I'm considering reworking my sushi bus to maintan an average-seen-over-X minutes. I haven't thought too much about the math, but I imagine each sighting would add some multiple to the tracker, and then I would do something like * 999 / 1000 each tick. This would eliminate the need for multiple banks of memory cells and would make item availability more mixed instead of having large surges.
#Sushi thread
1 messages · Page 1 of 1 (latest)
I have 4 combinator average throughput counter I use for example with sushi
It takes ~50 seconds for items to make full loop, so my rolling average decay is set to -1/3000
4 combinators! That's way simpler than just one of my memory cells.
I can share blueprint if you're interested
here's the example setup (left one is rolling average over 10 seconds, right one is over 100 seconds):
https://katiska.dy.fi/n/temp/factorio/blueprints/circuitry/rolling-average-pulse-counter/example.mp4
blueprints are in same folder: https://katiska.dy.fi/n/temp/factorio/blueprints/circuitry/rolling-average-pulse-counter/
Thanks.
Made a sushi construction timer to compare segment build speeds. I'm going through a lot of revisions and am done eyeballing the EvoGUI Play time in the corner lol. Unlike Ghost Scanner the Recursive Blueprints+ scanner does not need to be in a logistic network and can scan ghosts across multiple isolated logistic segments aka sushi rails. Changing one of its coordinates a token amount every tick forces it to output continuously to start the timer, also kills UPS unfortunately. Paste Signals lets me "print" the output to CCs
I decided to sacrifice map view upgradeability for shorter belt loops. Tracks are cutout from CodeGreen's 4-way. It took about 1m to build a straight and 2m for a 4-way, not bad for 5-6 active inserters (1/2 to 3/4 were redundant to cover all directions). Overall flow mattered less than specific bottlenecks. Some of the things I tried: 2x overall flowrate = no reduction beyond a certain point, 4x bots/m => -1/2 build time, 2x medium poles + signals (often the last to build) => -10s
Just started an eight high ribbon world. Wondering if sushi can save me from the hell I've put myself in?
if you're planning to launch a rocket you might want to restart
rocket silo is 9x9 
damn that was 2 hours ago
hope he didn't get too far 
but yeah, sushi would be great in a ribbon world, especially builder sushi I imagine.
production sushi also would be good i guess since it is usually compact
I know, I'm going to edit the silo in
I just want to one up that guy on reddit who did it in 9 high
ah
well what Foeglas posted above, i think thats sushi designed to build rails for them. The same concept could be applied to a ribbon world for building outposts and defenses
What's the easiest way to make a belt that combines coal and stone onto it 50:50?
Like this but it doesn't break
Slap a circuit wire on the two belt halves before the splitter and do “enable if Everything == 4”
Or just do what you’re doing and add a recycle loop
It's pretty hard to have robust sushi without a loop
I don't have enough space for a loop unfortunately
I usually say not that you need not a loop but a guaranteed destination
A loop can suffice because it is a guaranteed destination… just of continuous flow down the belt
So yeah loops super helpful but you could say use a buffer of stone and coal at the other end and send a signal down along the belt to tell the stuff loading to turn on / off based on buffer capacity.
why cant stone be one lane coal be the other? im blind
I’ve been thinking about how I wanna do my sushi belt for this bus base to accomplish low buffer. And I’m considering doing request based with some buffers by production lines. Like you can store a few units on the belt before the production line and send some more down the sushi belt when it’s less than 50. And then it would naturally surge up to 200 or so as the buffer on that sushi bus belt comes in. Dunno which would be better that or flow limiters with items always moving and preset amounts. I think flow limiters would look more organized and controlled but there might be a beautiful chaos to the randomness of that request belt.
finally some prod 3 modules
wheres the sushi??
I thought I had factorio chat selected, and not this subthread! Nothing to sushi here, please disperse!
How were you going to take stuff from the main bus? Filter splitters?
sushi for beginners
cool, I didn't actually catch it
yeah I wanted to actually figure it out and get it working before doing something official
I probably should have asked why you wanted sushi in the first place; you want a single belt feeding all the labs?
Yeah
note the use of both filters and input priorities favoring recirculation over the fresh input
hmm although as noted in the comments that design has issues with resilience and needed some hacks https://i.imgur.com/CSjbx6b.jpg
this appears to be more robust https://www.reddit.com/r/factorio/comments/bzel0u/science_sushi_loop/
This is starting to seem like too much effort to have 1 belt
hehe, it can be easier to use multiple belts creatively with long inserters (and undergrounds), yes
I have a better way
For labs there is definitely a better way 🙂
like this
just about to comment that theres an easier way now
In worst case active measurement is also easy (glances at the next picture)
https://cdn.discordapp.com/attachments/419527276875481111/1004819025441865818/unknown.png If you want to replicate take red or green circuit wire, choose 1, wire every belt to its neighbors. For the belt settings use measure belt contents, hold. Now you have a giant rotating measured chest. Take your wire and connect it to belts / inserter loading the belt. Enable them when (specific color of) science < X (X being desired count on the belt) .
One belt / inserter per science loading the loop
This via madzuri like style or via clock?
clock
you don't even need all of those combinators
since they're same ratioed
just one DC clock to 7 and belts output on signal = 0
that image was just from me experimenting with a different circuit, it just happened to work for science at the time
because he's doing it wrong, he should filter out the iron at the mixer output, not during the recycling
it's not new stuff
What are those square things?
?
Belts connected by circuits
read what putin said above that image
no /blueprint in here?
