplish the vanilla sub8 hour achievo
though I have been told I likely don't need much designing to do so
but I am kinda enjoying replaying the game now in a way where I design a little in advance
every time I am close to the next science milestone, I pause the run and go design the things I need for the next science milestone
in that run I have just finished building a car and scouting nearby and am ready to get oil and an iron outpost and go for blue science
so I paused the run and wrote down a list of things I need to design
one of them is a simple rail system and its stations
including loading/unloading
So let's take a simple example. You have infinite trains at your disposal and they load and unload instantly. You want to run a rail between your main base and an ore patch that's 2k tiles away. With two way rail, your fastest throughput is the total amount of time it takes a train to travel 4k tiles as you can only have one train moving at any given time.
With two way rails, your throughput is as fast as you can load and unload them as you can have trains going both ways.
a station design for just items, another for just fluids, and another for both in case I have both types of wagons on one train
and in each type, two separate designs for load and offload
Sub 8 can be done with zero rails without that much more effort. You really only need to hit one extra iron and copper patch, and those are typically close enough to belt in without any problems.
Actually, it's probably more effort to run rails.
yea I have been told so after I communicated my goals
I didn't realize this
but also I have been purposely avoiding learning the "correct" or "optimal" ways of doing things
because I value discovering and figuring things out on my own
I thought that even for the nearest mining outposts I should use trains
and from my experience in the first run I knew I will need at least one iron mine if not more
to be fair I didn't calculate the cost difference between running 2-3 yellow saturated belts from a nearby mine, relative to running a train from it
as a specific example, here is where I want to expand in my current run:
it felt to me I should use trains
oh and also, I thought I must use trains anyway for oil
my plan was and is to not look at existing designs or speedrun strats until I finish 8h and am satisfied with my bp collection
at which point I would look only at what the top speedruns do, but still not at any existing designs (beyond what I am exposed to when looking at the speedruns)
and then likely I would consider the "launch a rocket fast" portion of my vanilla journey complete
Is this a rail world?
and I haven't yet been interested in megabases so was planning to next look at one of the big content mods, I had my eyes on SE though I have been also recommended Krastorio, Pysomething and Seablock
no I haven't changed any settings
I just scouted by car and those are the patches I found first
I haven't scouted in the other 3 cardinal directions and wasn't planning to once I found these
You may want to look n/e/w from your base. That's an unusually long distance for the next-closest patch. You got extremely unlucky there ๐
are you saying I should have some meta knowledge and know there should be closer patches?
on the settings I chose (which is default)
Now that I think about it... Yes. It's just one of those pieces of knowledge you take for granted after playing for so long.
Did you look at the map preview? That typically will show you where your next patches are as well.
no I avoid spoilers of that kind
and I play anything it serves me
so far I died twice, both times on a desert start xD
and I won once on a forest start
and this is my 4th run
That's why you look at the map preview ๐
but I don't wanna
it's worth noting that speedrunners play the game very differently from everyone else
yea I understand, I would've looked at their runs mainly to just marvel at what you can accomplish when you optimze for going fast
not necessarily to adopt what they do in a general sense xD
but possibly learn some things too
but I don't wanna be "served" those potential lessons (if there are any in looking at the top speedruns) without first discovering on my own
You mean it's not normal to build 10M
in 4 hours?
/s
and after that I still wouldn't want to look at bp designs because then I wanna play modded content and I don't want looking at existing designs to affect that journey of discovery either
though ofc vanilla bps likely don't spoiler much in modded content
but even then, I prolly won't look at designs anyway
cos SA comes eventually
which will likely force me to scale my designs bigger
so I want to be able to discover that without being affected by existing designs
is this too extreme of a mindset?
Nope! You do you. Play the game how you enjoy it.
I would recommend going into the new map menu, opening the preview, and hitting "new seed" a few times just to get a sense of what's "normal."
hmm
I have to think about how I feel about that
because beside all the other stuff, I think I do like a little bit of roleplay mixed in too
But I feel like we've gotten off of a tangent compared to where we started. I totally understand the "I need to run rail for my next patch" based upon that screenshot you shared.
immersing into the story of the game of crash landing onto an unknown planet
in which case I shouldn't know what the usual topography of the planet tends to be
ofc over time I will start learning it as I play more (or rather, learning the traits of the default generation settings)
but I can prolong not knowing as well by not looking for it
haha yea we have
but thanks for the discussions
To play devil's advocate, I think if you were traveling interstellerly, I think you'd have all of the planets failry well mapped out in your vacintiy. If you knew you were going down, you can make sure they'd be figuring out what the immediate area looks like.
