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BitwiseAssembly
United States
Registrace 1. 01. 2022
I am always in the weeds and you can’t get more in the coding weeds than assembly and bitwise operations.
Satisfactory - Compact Celtic Knot Interchange Path Vs Subdivided path Comparison
Visual Comparison of 4-Way Compact Celtic Knot Interchange with two signaling options Single path zone and Subdivided path
Build guide provided by u/CoreDeep
www.reddit.com/r/SatisfactoryGame/comments/1e4yr3q/compact_celtic_knot_interchange_rhd/
This Video Compares the performance of 4-Way train junctions: Compact Celtic Knot Interchange with Single Path Zones Vs Compact Celtic Knot Interchange with Subdivided path
The train schedules are encoded in the colors of the train cars and each intersection type is record for 9mins and played by at 4x speed. at the end of each video display the intersection entry counts for each train.
0:00 Synced up View of all valid junctions.
0:30 Compact Celtic Knot Interchange test
2:45 Compact Celtic Knot Interchange maps and results
3:13 Complete Ranking table
3:43 Ride on the Compact Celtic Knot Interchange Test track
6:28 Thanks for watching.
Build guide provided by u/CoreDeep
www.reddit.com/r/SatisfactoryGame/comments/1e4yr3q/compact_celtic_knot_interchange_rhd/
This Video Compares the performance of 4-Way train junctions: Compact Celtic Knot Interchange with Single Path Zones Vs Compact Celtic Knot Interchange with Subdivided path
The train schedules are encoded in the colors of the train cars and each intersection type is record for 9mins and played by at 4x speed. at the end of each video display the intersection entry counts for each train.
0:00 Synced up View of all valid junctions.
0:30 Compact Celtic Knot Interchange test
2:45 Compact Celtic Knot Interchange maps and results
3:13 Complete Ranking table
3:43 Ride on the Compact Celtic Knot Interchange Test track
6:28 Thanks for watching.
zhlédnutí: 2 302
Video
Satisfactory - Diverging Diamond 4-Way Train Junction Paths Vs Subdivided path Comparison
zhlédnutí 2,3KPřed dnem
Visual Comparison of 4-Way Diverging Diamond with two signaling options Two Path zones and Subdivided path This Video Compares the performance of 4-Way train junctions: Diverging Diamond with Two Path Zones Vs Diverging Diamond with Subdivided path The train schedules are encoded in the colors of the train cars and each intersection type is record for 9mins and played by at 4x speed. at the end...
Satisfactory - Cross Intersection Variants 4-Way Train Junction Comparison
zhlédnutí 4,4KPřed dnem
Visual Comparison of 4-Way Cross Intersection Variants This Video Compares the performance of five 4-Way train junctions: Cross Intersection w/Slip Lanes, Turn Bays Cross Intersection, Turn Bays Cross Intersection w/Slip Lanes, Maximum Bays Cross Intersection, and Void/Invalid Intersection The train schedules are encoded in the colors of the train cars and each intersection type is record for 9...
Satisfactory - Block, Path, and Subdivided Path 4-Way Train Junction Comparison
zhlédnutí 11KPřed 14 dny
Visual Comparison of different styles of 4-Way train junctions with multiple Signaling methods This Video Compares the performance of five 4-Way train junctions Roundabout, Double Roundabout, Cross Intersection, Roundabout w/Slip Lanes, Reverse Roundabout w/Slip Lanes, Turbine Interchange, and Stack Interchange. The train schedules are encoded in the colors of the train cars and each intersecti...