Here's a badly thought out proof of concept I put over in #blueprint-designing to show sushi done with inserter ratios and no other logic
Ratio sushi! (Inputs 10 gears for every 2 belts).
could use another wire and condition, to disable the gear inserter if the belt chest is <2
my actual use case was a 1:1 ratio, so even simpler
Doing sushi in satisfactory is absolutely horrible
It's a huge pain to do lol
I'll stick to factorio for that from now on
now you have me wanting to see if I can do sushi in autonauts or factory town
is it really? shouldn't be different than factorio: a mixer, a recycler and a prioritiser
An approach like this does not need the „correct ratio“ though
Often times it does
You need some items way more than others
It's just generally annoying to do imo and doesn't save on anything
There's no punishment for overproducing either way
my sushi belts don't have circuits either
you're exagerating
you don't like it but that doesn't mean it is useless
and if you're mentionning the ability to handle empty belt it can be done without circuits as well
It is useless though
Like give me some good reasons to build them except for the sake of building them and saving like half a foundation of space
I mean Sushi can simplify designs, lower the buffer or can make builds smaller…. With or without circuits (though some of those applications are appeareantly easier with circuits)
Buffers don't matter at all, if anything they're actually good
It doesn't simplify designs compared to just running belts on the sides of machines
And space is plentiful either way
Sounds kinda like the conversations we had about sushi belts in factorio a year ago 
There is no enemy/pollution/resource runout
Buffers= setup price & hiding missed inputs untill it is to late
I mean you are still running belts on the sides of machines, just filled with the appropriate materials/ratios and much less inserters and belts needed
If you are going that way, why bother using anything else than T1 assemblers, T1 belts, splitters, T1 inserters everywhere?
Ohh and that obviously excludes modules… why use them when you can just build more of everything… you have the space available
And there is always the opportunity cost of not using the materials for something else
Though This is about satisfactory now?
If anything you're just using more materials for smart splitters
It has been about SF this whole time
I get it even less, that is also true for circuit-based sushi
satisfactory has infinite resources and practically infinite space, and there is no threat from expanding and no downside to spending resources
there is no problem for sushi to solve in satisfactory
there are two topics here that are mixing together badly
- how difficult it is
- how useful it is
yes it's useless, regarless of the technology used
no it's not hard since circuitless sushi exists
Sorry, I did not completely realised that and hence Argumented badly. I have never myself played satisfactory (and my computer probably wouldn’t be able to)
It's not hard, just annoying like I have said multiple times
=> conclusion: factorio is better than satisfactory
always has been
can't wait for official mod support
From satisfactory?
They aren't adding that
At least afaik, they've said they don't want to get in the way of SML peeps
for now™️
Their statement is they won't
yeah later, once the game is fully 1.0 stable and all
=> hire the community
i've never used a sushi belt for anything.
when is this useful? surely if you don't have the exact correct distribution of resources, or your input falters, bad things could happen?
The trick is to make the sushi belt so no bad things happen! Otherwise it’s just spaghetti!
Sushi belts excel at low throughout multi item transfer
Usually occurring around space constraints, low tech, or construction systems, or low buffer!
Sometimes just for art tho.
The trick is to make the sushi belt so no bad things happen!
i don't know how you'd do this.
There are many many ways!
resources in factorio aren't really infinite, so they could run out and then your sushi belt could have wrong proportions.
Ahhh but you simply don’t allow this to happen! (Not the resources running out but the belt filling up with wrong proportions)
Sushi 101: https://cdn.discordapp.com/attachments/419527276875481111/1004819025441865818/unknown.png If you want to replicate take red or green circuit wire, choose 1, wire every belt to its neighbors. For the belt settings use measure belt contents, hold. Now you have a giant rotating measured chest. Take your wire and connect it to belts / inserter loading the belt. Enable them when (specific color of) science < X (X being desired count on the belt) .
One belt / inserter per science loading the loop
Here’s a basic one.
Anyway this is but one method
Dubbed ‘active measurement sushi’
There are many others that similarly never break, no matter what you do!
Aside from normal stuff that breaks production lines… like breaking it. Letting bugs in. Rotating belts. Changing circuit conditions.
i guess this makes sense.
does this scale very well? you'd have to sort of count how many belts you have, and this might be unperformant.
Yeah, this sushi method in particular excels for early game as it requires no combinators. And it’s easy to learn for sushi newbies.
And no scale / performance issues with measuring lots of belts Early game.
one of my favourite types of sushi is to limit input with a clock to set requested ratios:
https://katiska.cc/n/temp/factorio/sushi/spider-sushi.mp4
all items are looped and removed from belt before being reinserted
^^ I like this method too, more in the mid game tho. It produces a more stable sushi belt with even spaced items, it’s less performance intensive, easier to change on the fly. Can use underground belts and splitters with no worries.
Usually called a ‘rate limited sushi belt’
Oh and the sushi loop itself can be any size with the rate limits
A more advanced approach!
@steep cloak I think you and warbaque have convergent design on the rate limited sushi belt with the modulo operator
Though warbaque has done this for a long time, I just didn’t understand it until now
I love warbaque's videos
I think we had a conversation before about it, it was pretty much the same thing but warbaque's was manually set and you had to do it yourself
whereas I designed mine to be automatically calculated and dynamically controlled
https://katiska.cc/n/temp/factorio/sushi/spider-sushi-2.mp4
does this work better?
yes, that one worked
the core is the same, modulo clock with carry, but the purpose is different
I haven't seen anything more advanced from warbaque
not to diminish their design - it's the exact same mechanism
I just have a small addon to it that allows for like a tiny amount more control
Which add on?
my entire design is the addon
inside my design is the same modulo clock that warbaque uses
You’ll have to be more clear.