true, but the story didn't tell me about that
and I didn't make headcanon
BUT I see your point
in that I can easily make that headcanon
and allow myself to look
and pretend that I looked at the planet's traits as I was going down
among all the other stuff like existing bp designs, I suppose this aspect is the smallest of possible spoiler types xD
Depending on how far you want to take it, you can even consider the "random seed" button to be your "Push the ship in a different direction" button.
especially considering the fact that the map generator has tons of settings that would change things
true, I like that haha
so far I have been kinda extreme/purist in that I play whatever it serves me
even if it's an arid desert
so maybe I should scout in a spiral in the future
for some reason I didn't think about that
even though I saw the radars scouting in a spiral
xD
though forests and water and nests make it a bit harder
an I just found myself where I am in that ss
mainly due to this pass
idk looking at the ss it feels that I didn't go THAT far
but I certainly wasn't thinking that I am looking for something withing belting distance, either
It's going to blow your mind when you find your first belt-only megabase.
I would prolly consider something like this as belting distance
for early-game
without having done any calculations
on how much belting costs relative to train lines
at the same throughput
(which should be fully utilizing the mine)
(at least ~60 eminers)
so 2 yellow belts is my benchmark
for what I would expect my mining outpost to output
idk if that's accurate
but it's what I went with for my benchmark after looking at my iron mine in my first playthrough
but in this run I found a 10M mine
I haven't looked at how much eminers that can house
oh shit
I didn't see that it's under a forest
lmao
I think trains are always cheaper (in materials) compared to belts as soon as you add a second belt. But the big things about belts is how convenient they are.
hmm
some of these eminers are hanging off the edge but, looks like this will house 100+ easily
I guess the benchmark is prolly around 60 eminers (2 yellow belts) per ~5M ore patch or so?
this one is 10M
gotcha
even within that approximate square I drew?
a train with 2 yellow belts of throughput is cheaper than 2 belts?
actually I haven't looked at train throughput in terms of belts
hmm
idk what the numbers are
per wagon
assuming you match it to the total eminers' output
like if you want the train to match the eminers' throughput
idk what it is per wagon
assuming stacksize 2 fast inserters
Theoretical train throughput can be as fast as the slowest of your loading or unloading time.
although maybe I need stackinserters?
I haven't looked at that either
so far I have never used stack inserters
right makes sense
I haven't looked at stack inserters at all
and haven't done the maths on fast inserters per wagon either
Let me do the math, one minute.
is it 5 inserters per wagon side?
I'll try to calc it too
now
sorry nvm you are calcing the belt vs train
I am calcing the load/unload throughput
the belt vs train calc is dependent on distance no?
well the belts are linear across distance
but the train isn't unless we ignore the stations?
I guess we ignore the stations
and add them as a static cost at the end
so it would have three components:
belt cost / distance
rail cost / distance
station cost
right?
So assuming you get your fuel for free (solar/nuclear) and don't care about stone or coal (what else are you going to use it for, landfill?) a single piece of rail takes 2.8iron ore (1.9 moduled) to craft. Two tiles of belts takes 3 iron (2.1 moduled) to craft.
you mean producing them per minute?
Ohh, I meant just for transporting materials.
so you aren't simply calcing their cost / distance and comparing that?
Correct, I thought you were looking for that here.
hmmm
not sure if I understand correctly
in my mind I am assuming already that a train can definitely support 2 yellow belts of throughput across any reasonable distance
possibly even at 0 distance
actually yea it has to even at 0 distance
because the load/unload MUST be able to support the throughput
though it will have a larger delay than the belts
by 0 distance I mean full load then followed by unload
so since I assume it can support the throughput
what I want to know is how much it costs to cover x distance using belts vs using a train
for 2 yellow belts of throughput
to figure that out I would need this calculation I mentioned right?
Yeah, that's what my numbers were for. Multiply the belt cost by 2 as one train tile spans two tiles and you want two belts.
what's the iron ore a minute thing?
if it's a cost to build the infrastructure why does it have time
Ohh, "a minute" was not supposed to he there.
so it's this yea?
2 rails cost 0.5+5 = 5.5
1 rail = 2.75
2 belts cost 3
1 rail is size 2, 2 belts are size 2
is that correct?
Yep.
OK so rails are 2.75 per a unit of distance (defining a unit of distance as 2 for simplicity of comparison)
and belts are 3
as mentioned in your message
gotcha
then I would need to have my loading station that supports 2 yellow belts of throughput
since I haven't done the inserter maths idk how many wagons or inserters that is
also wait
wagon count is dependent on delivery distance no?
since if I have too few wagons, the ore will accummulate in chests (or the eminers will stall production if no storage)
or is that directly taken into account once I do the inserter maths?
I guess it is
each wagon will have a maximum throughput
so once I calculate it for 1 wagon, assuming some form of inserter config, I will know its maximum throughput
and I need it to support 2 belts
or wait no
just doing that is not enough
if the train travels too long
that's part of the throughput too
no?
so if it travels too long it needs more wagons
so distance affects wagon count no?