Satisfactory - Path Signal Behaviors
zhlédnutí 2,3KPřed 21 dnem
This video attempts to show the behaviors of Train Path Signals on the test track. 0:00 Monitor explanation 0:56 Subdivided path (Path Creep behavior) 1:42 watch it at full speed 2:25 Thanks for watching
Satisfactory - Train Signals Testing
zhlédnutí 16KPřed 28 dny
This video attempts to show the behaviors of Train Signals with a series of tests. 0:00 Path Entry Block Size Effect on Speed 0:30 Crossing Train Single Path Zone 1:03 Stopped Crossing Train Single Path Zone 2:09 Crossing Train Subdivided Path Zone 2:39 Block Reservation 2:56 E-Stop Test, Reservation Blocked 3:13 Thanks for watching
Satisfactory - 4-Way Turbine Interchange Path Signals Vs Block Signals
zhlédnutí 2,2KPřed měsícem
This video compares Turbine Interchange with Path Signals Vs Block Signals. This Video looks at the performance of 4-Way Turbine Interchange Train Junction with Plath Signals and Block Signals. Build guide provided by u/svanegmond www.reddit.com/r/SatisfactoryGame/comments/1bwkzf6/amelies_rail_turbine_howto/ The train schedules are encoded in the colors of the train cars and each intersection t...
Satisfactory - 4-Way Turbine Interchange Train Junction Test
zhlédnutí 1,6KPřed měsícem
Visual Test of the Turbine Interchange Train Junction This Video looks at the performance of 4-Way Turbine Interchange Train Junction. Build guide provided by u/svanegmond www.reddit.com/r/SatisfactoryGame/comments/1bwkzf6/amelies_rail_turbine_howto/ The train schedules are encoded in the colors of the train cars and each intersection type is record for 9mins. at the end of each video display t...
Satisfactory - 4-Way Stack Exchange Train Junction Test
zhlédnutí 1,1KPřed měsícem
Visual Test of the Stack Exchange Train Junction This Video looks at the performance of 4-Way Stack Exchange Train Junction. The train schedules are encoded in the colors of the train cars and each intersection type is record for 9mins. at the end of each video display the intersection entry counts for each train. The Train schedule has been balanced to have more an even number of chooses compa...
Satisfactory - 3-Way Train Junction Comparison
zhlédnutí 1,8KPřed měsícem
Visual Comparison of different styles of 3-Way 2D train junctions This Video Compares the performance of Three 3-Way 2D train junctions Roundabout, Double Roundabout, and the Y Intersection. 0:00 Synced up View of all junctions. 1:06 Y Intersection test 6:08 Roundabout test 11:09 Double Roundabout test
Satisfactory - 4-Way Train Junction Comparison
zhlédnutí 5KPřed měsícem
Visual Comparison of different styles of 4-Way 2D train junctions This Video Compares the performance of five 4-Way 2D train junctions Roundabout, Double Roundabout, Cross Intersection, Roundabout with Slip Lanes, and Reverse Roundabout with Slip Lanes. The train schedules are encoded in the colors of the train cars and each intersection type is record for 9mins. at the end of each video displa...
40GW Forgotten Beach Nuclear Power Satisfactory [No Commentary]
zhlédnutí 1,4KPřed měsícem
This is the tour of my first Nuclear power plant. This power plant relies on excess material production from Main Base 1 World information: Current Version is Update 8, this is my first world that was started back in Update 5 and has over 1300 hours of play time. 0:00 Uranium Node 0:30 Plant overview 0:47 Parts production 1:28 Nuke Nobelisk 1:45 Nuclear Water course 2:17 Waste Processing 2:24 N...
Nuclear Pasta Factory and Copper Powder Train Tour - Satisfactory [No Commentary]
zhlédnutí 123Před měsícem
Nuclear Pasta Factory and Copper Powder Train Tour - Satisfactory [No Commentary]
Satisfactory My Second Main Base Tour [No Commentary]
zhlédnutí 745Před 2 měsíci
Satisfactory My Second Main Base Tour [No Commentary]
Satisfactory My first Main Base Tour [No Commentary]
zhlédnutí 2,2KPřed 3 měsíci
Satisfactory My first Main Base Tour [No Commentary]
75GW Red Forest Nuclear Cold Start Satisfactory [No Commentary]
zhlédnutí 1,3KPřed 3 měsíci
75GW Red Forest Nuclear Cold Start Satisfactory [No Commentary]
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zhlédnutí 6KPřed 3 měsíci
39.6GW Hidden Power Cold Start Satisfactory [No Commentary]
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zhlédnutí 3KPřed 3 měsíci
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zhlédnutí 406Před 3 měsíci
9GW Liquid BioFuel Cold Start Satisfactory [No Commentary]
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zhlédnutí 98Před 4 měsíci
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zhlédnutí 208Před 4 měsíci
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zhlédnutí 6KPřed 4 měsíci
75GW Swamp Nuclear Cold Start Satisfactory [No Commentary]
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zhlédnutí 791Před 4 měsíci
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zhlédnutí 560Před 4 měsíci
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zhlédnutí 20KPřed 4 měsíci
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I was already using cross intersection with path... I honestly didn't think it would be in the top performers, you need to get WAY more complicated and take up way more space to get better results, I'm both happy and surprised.