mine has extra stuff to calculate the total for you, specify exact items per time unit, and protect against zero signal specifically for dynamic control of the ratio through circuit
for most purposes the draw is quite static, and if we dynamically adjust ratios I've found that that adds unnecessary latency to system since you need to wait until items are looping back before you can calculate how much they are being used
I have several iterations of the design, the most advanced one being the one I'm talking about
because of that I dropped all dynamic designs and just setup static ratios in blueprint, fire and forget 🙂
I mean, none of that is really, the core of the design… those are just like added safety features tbh so that the modulo style can be used for construction sushi belts
it can be used for whatever you want
I've had some ideas on how to use it in basewide resource distribution
I'm not trying to sell my design or anything, it's slightly more combinators for a couple extra features
like you could do it with a single arithmetic combinator if you wanted a static ratio on a full belt
and then add a dummy signal for spaces
I like to use 2 arithmetic combinators so I can have simpler enabled rules for belts and keep all belts disabled until there's power
one of the fail states that sushi has is low power
yeah I was going to ask what was the second combinator doing
https://katiska.cc/n/temp/factorio/blueprints/sushi/sushi-timer-2.mp4
for example here (around 2:25) you can see how sushi doesn't start until you add power, and all belts use [item] < 0 as enable condition
sure all ratios are 1/7 in this but functionality doesn't change
it scales for sure :D
on the topic of usefulness it's quite energy efficient because you only need one inserter for your many items (given the throughput needed is low enough) which makes it perfect for labs
maybe i should make a mod with a recipe with 13 inputs, to force people to use a sushi belt.
wait, no, people could just use a cargo wagon or chest or requester chest or whatever.
hmm.
can't use trains in beaconed setups
but yeah requester chests are an option, tho very power hungry
not with that attitude.
i'm thinking of just using the cargo wagon, not the train.
same
I mean the most efficient beacon setup allows you only 2 tiles on the side of the assembly machines
you can place a wagon but no inserter to move stuff from/to
you can also just use chests for this accursedly.
yup
@neat idol ah I see you just made it subtract instead
you could get rid of it if you made the belt condition =7 probably
That wouldn't work with arbitrary ratios
well yes but for the 1:1 x7 of science it would
you technically don't even need the modulo clock
just dot = any number 1-6
Not quite! You get like 2.83 slots empty slots per machine on average
Yeah, I know. My first version used simple C<7 clock. But since it doesn't play too nice with arbitrary ratios, I ditched it in favour of modulo clock.
https://katiska.cc/n/temp/factorio/sushi/Factorio 1.1.8 2021-01-08 23-13-07.mp4
Here you can see how spider parts are injected in bursts, which can cause jamming when ratio is close to 1
well yes, I meant for 1:1 all the way down
I'm thinking I should get around to making a roundup post on reddit/forum, maybe even on the wiki
Roundup as in post your way to make a sushi belt?
don't you need circuit tech to get colored wires?
blueprints are free
no, post all the ways
or at least a representative sample of the broadest categories of ways
funny you mention that, I'm currently writing an alt f4 article on it lol
like literally I have it in front of me
oof, don't sell yourself short
are you looking for input? I'd be happy to contribute brainstorming
uhh yeah at some point, I'm trying to get a general structure down first before getting into specifics
cool
Can you get sushi to work with undergrounds?
It seems incredibly hard since you can't connect them to the circuit network for some reason
There are plenty of other methods that do not require you to connect all belts. Keeping track of all in- and outputs for example
oh right
Isn't that complicated
Not really. Instead of reading the amount of items in the system directly from a belt you just have to read it from a combinator serving as a memory cell
oh okay I guess that's not too bad
Maybe I should have done that instead of having my system break every 2 seconds?
I ultimately just limited everything to one on a belt and trusted in the undergrounds to hold the necessary number of items
Somehow that worked...
There’s a lot of methods to allow underground usage
Memory cell is one example! Rate limits another
How does that work? There are no circuits
Circuitry isn't the only road to sushi, here's an old design that uses splitters to limit output
splitters take evenly from their inputs
I wanna say the design Xaetral posted can break with 7 sciences
max 6 items I think due to using yellow belts as the limiter
so the bottom four are taking equally from the four, and the top three are limited by one yellow belt per lane, which is one third of a blue belt
that is 7 sciences
only the top 3 are yellow belt limited
Thats what I'm saying I'm pretty sure the design in that image will break
or not distribute evenly
well it's not perfectly even but it does work
it's slightly more yellow, purple, and space science than the other four
but it's still a loop with input priority
My gut tells me there's jamming potential as one lane gets too full of 1 type of science
I'm testing it now, I can't get the four science lane to jam up
even input starving the sciences doesn't do it, only after re-adding all of them it did jam
so unless you have a long period of time where you input starve the loop and then reintroduce it and all of the labs were off and the science doesn't make it to the labs, then it will jam
that scenario isn't uncommon, so i wouldn't trust it
yeah it's worth considering
there is a one combinator circuit that turns off all belts instantly if one is lacking
Not really, but it's very easy to break
Right, but doesn't this require all inputs to be full?
Oh I just read the rest
That one is flow limiting sushi
Wow I would have expected it jam easier
If you control the maximum throughput of each science, it will never clog
Even if one input is left empty and then added back
E.g. 3 yellow belts can merge into a single blue and never clog as long as the blue one is priority fed back into the inputs
Now if you wanted to do that with 7 sciences id rather recommend a flow limiter using circuits
Since breaking a belth into 7ths isnt beautiful
one sec i can show you a circuit based one
it's not nearly as complicated as you'd think
a single combinator 
you can add a tiny circuit to lock the belt when one input is missing, it's 100% reliable
there's also the rate-limited version that is also 100% reliable without circuit
No need to though if its flow limited via any method, is there
Oh wait
Only the top is flow limited
I see
there's also the third option to fill the empty gaps with another item
But wont that mean the bottom 4 sciences are a bottleneck?
I'm not sure what you mean but yes, this is 45/8 science per second, not 45/7
that can be overcomed with that third option by filling the gap with the sushi itself but that makes the output patern pseudo-random thus less beautiful
As in, there's 1/6th of a belt of white, yellow and purple but only 1/8th of grey, blue, green, red
This type of sushi works great with undergrounds: https://katiska.cc/n/temp/factorio/sushi/spider-sushi-2.mp4
Ah so is it calculating the percent of things on the belt instead?