I think the throughput of a single wagon is like ~4 blue belts each.
at loading/unloading yea?
Yeah.
but how about how long the train takes on the path
the belts traversing the path maintain their throughput throughout
If you have many trains, it doesn't matter how long it takes.
ohhh I was assuming 1 train
in your version what is the assumption?
that we have enough trains to never fill storage at loading?
or rather
that we have enough trains to match the throughput
of the mining outpost
which in this scenario is 2 yellow belts
but how do I calculate how many trains that is
given distance
and given wagon count
My assumption is that you're overthinking it. Less time theory crafting, more time building! ๐
But yes, I would assume you have enough trains that storage doesn't backup.
it has to be: wagon storage / (loading time + unloading time + travel time) = 30 items per second right?
but wait this assumes one wagon in the whole system no?
haha yea I understand
but I am now interested in learning how to calculate this
even if it is overkill for my scenario
which seems to be a common theme
of the rabbitholes I find myself in
If we assume one wagon, one engine, and eight fast inserters, that's 588 iron (and 51 copper) as a fixed cost for the train.
So y=2.75x+588 for trains, y=6x for belts, trains are cheaper in materials after just about 180 tiles.
And that's for two belts of yellow belts.
wagon_capacity: 2000 ore
fast inserter_stacksize: 2
stack inserter_stacksize: 4
num_inserters (per wagon): 6
fast/stack inserter rotation_speed: 864 (degrees)
------------------------------------------------------------------
## Equations
num_swings: wagon_capacity / (inserter_stacksize * num_inserters)
swings_per_sec: rotation_speed / 360
load_time: num_swings / swings_per_sec
------------------------------------------------------------------
## Fast inserter calculation:
num_swings = 2000 / (2 * 6) = 500/3
swings_per_sec = 864/360 = 2.4
load_time = (500/3) / 2.4 = 500/7.2 = ~69.44s
when measured in practice: ~72s
------------------------------------------------------------------
## Stack inserter calculation:
num_swings = 2000 / (4 * 6) = 250/3
swings_per_sec = 864/360 = 2.4
load_time = (250/3) / 2.4 = 250/7.2 = ~34.72s
when measured in practice: ~36s
I used this setup to measure them in practice:
why 8 sorry?
is the calculation not target_throughput / inserter_throughput?
2 yellow belts = 30/s
fast inserter at stacksize 2 = ~ 4.62?
or hmm wait
the faster we offload the better
to minimize load_time
which should minimize wagon count needed across distance
so we should do the max number of inserters per wagon no?
which is 12?
and offload into a chest
and from the chests, offload at a rate of 30/s
or am I mistaken in something?
wagon_capacity: 2000 ore
fast inserter_stacksize: 2
stack inserter_stacksize: 4
num_inserters (per wagon): 12
fast/stack inserter rotation_speed: 864 (degrees)
------------------------------------------------------------------
## Equations
num_swings: wagon_capacity / (inserter_stacksize * num_inserters)
swings_per_sec: rotation_speed / 360
load_time: num_swings / swings_per_sec
------------------------------------------------------------------
## Fast inserter calculation:
num_swings = 2000 / (2 * 12) = 250/3
swings_per_sec = 864/360 = 2.4
load_time = (250/3) / 2.4 = 250/7.2 = ~34.72s
when measured in practice: ~36s
------------------------------------------------------------------
## Stack inserter calculation:
num_swings = 2000 / (4 * 12) = 125/3
swings_per_sec = 864/360 = 2.4
load_time = (125/3) / 2.4 = 125/7.2 = ~17.36s
when measured in practice: ~18s
here is the 12 inserter version
so now I minimized how much time it spends at a station given this inserter config (per wagon)
I also need to estimate travel time over distance
and then I will have all the components of load_time + unload_time + travel_time
hmm wait
now travel_time is the only variable
(and wagon count)
so I can just assume each wagon_count
and see what the max travel time is
to maintain 30/s throughput
For two yellow belts, 4 per wagon. 2 to load to a chest, 2 more to load to the train. I forgot to account for the chests.
To be honest, if you're doing the cost / benifit analysis down to the tile level, you're doing it wrong. Either you've got a rail network setup that you're utalizing, or you're belting stuff for the ease of use.
In the long term, the transport costs are negligible.
yea makes sense
I am interested in knowing how to calculate this though
because it is relevant in general
like to calculate how many trains with a given wagon_count and loading/unloading inserter_config do I need to maintain x throughput
in a typical scenario I assume what would arise is I have a mine, the output rate of which determines the throughput
I have a given inserter config which deteremines the load/unload time
and I have a given path which determines travel time (assuming no disruptions)
so now the only variable is train and wagon count
I can assume a certain wagon count
and calculate trains needed from this
Don't calculate it. Throw some trains out there. Not enough, add more trains.
and then maybe add +1 or +2 to account for disruptions
hmm OK xD
but there is one further step too, do you think it is irrelevant/unnecessary too?
which is that a particular railway setup has max train count
which limits max throughput
should I not calculate what that is either?