I’m mind boggled with how much like intersections/interchanges there are here and the data is really 👍🏽.
Prior to this video, I changed my intersections from turbines to simple roundabouts, but now I will change them to stack interchanges
This interchange looks very cool, I would love to use it in my world if I had the opportunity
I think it can be slightly improved by adding a path signal before the block signal on the right turn so the block can be reserved. A train stops at 2:15 waiting for two trains to pass, but it seems like it could pass between them, right?
The subdivided signaling chooses comes from the provided build guide. I will test the suggestion and report back, if it’s better I will let the build guide owner know.
so I moved the Path signal for the straight pathway back to the right/straight switch to act as both the straight and right path signal and it did way better then expected. it scored 86. which puts me in a weird spot. do i release a updated video?
@@BitwiseAssembly Wow, that's way more than what I expected, thank you for testing it. I think yes to update the video? Your channel is becoming a great repository to compare and reference intersections, so it would be nice to see the improvement.
That was an impressive improvement. Thanks for spotting this!
Why not just make a flying junction
this design looks nice. i just wanted to know what the purpose or benefit was. swerving right to cross the interchange seems like it would keep the straight path from being congested, but a train aof any length still blocks all the aths that it would cross otherwise. i didnt see more info online about it, so not sure if it is your own design or an actual interchange. i did a bunch of programming and math for celtic knots so i was really interested in this :)
The link to the build guide is in the description. It is not my design I just tested it. I believe it was just for the aesthetics.
In Factorio there are no path signals, so you _have_ to subdivide the intersection for good throughput. I think the Celtic Knot can be built at a slightly (significantly) smaller size while still allowing signals in the center where they wouldn't fit in a "straight" junction of the same size.(*) And my guess is that people just copied the idea from Factorio to Satisfacory. (*) At "standard spacing" between rails. Which is based on the ability to put a switch-over between the tracks that allows trains to get onto the wrong track. I don't know when trains ever need to get onto the wrong track, though.
I think you should try single zone Celtic Knot with slip lanes, I feel like that would be an improvement over the slow-looking subdivided path design
Can you test a double roundabout but each rings at different heights? I think it would have a very good throughputs and be much easier to build.
Sure how do you envision the approach to the Stacked Roundabout? 1) Approach at half the height difference and split as close as you can to the roundabouts. 2) Split the approach early to the heights of the roundabouts then join the roundabout on their level.
@@BitwiseAssemblyI'd like to see the difference, if it doesn't take too much time and effort of you. I presume this layout would double as bidirectional slip lanes, so I expect it to have constant results regardless of how they approach, but it's always better to have data.
Science, bitch! Awesome job, bro
So from what I understand, having those 4 signals being path instead of block, allows for the higher throughput.
I think it’s because the trains maintain a higher speed through the intersection. But that change also removes the ability for a train to wait in the middle section.
The only thing I could see different to divergent diamonds I'm used to on street traffic, the perpendicular incoming road to the divergent diamond has the ability to stay on the far left and return back on the same road using it like a u-turn / turnaround back to its perpendicular road.
That is true. This could be adjusted to include the u-turn, the change would not affect the score on this test bench. But I will keep that in mind if I need to do another round of testing.