Sorry might have trouble figuring out what’s going on there
Yes, belt might have for example 123/777 or 15.83% of one item, and all unused items are looped back and fed again to input at priority
So if items are not consumed, no new items are added
Ratio limiter works by limiting input belt speed (e.g. 123/777)
https://katiska.cc/n/temp/factorio/blueprints/sushi/sushi-timer-2.mp4
example with science
Blueprints if you want to play around with them
https://katiska.cc/n/temp/factorio/blueprints/sushi/sushi_timer.txt
https://katiska.cc/n/temp/factorio/sushi/spider-sushi.txt
Another type of sushi that kinda works with undergrounds and unsaturated belts is rolling average counter:
https://katiska.cc/n/temp/factorio/sushi/sushi-average.mp4
If any item drops under threshold, just add more items. But that's more finicky and sensitive to latency.
So many sushi varieties :0
half a belt is 3/4 and the other is 4/4
there are 7 items on 8 places
take any random box on your belt that contains one green+blue+red+grey science and you'll see you always have one extra science of either purple, white or yellow
in that box there's one extra purple science
wait
overall there's 33% more white, purple and yellow science than the rest
oh nvm
I'm mixing stuff up
omg, when the original designer can even remember how it works 
yeah u right
but using a placeholder item instead of T1 belt limiting doesn't have that issue
i mean, in the end it doesn't really matter since they're on the same side and don't interact with the opposite side
but still worth noting in case suddenly one side looks emptier even though you're producing / consuming the same amount of each science
yeah but it increase the buffer size
also that extra 1/8 can be filled with another sushi belt so you can use all the belt throughput
I heard you guys like sushi, how about a modular sushi crafting logistics system:
I also feel like you can the number of combinators
Looks kinda similar to SF in terms of recipes?
Are those water bottles + copper ore turned into copper ingot?
And empty barrels returned on the back
hydrogen/coal/refined oil turned into more refined oil
👍 kinda like the diluted fuel recipe
mmmMmMmMMMmmmm
whats sushi? sushi belting? or are we actually posting sushi
Sushi belts: putting more than one item type on a belt lane
i know what sushi belting is, but i want to know if we can post sushi
probably not
Maybe it should have its own sushi subthread
Oh clap I just wanted to make a mall
same difference
My first sushi attempt. 3 items on the same belt in equal quantities maintained. working on making it much smaller
looks like there's twice as much copper as everything else
but you've got the right idea
If you wanna do splitter sushi, you'll need some more loops and proper input priorities
this was my try at splitter sushi, I don't think it's the best at all but its the only working example I have on hand
you're right. standby for a fixed build
incorrect! this can be done in a SIGNIFICANTLY smaller space. standby for my mk2, now flawless
it doesn't look like they're doing splitter only, some of those belts are hooked up to what looks like a rate limiter clock
although only on the one side 
me? or what?
yeah, what's the circuit wire for
just a simple clock, yes
but it's not hooked up to the output of the splitter, meaning the stuff that gets recycled isn't getting limited
exaclty, which is what i'm working on now
like I said, my first time messing with sushi belts
in 5k hours I typically think of them as unnecessary and unsightly monstrosities
that being said a recent encounter has peaked my interest, and now I need to see if I can make the same exact thing in like 1/100th the space.
I will say I have done exactly the same method you have recently, but I want you to discover it yourself
so much so that I've made loopless sushi
it just gives the machines the right amount of resources and never backs up
i appreciate that 😛 Im having a blast so far
flawless. under any load, or no load there's no way it messes up.
Circuit sushi is much smaller, I thought you were going for some kind of splitter design
i don't really know/care what design im "going for" yet tbh.
I just want a belt with any number of items on it - without like a thousand square miles of real estate occupied with the setup lol
this thing I came up with here is still a tad cumbersome imo
blueprint bot is not working for me
Here's a "split belt" for you, that's not 1/2 and 1/2 😄
15:1 iron/pro units
super compact, and usable.
that is weird
can change the ratio of the split to anything pretty easily! even like 1:1000 if you deside
working on a 3 item build now
3 items. They can be any ratio with 3 more combinators. For equal it's easy.
it's interesting watching you follow a very similar approach to how I did it
5 items. Working on a more compact design.. standby
I assume you're setting the number in each belt, and the total is in the decider?
just a simple clock that resets at x ticks, where x=number of items. belts set to enable at the first tick only. for unequal number 3 more deciders are needed for each unique item after 2 - so that would get to be a huge logic system if you have 20+ items for example.
that being said, with bitshift it would become more compact again after about 7-8 items
using this system, you can set the numbers in the belts to the ratio you want on the belt and have the clock reset after the total of those items
I'm working on something cool rn
only problem is when you have multiple things releasing in batches it can clog while everything tries to fit onto the same belt and it doesn't empty before the next cycle
with this method, I should specify
yes ofc, that's why you only use multiples of the # of belts, or divide by slightly more to have a 'loose' belt
instead of enabling 3 belts 1/3 of the time, enable them each 32/100ths of the time
the eye doesn't know the difference
well no you can set the numbers to be like 3:2:1:1 and the clock to 7 that way the first belt is open for 3 ticks, second is 2, and the rest
that way it's a 3:2:1:1 ratio on the belt
which works for low and similar numbers because of belt buffer
you said exactly what I just said lol
lol yeah I guess I misunderstood
the 32/100 would be not great because it would release items for 32 ticks and then be off for the 68 remaining, and when you get more item types it tries to force the entire belt's worth of items right at the beginning of the clock and it backs up really easily
it's also just not balanced
it is possible, but I wouldn't worry about it
22 items. can really be any amount. pretty sure i found the most compact tile. works for any amount of items flawlessly
you're doing great, but I wouldn't go throwing around terms like "most compact" so easily :P
consider it a challenge then haha
can you adjust the ratio?
let's see it 😛
yes
it's possible, but I haven't messed with that no
set it, and it'll maintain a certain % of each item
try that next
but it would be cumbersome to change "on the fly"
no need for more than one with equal setups
well yeah, but I mean for changing ratio on the fly
would also need buffer chests and likely a different belt setup for that
mhm
I'm trying not to spoil your fun, but if at any point you want to see my stuff I can post it
I'm pretty sure mine is more compact 
you can make it one more compact
instead of having the third row of splitters two tiles above, make it one tile above and sideload in before the splitter on the left side while the right input side is connected directly to the previous one instead, and make them all filtered so nothing extra gets through
yes but mine can do any amount and any ratio
yours is limited to 2x multiples
not quite
as long as the sum equals a power of 2 I can do it
and with a recursive feedback I can get any ratio
That’s exactly what I’m talking about lol…
Show me 11
Like I said, show me 11. This is words and numbers lol.