I think I should no?
so I know how much throughput I can support approx for that setup
to know whether I need a better setup or not
if I am planning for higher throughput
Your railway setup is pretty much always going to be bottlenecked by your intersection design, but even then, on a grid layout, you've got a ton of parallel intersections. Unless you're doing something very silly, it'll be hard to hit that limit.
hmm
so this means that I can more or less assume that the bottleneck is unload speed?
and therefore wagon count at unload station?
I mean as a shorthand for quick calculation
I just need to ensure my offload speed supports the throughput coming in
and that's all?
beyond that I just throw trains into the system
until all outposts are operating at max rate
without their storage getting full
(assuming I only offload at 1 central location)
btw sorry we went off on tangents and it dragged on ๐
but ty for everything, I learnt some things
No. Bottleneck is ultimately intersections. You can load/unload at the same rate. It's getting trains around other trains that's the largest concern.
Hmm
idk if there is something I am missing
why are there intersections in a 2-rail system?
isn't it one big loop?
oh I guess it can have branches
and should have branches
Yeah.
I think someone did the math. Even a basic roundabout with 1-1 trains can support 1.1k spm with all trains going through the same intersection, so even then it's not typically a concern.
So tl;dr just start building.
oh
and 1.1k spm is tons of ore throughput
xD
but wait
in that scenario how do I know how fast I must offload?
so the trains don't wait in queue
in other words, how many wagons and/or offload stations I require
like how do I know in advance "OK now I will need a 2nd iron offload station"
or "OK now I should add 1 extra wagon to each train (to increase offload speed by 1 wagon's worth of inserters)"
though I guess in a scaled system I will immediately put the trains at the max target wagon count
so the second part is not relevant
but the number of offload stations is
at some point I may need to increase number of offload stations no?
if I have too much throughput coming in
or wait
OK wait I think the shorthand I mentioned earlier handles this no?
because if trains are waiting in queue for offload
then it's kinda as if the whole train system is one big chest buffer
so logically it's almost like:
mine output --> mine storage buffer --> railway storage buffer (one giant chest split across the wagons and distance) --> offload
so if there is large queueing happening at offload it likely means that my mine output (the throughput coming in) is larger than my offload throughput (because the railway buffer storage is filling up, so I am adding to it faster than I am removing from it)
so I can simply calculate my offload throughput per offload station and compare it to mining output
and that tells me when I need more offload stations
right?
in that scenario adding more trains to the system won't fix the problem
it will just slightly increase the railway storage buffer
and after that fills, the outposts' storage buffer will fill back up again
the only way to fix it is to offload faster (have enough offload throughput to support the mining output)
so that shorthand works right?
comparing mining output to offload speed
to know how many offload stations I need
I think the key lesson is I should try to moderate my rabbithole delving more
and not bite off more than necessary to chew the given bit
or wait that comparison doesn't work xD
but anyway xD
Keep your number of loading and offload belts the same. Then it's just making sure you have enough trains to support that transport delay.
yea makes sense
but loading expands over time
right so I just expand offload accordingly
I mean sure that works as an even simpler offhand
but that is wasteful too
because offload rate per station is likely higher
And depending on throughput, you can always have one producer feed multiple consumers, or vise versa.
oh you said belts sorry
not stations
nvm my bad
OK so that's essentially the same as my shorthand right?
because belts define number of stations needed
Indirectly, yes. You probably don't want to try planning for more than ||four|| ||blue|| belts at wagon.
That's X color if you don't want the spoiler.
yea thanks I opened it
and now I am going down that rabbithole xD
and I can't help myself
do I assume max capacity bonus stack inserters?
if I am doing blue belt offload
hmm half a blue belt is 22.5
and one inserter can only offload onto half a belt
ofc I can quickly merge belts
but yea max cap stack inserter is faster than half a blue belt
so technically I can max out 3 blue belts on each side of the wagon with them
which is 6 blue belts
but if I do that, I am offloading at a rate of 6*45 = 270/s
That's chest to chest numbers, not chest to belt.
which empties the wagon in 7.4s
But yes, max bonus.
oh right
OK so technically I could have 2 inserters for the outer chests
going onto belts
but only one for the inner chests
ah and with multiple wagons, all chests are inner chests except the very first and very last one
WAIT
you can offload diagonally
does that increase inserter count?
it should I think?
OK I am now leaving the rabbithole
this rabbithole in particular is extremely bad