I'm not sure that's a diverging diamond. In a DD intersection you switch sides before the crossing
Both intersections have a crossover so the middle part over the bridge is left-hand drive. This is the closest interpretation of the diverging diamond that I have seen in Satisfactory.
I appreciate time spend on collecting all data tested, you are actual pioneer of this game
Thank you, I am hoping this helps fellow pioneers.
interesting ,very informative
The most mental moment in this video was when I found out that 3 of these beat a "turbine interchange with subdivided path" (the 3rd best turbine interchange). Also, the "Maximum Bays Cross Intersection" probably performed 2 worse than the "Turn Bays Cross Intersection w/ slip lanes" just because it had a bigger path signal zone.
My confidence with the scores in the 90’s is not as high as I would like it to be. I am currently doubling the number of stations, so no train shares a station. Currently the 12 stations each have 2 trains assigned. This can cause a train to be delayed waiting for its station to free up. The current test stand has a max score of 102 by the void/invalid intersection, I will use it to test the 24 station test stand (same trains). Hopefully my concerns are unfounded and it scores about the same.
I could watch those videos all day long. Thank you so much for all the work you put into those setups. ♥♥
The Z-fighting keeps catching my eyes... +__+
Especially in slow motion. I will try to prevent that in future videos.
Great, how show us how to build a stacked interchange!
dude you're crazy :D
I listened to the trains in the background, such a calming sound. I am turning into a nutcase, Satisfactory has completely f*'d me up!
Me too. This game is very cathartic.
Nice! They should really update that game to where the hypertube rides go 1st person instead of always 3rd person.
The invalid junction was my favorite.
I’ve been wanting to build a reverse roundabout with slip lanes since your last video showed it off, but it’s just outperformed by the super simple cross with slip lanes :( Well, I don’t have a save going for now anyway, so it’s not a big deal. I’ll find a spot for one in 1.0!
Great research, thank you for continuing!
Never played around with nuclear power, now I'm worried to for the sake of my poor brain...
I have 4 nuclear power plants in this world each one is covered in a video and each one uses a different set of recipes. This one has the most interlinked dependencies. So I would not recommend it for a first time nuke setup.
It is a travesty you only have 219 subs. Keep the content coming. This is really good stuff. I'm stealing pretty much everything.
That’s expected, I don’t talk and my graphics are MS paint. This is just a hobby, I do not expect that to change.
Saving this for 1.0 thank you! Amazing video
Do you think we could get a world download for this save file? I'd like to play around with some different intersections, but I'm far too lazy to build one of these test setups myself 🤣
There is one in my channel links.
this so simply stellar, i just wish trains in satisfactory weren't such a massive pain to work with.
the stack interchange takes so much space vertically but man is it ever smooth!
Question -- I noticed in some of the wide shots that you have the station "arrival" lines all cris-crossing to get into the pink stations, and that on several occations a train had to wait before the cris-cross as an earlier train slowed down to enter the station. Wouldn't this have a ripple affect across the various blocks, which would affect the end results? At the very least it's an extra variable that needs to be accounted for.
There is two reasons a train would stop in station waiting zone. 1) the station the train wants is occupied. 2) another train is traversing the station path zone. Both affect the max possible score an intersection can get and it affects the higher scoring intersections more. When I am scoring the tests I am using the uncropped view. This allows me to see the trains in the waiting zones. I only saw a few instances of a crossover delay that would have reduced the score. The lost point(s) from the station limitations would not change the ranking if I added them. The intersection most affected was the stack interchange. Hopefully that answered your question.
+sub
hello ! first of all congratulations for the quality of the video moreover I am impressed by the quality of the stats (similar to the scientific field...) I am a player that never using trains and I wondered if it allowed to be as fluid on the flow of resources used as with conveyors belt ? Again brilliant work of data and stats !
Trains offer more flexibility in the movement of resources than a belt line. If you’re asking about the transfer rate there are a lot of variables you would need to consider, if you are comparing a train line to a belt line.