Rather than just showing me a balancer, I was more referring to the complete build with other factors considered
aren't you asking a bit much 😄
Symmetry, expandability, etc
You’re the one who said yours is better lol
a splitter sushi is a balancer anyway
They’re not exactly purposed for the same thing anyways but still
no, I said I believe than mine is more compact
But you’re not comparing the same thing…
Different capabilities
dunno, I assumed we were talking about sushi belts XD
yeah ofc each one of them has different characteristics
Yes but there’s more to it than just that
Show me a smaller design that can do any amount of inputs would be a good comparison
I’m here to learn fyi, as I’ve never experimented even once with sushi in my 5k hours
depends on the real application, I've spent much of my time on science sushi
so 1:1:1:1:1:1:1 ratio is sure easier to figure out than the ratio for some recipes
Yes definitely. With 3 more combinators I can do any ratios basically. But then again with combinators any array of splitters likely can
2:1:5:2:1:9:7:20:4 whatever.
What’s this doing?
Well yes lmao
I’d like to think you know what im asking
2:1 engine and circuit, no big deal
Loopback somewhere?
yup, right here
I made the one for flying robot frames as well
but this one and the one for engines are a bit tricky to make them work
you need some sort of flattened belt loop, it's kinda weird
so this kind of build just perfectly consumes the exact number of items, and no need for a loopback?
i assume it'd only work with <9 items then?
there's still a loop, it just doesn't go all the way back
this is what it looks like to not have a loop
exact ratio, exact amount on the belt, input underflow detection and output overflow detection
absolutely
why? 
well, it's not the same kind of loop
since it's just used to account for the timing windows of the inserters only
but there's still some sort of a loop?
ah you mean the recursive mixer?
cause this is a loop
yeah it's a loop in the sense that the belts go round
but not to the input splitters, yeah
but they rather meant the loop in a more abstract manner, the recycler going back into the mixer
my point is that it's really hard to do fully loopless sushi
in fact I don't think I've shown this to @plain hare or @normal gulch
Full. Loopless. Sushi. Hmm
Apparently loopless is two words. Learned that today also 🤣
lol
Ratios would have to be spot on. And output couldn’t back up either
mhm
that's what this does
That actually seems simple enough tbh. I’d have to pick apart your combinators but I’m sure after a few eons I could figure it out 🤣
I spend 4/7ths of my time in Factorio in test worlds anyways lol.
it is not simple lmao
Well for something as simple as 2-3 ingredients to start it seems simple, unless I’m missing something fundamental about the whole thing
sure, but to make something that works universally for any number of inputs
that's what this is
Because belts can contain only 8 items, so in the case of a belt stopping perhaps one of the items an assembler needs wouldn’t be present on the belt so things would stop
But again I haven’t played with this method at all so I’m not qualified to answer properly yet lol
the simple version of this circuit can fill a belt with any ratio of items, dynamically controllable on the fly
By dynamically, are we talking about:
If x is being consumed faster than y, then x will become more frequent on the belt over the subsequent loops? Or something else
like this one? :p
#930147588160782436 message
dynamically as in you can control the ratio on the belts with the circuit network while it's running
unless you have quite some chance on the recipe there's no way to get around messy inserter timings
So you have to mess with a few combinators?
and that works flawlessly, under every circumstance?
wont that design break if input is not there?
if whoever is using this circuit comes up with a circuit to control the ratio of items on the belt, then this will handle it
lmao no, you can have 1000 different items on the belt if you want to
it's just that this belt won't be able to feed more than 45/1000 recipe crafts per second
I’m talking about loopless, and I could do without the “lmao”
xaetral I'm like 99% sure your design will break if there's not enough of one input or the output backs up
Also I’ve stated I’m learning something new lol
under ideal conditions, it runs fine, but not in a real base when shortages occur
yup
I find that very hard to believe
btw, can I have the string of this? probably would be helpful at some point
yeah but I mean we discussed about this a thousand times already, my sushi works flawlessly as long as you ensure this point
but you can use a small combinator circuit to do so
oh sure, it works as long as you prevent the thing that makes it break from happening :P
but in it's current state it doesn't
which is what I'm trying to get at
it's very specific to that recipe to be honest
first there are only two items, and then since I put all the engines on the bottom lane, once the inserter first get rid of the lil bit of circuits within that lane you get a full lane of each, like this:
that's why it works
This is fucking magic. When you initially brought up dynamically controlled I said it would need buffers and such. I swear my brain was thinking of something very similar to this. Let me work out the circuitry today and see if I can replicate without you telling me the logic 😀
I'm also talking about the recyclerless, and that lmao wasn't supposed to be rude, the fact that you could have so much more items than that is quite funny when you just think about it
Perhaps I don’t know the difference then. In my mind I’m seeing the “end” of the loopless belt, and it doesn’t contain the item the last assembler needs. ie: limit of 8
I’m also fully aware that you can have many more items on the belt, as the initial conversation starter was my 22 item build
@normal gulch forgot to mention, only turn off the red combinator when the rate limit belts are full
At some ratios this would break due to not enough buffer correct?