@@BitwiseAssembly flexibility and being able to group together an entire production run and dispatch it to different plants more easily than with belt conveyors? To have the same fluidity as belt conveyors, do I need to take into account the train's travel time and the quantity it carries? And possibly add several trains on the same track/or more wagon per train? thank you for taking the time to answer my beginner's questions :D
You can find plenty of answers to belts vs trucks vs trains elsewhere, but the simple answer is belts are perfect for short distance. Trucks and trains can both be good for high throughput medium to long distance. Belts are your only option for short distances, but can be as long as you want. You could have a belt bridge network that spans the map. Belts get harder to manage the longer they the network. You have to upgrade each section with new tiers and if you have to add a new belt line if you require more capacity. In contrast, roads and rails can be reused by new routes. If you need a higher capacity on the same route, you can add another truck or train on the same path. If you need a new route, you only need to build a road or track from existing infrastructure to the new location. Trucks vs trains is interesting. Trucks need fuel which can be more difficult to get started. Trucks can go pretty far round trip with just coal making a good strategy to have a single truck bring coal to a central place to fuel other truck stations. There is no such thing as a road in Satisfactory. You build foundations that trucks drive on. This means there's no pathing information. To automate a route, you must record yourself driving the route in a loop. This makes trucks simple for small routes. Once a route is recorded, you can only delete "nodes". You cannot move them. It is easy in the beginning to mess up a route you record. The easiest way I've found is use the vehicle path mode (shows connected lines instead of just arrows), then if you make a mistake, you can back up and try to resume the route and delete nodes later. You can add more trucks to the same route without recording a new route. You must drive and record new routes. Trains are a new level of complexity. Tracks have a set of rules and nuances that make them difficult to get started. I struggled at the beginning until I watched a few CZcams videos on how they functioned and how to build sections. It took a bit of practice. Now building tracks isn't difficult. There's a pattern to it. Tracks and stations take up a lot of space. In terms of the whole map, not much, but if you're used to belting everything, a simple U-turn takes at least 7 foundations wide and train stations are huge. It takes a bit to get used to the scale. Trains are electric and work off your grid rather than needing fuel. In some ways this is easier. Train networks can be expanded. A new route only needs to connect new areas to existing tracks. Trains routes can be managed by scheduling between train stations. To create a new route, you create a schedule from one train station to another. The game figures out how to route the train on your track network. You don't need to record yourself driving the train first. This makes it easier to make new routes, especially longer ones. You can play the game however you want. Personally, I like seeing trains and truck driving everywhere. Roads and tracks add to the aesthetic of the game. If I needed to create a new long distance route, a belt bridge would be more daunting than adding more roads or tracks. Roads are simpler with blueprints. Beautiful curves are easier with the blueprint plus mod that gives a larger blueprint area.
What's the optimal length for the block-segment, before a Path-Signal? Like how early should a train reserve it's path through an intersection?
You should watch my video train signals testing for more insight. But the answer is depends the longer the entry block length the higher speed the train will maintain. But the relationship is not linear leading to some very long entry blocks if speed is the only consideration. Train will start requesting a reservation when two things are true. The train is in the entry block and braking distance calculation to the path signal says to start braking.
@@BitwiseAssembly Oh I didn't know about the second condition with the breaking distance. That makes so much more sense now.
Roundabouts are a problem for trains because they can be very long, especially in real life. They work great with cars because generally speaking they're usually just 1 size, aside from trailers. Also cars can effectively use the "yield" sign but trains operate using block chains which don't leave as much latitude for decision-making. Trains really need a system that maximizes throughput with minimal delays in service.
Crazy work here ❤❤❤
wow, as a no-trains satisfactory player, I now need another video explaining this video...
I would suggest the previous two videos to this one should help you. They go into block and path signal behaviors.
Why was the stack not tested with path signals? I suppose it would be similar to turbine and blocks are better than path?
It did not meet the either criteria to require path signals. None of the zones had 2 entrances and 2 exits where two trains could traverse without hitting or a train stopping in any of the zones could cause gridlock.