Hmm. Maybe not tho 🤷♂️
nope
No ratio, and no amount of time or consumption imbalances will break it?
nothing breaks it
it doesn't release resources in batches
it's evenly spaced over time
What about length of loop? Would need to increase buffers then?
nope
there's enough buffer with the output and input sides that you could just route it right back up to the start
What about a 0 ratio? Still fine?
then it wouldn't show up on the belt as you cannot have signals with a value of 0
still full
ah I see, that's why I used the specific term "recyclerless" to refer to the absence of a feeback that goes all the way to the making of the sushi
but what you mention is a good example of why I'm doing those flattened half loops (btw with 3 inserters you can have access to 3 belts thus 24 different items in theory)
yeah disregarding throughput, but this is still the highest throughput for a yellow belt with one inserter
as long as one resource doesn't exceed 50% of the ratio the belt is full, as far as throughput limitations go
if you actually do need more, you can add another silo of the same resource and change up the ratio to compensate, which I think I have a circuit for but misplaced at the moment
Absolute fire. Certainly a better design doesn’t exist for this
You mentioned your loopless sushi, can I see another one of those builds you made?
sorry I missed this, that's the only build I've actually done with loopless, more as a proof of concept
well after a few hours messing around myself, I'm ready to see the inside of your combinators lol
are you familiar with the modulo operation
I made a version that was in fact dynamic, but it required changing the variables in several combinators, not at all convenient
just the remainder of a division correct?
yeah pretty much
there are two types of basic clocks, decider count and arithmetic modulo
i've never heard of the second
blueprint bot appears to be broken in threads currently, one moment
ah whatever I don't need it for something this simple
this will cycle once every 60 ticks, or one second
CC is dot = 1, of course
@clear wedge I think if you ping it it joins the thread, so it should be fine now?
because when dot reaches 60, 60 / 60 = 0 R 0
nah it was already in the thread
I did some testing earlier and it's an issue with the bot itself
someone is working on it I think
for now, links to bot stuff I guess
yes
let's say I want to count up by 7
7, 14, 21, 28, 35, 42, 49, 56, and then it goes to 3
following.
so it carries over leftover from the previous clock cycle
then 10, 17, so on and you get the idea
yes
I'll replace 60 with a signal [T] for total
let's say I want a belt to be filled evenly with three items
the ratio is 1:1:1
3 items total
if we add up each number of the ratio, yeah it's 3
so [T] becomes 3
and we supply the ratio numbers to the modulo clock
each % [T]
output each
wow
now you get all 3 signals to cycle every 3 ticks
i was going down a much different path
you can get an output when the input signal is greater than T
so hook the input ratio and the clock output to another decider, and that's pretty much it
each >= [T]
output each 1
I forgot to mention how getting the total works
just add everything and convert to T
it's a single arithmetic combinator, each + 0 output T
or *1 output T
yeah pretty much
here's the example circuit
you can put any number of signals in the combinator with any value and it will work, provided you don't make the numbers so big you run into integer overflow
I just realized that this image has an extra combinator, you only need the 3 for this to work
I didn't come up with this as easily as I explained it to you, it took me a while
so don't feel bad for not thinking of it lol
it's utterly insane watching this work ngl. flawless
what do you have your buffers set to ? like 50?
on what, the chests?
yeah
oh I didn't really think too hard, I think they were like 100 or something
that can be changed pretty easily as well, you could have it be a signal and set it via CC instead
that way you don't have to set each individual belt condition
like enable when resource < [A] and set [A] to 100 in a constant
some low belt compression under certain load it's seems, have you discovered that too?
oh nvm, it's just the 1/2 belt max per resource
yea
that was meant to be for a larger amount of smaller ratios
oh, also if you give the ratio a signal that doesn't have an output, it will essentially be "gap" on the belt
wouldn't it be 83.3% for that specific one?
so if the ratio is 2 iron, 1 coal, and 1 fish, and there's no fish belt, 1/4 of the belt will be empty
50% + 1/3 (33%)
anyway with more combinators I abused this property so you could control the ratio of items to gap on the belt with a different combinator
that's how this design works, and how the belt is so empty
I calculated the items/minute that the build uses and put that in as the input rate, so the machines get exactly the amount they need to function
pray you don't get low on power lol
well you can probably detect that with accumulators being low
there's a shutoff combinator that freezes the clock if 🟥 > 0
that's what I use to turn it off if there's not enough input resources or the output backs up
I've been meaning to do a full sushi base at some point, combining a bunch of different variations of this circuit and a bunch of inputs
I'd need to make a different version of this that outputs some signals for use in global control maybe
sushi furnaces? 🤔 https://www.youtube.com/watch?v=XiMJ156RZWs
Producing 1.5 science per minute on a single furnace.
Download the map: https://davemcw.com/factorio/one_furnace.zip
Soundtrack: Grieg - In the Hall of the Mountain King
hello sushi chat! Im going to work on this here i hope its relevant
idea: train that provides the exact number of raw resources to make x science into a sushi belt and some magic
i think i have an idea
this looks nice
im gonna try to work on The Line now
really
this is not ok moment
i cannot deal with excess
200 almost works but
i am not using any prod mods
itll only make it worse
if i get rid of space science its better slightly
but iron is still annoying
18 science gives workable and cool looking numbers
hmmm the oil isnt good
so do multiples of 18?
possibly
bruh
that means the clean number will be 468
maybe i can just not deal with the oil
nice gears
good work mate
ı just like saying mate ım not from uk
Not really sushi in the traditional sense, and you may need some logic on either the train/inserters or a sorting area otherwise it’ll back up.
An omni smelter is something I’ve worked on in the past, but again that’s getting away from sushi and delving into combinator territory.
it's sushi
look at the output of that balancer
that's going to be all of the resources
it's just not controlled sushi
Won’t back up, it’s calculated
Can I see the rest of the build?
It doesn’t exist yet
furnaces
ive made the circuitry work
now i have to figure it out for two items
a test run
its perfect
issue is that it doesnt deal well with recipes with more than 2 items
figured out a 3 item way but it forces me to set it to stack limit 1 unless i can do some circuit magic to circumvent that
i can just increase this for more items
more
huh its done
Why does it need to be stack size 1?
To keep an exact count of items, otherwise inserters can move a random amount of items up to their stack limit
It turns out my whole implementation of this is flawed
I will have to do some circuit magic
I think you're the only other person I've seen try to do loopless sushi using circuits.
Here's my version that might hopefully might be some inspo
Do you not face assemblers starving each other?
I guess there were enough assemblers in the line or circuits are limiting input throughput to prevent the problem
the circuit is perfect mostly
if you want to test out that blueprint, wait until the belts stop moving and then flip the top combinator
I recommend testing it at max speed for a period of time. Cuz i guarantee that assemblers will start starving each other
I had to fix it by creating a counter for each assembler and syncing the assemblers
Regardless nice 3 item input build. Maybe I'm wrong and 3 items dont face the assemblers starving each other as much w/ 2 items only especially for blue circuits
it might be the recipe I picked, but theoretically this works for any number of inputs
yea i think w/ blue circuits w/ 20 greeb vs 2 red i think i faced a rare issue
I don't know what the circuit you used is, but mine is a rate limiter that is set to a calculated ratio at a calculated rate, and it freezes the clock if there's not enough input or the output gets buffered
I'd have to try blue circuits with my design to see if that's a unique issue or not
definitely needs another sushi belt of input, and it's not stable at all
in theory, 3 sushi belts into 2 assemblers should be a full blue belt of output (5.4k/m)
You might wanna try using fast inserters instead of stack filter ones?
At least thats what i figured out would work best with the science sushi
By the way, you're filling the belt with 1/3rd of each ressource, right?
Instead of the big splitter flow controllers you could also just use yellow belts to flow limit
oh yellow belts is big brain, but i still fundamentally need another belt to supply everything
i gave up on that design anyway
interesting
technically you wouldn't need yellow belts on it anyway since splitters input balance
there's one or two reasons yellow belts are technically better if you're having a shortage on one thing but too lazy to get into it
I was worried that if one input stopped, the loop might get clogged with the other input
it shouldn't clog as long as you have input priority on the loop side
what im thinking is
if only one side has input, it will fill the belt completely, right? with just a splitter
so when it has to go back to only filling half of the belt, there would be nowhere for the excess to go
I guess if it backed up more than halfway around the loop yeah
I'm used to there being buffers between loop input and output
like this
ya the yellow belt thing makes it a lot easier
but what if I sushi the sushi?
it actually works lmao
oh it stopped moving, green circuits got clogged
I just had to break the other two loops, and leave only the big one
sushi can be sushi'd
oh wait that's not right, guess the belt trick doesnt like it when it's backed up
but I guess neither would splitter sushi
this is hard
im not smart enough for this
if you're trying to get 6 belts of input, make each one use one side of the belt instead of both, then lane balance after combining 3
lane balance?
one side of the belt is smart tho
I mostly just wanted to see what happened if I did splitter sushi, but all the inputs were sushi
btw those loops have output priority and not input priority
o lol
something I found out is that mixing two sushi belts (or more) never ever works
not because I didn't try hard enough for sure
what I tried to do was to have 8 science sushi belts, sorting them out into the same 7 belts then reuse that as usual with a priority
but weirdly enough, this is unstable at all times
anyway, glad to see a fellow poyo enjoyer doing splitter sushi 
I figure it would work as long as none of the sushi belts ever get backed up, they all have to be moving at full speed
putting this at the bottom to reference it later
idk I think the belt looks kinda ugly, I think I prefer splitter sushi
this ^ is why I want to develop a 3rd type of sushi, basically the idea is it reads how much is on the belt and how much needs to be put on / taken off. It should be compact like this wothout having the ugly yellow boxes
I would assume you can just use a number to figure out how many of each item are on the belt without needing to read the entire belt
just add 1 for each item that enters the belt, and remove 1 for each item that leaves
you'd have to wire every input and output though
oh theres more compact options than these limiters!
limiters?
I just took a 1-7 balancer, and routed 6 back to the beginning
I did take it apart a little bit so it was less big, though
yeah they are usually called rate limiters
theres new ones ( within the last year ) that use circuits to limit the belts insatead of splitters which gives much more accuracy
here's the balancer on top of my custom™ rate limiter
the splitters seem to be accurate as long as it doesn't get backed up
and a proper sushi belt shouldnt get backed up
Yeah its accurate but big when you want mroe than just 1/7th or 1/8th of a belt
oh you mean like 1/100? yeah I could see that being an issue
I still enjoy the simplicity of splitter sushi
Yeah its simple but I found it ineffective for construction belt sushi
where you have a belt that makes more factory
is there a way to make this better?
like have the sciences in order, and matched up (red on one side; red on the other)
I hope the answer isn't "yes, but you have to use circuits"
maybe using 1/8th of the belt instead? I havent found a fix for that
I guess matching it up would mess up whenever it goes around a turn
but having them in order feels like it should be doable
this is what the new limiters look like and how compact
what is the dot on the splitter?
thats just to not waste the 2 science packs that would sit there forever
copy tool iirc
if I didnt have it there, there would be 2 science packs waiting on the end of the belt
Yeah its a lot of optimizations lol
and since I mentioned construction sushi.. all this is built off of a mall belt
and it would be nearly impossible with the splitter sushi I did before ( for sushi rails mk1, this is mk4 now )
I never got deep into circuits so I can't really read what's going on
I can automate cracking, but I haven't actually placed any combinators
Yeah.. ill link a convo where codegreen ( the creator of the circuit ) explained it
codegreen is watching, I can see him through my discord-colored window
why are you using more combinators than in the explanation?
they control the output rate of the belt as a whole
im doing like 90% of a belt instead of a full belt
also I think there's a redundant combinator in there that was an artifact from a previous circuit
the one with the
can be removed iirc
probably, but its a lot better than what it was before with a clock for each item
if you don't want a full belt, you can just but a blank signal in the input
like he says in the explanation
Yeah but if I add more items on the belt id need to adjust the blank #
you'd also have to calculate out how to multiply everything if you wanted an exact rate on the belt
if you wanted 14 items per second, you can do that by setting a signal to 14 instead of having to calculator everything
and it's automatically adjusted if the ratio changes
how do you put the copy tool or whatever into the filter for the splitter
0eNp1j8EOgjAQRP9lzsUEBMT+ijEGcdVNStu0i5EQ/t0WL148zmbmzc6Cq5nIB7YCvYAHZyP0aUHkh+1NvsnsCRosNELB9mNW9z5KEb1hEQpYFdje6A1drmcFssLC9AVtYr7Yabwmpy7/IBS8iynlbO7MpLJqFGboot7XuyZV3DjQ8HXUCnc2OacxOD8XPsGoEOdMIrlJ/CSXtMqF1J08gR9PQf5tm6F/Viu8KMSNWnVlfThWh7Zturbr1vUDcA9faw==
magic
heres a string for one, made by codegreen
I will cherish it forever
I'm trying to follow along on the #combinators link you sent, but it's hard to see where all the wires are
blueprint string no work either
The string should work..