@@BitwiseAssembly so for that type of intersection it is best to go with only block signals? I do also have a stack interchange (slightly different) but i used path signals
Depends on which best you are aiming for. Highest throughput would be the stack interchange, easiest for train beginners the cross intersection.
@@BitwiseAssembly with "for that type" i meant the stack because i already built one as i said. It currently opperates with a normal path signal not subdevided or anything
Ok, sorry for the confusion. so path vs block,I believe that any interchange that can support a Block only signaling solution will perform better than a solution including path signal. But the difference may be so minor you will not notice the difference unless you are stress testing the interchange.
Incredible presentation here. Nice work. And I really like the Turbine Interchange.
Thank you. The turbine interchange was popular on the Reddit before I even started playing, but it was created in an update before signals and train collisions. So I can only take credit for the signaling choices I made.
Thank you for taking the time. It is an interesting traffic study!
Cities skyline interchange ? Naaaah Satisfactory interchange ? Hell yeah
Even though the turbine interchange is the second best, I feel it’s worth it for the most visually interesting one
There is one downside to the turbine interchange, that I would need to fix before I consider using it. There is not enough clearance for the pioneer to ride on top of the train.
Wow, awesome work. I'am looking for a long time, for content like yours. There are so many ideas to try for me. It helps a lot :)
2 Observations: A: With a single path zone, Double Roundabout is 6 transits better than Roundabout w/ slip lanes. But with split path zones, Roundabout w/ slip lanes is 3 transits better than Double Roundabout. I wonder if that's just due to statistical randomness, or if there's some reason for that. B: Reverse Roundabout w/ slip lanes is clearly better than the both of them though. Against the Roundabout w/ slip lanes, it has a routing advantage (because left turns don't block each other). But against the double roundabout, it just seems to have the advantage of offering twice as many parallel "waiting spots" in the approach lanes (even though nobody actually needs to wait in the slip lanes). I wonder if the double roundabout could be improved if it had separate approach lanes for entering the clockwise and counter-clockwise circles... [edit:] And while we're adding lanes, a cross junction with added slip lanes would be interesting too.
A) There is no randomness in the train operation. All tests start from the same save state with the power off in the test track. The first minute of the test the trains are still spreading out, they all start lined up at their first station. B) adding an additional waiting spot will likely improve performance but it would need to be tested to confirm. The save file I use for the tests is my channel links, if you want to have a go at it. It is setup for stacked interchange but the trains are in the starting positions for a test. You can build any interchange you want there.
You're my hero, I love your dedication to efficient transportation. I'll being taking this with me into 1.0. One thing though. I do think I will make my interchanges into a mound shape so that each train has a tiny boost if they have to stop and start at a merge. Edit: Man, I knew that the gains would be negligible but I never thought the annoyance of implementing it would be so high.
I only used the cross intersection in my game. I might consider using a more complicated one as a centerpiece.
I remade as much of the Stack Exchange and Reverse Roundabout w/ Slip Lanes as I could in a modded blueprint designer and put it up on satisfactory-calculator but it seems I can't link it. I gave up on making the stack into a mound, but maybe I'll revisit later down the road.
my testing world download is available in my channel links. It is currently setup with the stack interchange.
@@BitwiseAssembly I've shoved the blueprint in there and it's just another thing to see it running, thanks for providing that! It's a bit thicker since I spaced the roads a bit and a bit taller because I used thicker bases so I was kinda worried if it was gonna fit but I guess I'm bad judge for that. I think I'd like to try making this next [watch?v=EaYaBRcryb8] I'm not sure if I'll be able to fit it into a blueprint though so it might just end up being a centerpiece like you were talking about.
The round about with sliplanes is simply mesmerizing. I could watch for hours
This is amazing. The amount of labor and data here. Truly wonderful.
Big takeaway for me is that trains will use slip ways - I've never built them because I sort of thought the pathing wouldn't use them properly, but it looks like it used them fine in this test.
The slipway is a slightly shorter track to the destination, and trains will always take the shortest path.
Complete et usefull video, thanks 👍