it says unknown version or something like that
My laptop decided to turn off when it’s on I’ll see if I can reshare it
maybe? idk
the middle one is cycling quickly, which I assume means it's working
the belts aren't getting the signal though
and I'm pretty sure I did the wiring right
oh I didn't set up the last combinator
I don't know what it's supposed to be, though
why isn't the blueprint working
oh it worked that time
🤔
looks happy
it doesn't want to get in nice r/g/b/b/p/y/s order tho
full screenshot because I might as well
do you have special stack sizes on the inserters?
my version seems to back up slightly every once in a while
oh is that what the gaps are for?
yeah.. theres another version thats probably better
an underground belt goes thru the limiters in other versions so its max thro ughput is increased
it probably only happens when you use the full belt like I am
it'll probably just be fine if I use both sides of the belt
hm, I put a lane balancer to try and make it look better, but it does waste some science
that wasted science isnt bad compared to the modules
oh wait I just realized I dont need a lane balancer if it comes in on one lane anyway
i can just move it to the other side
with a single splitter
very nice
if you're doing something where everything is output the same amount, you only need one combinator
Thats a lot of combinators though
Yeah it is
I made a new version last night that has 3 combinator and stacks with beacon lines, not perfect yet unfortunately
nice
but are you sure about stack inserters?
they usually caused problems in beaconed sushi setups for me
Oh interesting.. I’ll downgrade to blue and see what happens
I’m also trying to save a tile or two and make them only input on one side
cleaner mini version
and tiled (2.7 spm)
I would assume a military science-less version would only be 6 lab rows
something like this
probably, it’s still a full belt of each science
I still want to see if I can get my version more compact
I think using fast inserters as someone said is the key
What is this?
Rn everyone is using a 3 combinator version instead
I'm using 4:
constant -> arithmetic -> arithmetic -> decider
Yeah I didn’t count the constant combinator
ok I was wondering if that was it
each % number of inputs hooked to itself
I can't figure it out lol
this is for 6 science
err
0eNqdU9FqwzAM/BfB3tyyuEua+VfKCE6iroLEDo5SVkr+fXJCuzC6dd2LQbZ0pzvJZyibAbtAjsGcgSrvejC7M/T07mwT7/jUIRggxhYUONvGyAbiQ4tM1arybUnOsg8wKiBX4weYZFR3MSIXW8e3EfT4pgAdExPOLU3BqXBDW2IQil+BFHS+l1rvIr/gbTd6nSo4gVmlerNOhUnqOPimKPFgjyRFkrmnhjH84MGRAg9yc2WeM1a1Z5jwhmhjstQw0zisYit9xEriEbBeaiKJtGRSqAbiKUykdowufpOt78zghvDNRfbzJLumMLczc94w4Qu5kOearr3vKfRc/NkXtNUhGtNjhCkucwKTKfAdBjt3AU9S6Qfuhoexx3/7qxfeXvxWoB8ZjizotNFm8YkUHGV9ZnPz5GX7qrdZluZZno/jJ9vrKn4=
heres the raw string
what are the belts set to?
ty
wtf, why the stack inserters
deadlock resistance, apparently
that's interesting, I'll try that out
but it's literally the same as putting a yellow belt right before the sorter
oh, maybe not
how does that prevent deadlocks though? if the belt is filled up with one resource because of a lack of the other resources, it won't fix itself
i do not see any sort of flow limiting mechanism
Yeah I had a good chuckle reading that post
yeah it would work if the limiting is done after the priority merging, which is exactly the idea of rate limited sushi
what on earth are "Sushi Rails"?
sushi rails are basically rails that have roboports so they can expand with just you placing blueprints from the sky
and mk3 had some support for addons like mining, some intermediates but the mk4 which hasnt been tested is SO much better
it has support for more intermediates, has turning on / off stuff going onto the sushi belt.. adjusting the rates of items that go on the belt so it doesnt flood it with rails or something
so many combinators that do the magic
The reason you use sushi belt is so that each track section can have its own roboport network and still have access to central logistics
This lets you do things like turn your train tracks and not worry about bots flying across an enormous abyss without roboports
"mall on wheels"
its also really fast, I dont have the numbers but it can be less than a minute per block ( 96x96 tiles ) iirc
There’s a little holy trinity of logistics thing going on I find very satisfying. A belt of robots (and stuff for robots to use!) to build train tracks.
It’s also a way to purge bugs with crazy speed. Automatically expanding artillery stations.
Back when We tested sushi castle mk1 I was astounded by how many resources it can consume
Just 1 little belt full of construction materials… if you eat it full speed you can easily have costs of 20+ blue belts of iron
Belt goes out full of shit… broken rocks, trees, and airlifted fish come back…
I wonder how effective it would be with higher tier belts from mods
Probably even better assuming inserters don’t have trouble missing items
That being said a blue belt (if full) is 162,000 items per hour
So in the context of construction… yeah that does a lot of work at blue belt speed already
Without modules or beacons.. those will greatly inflate the cost 📈
is this the general way to loop things?
using codegreen's rate limiter as reference
Looks right
You’d want a chest buffer in most cases where you change the amount if items that get put on the belt but besides that good
especially want that buffer chest so it doesn't break when you change flow rates and stuff
guys I did it
I managed to make my fluid filter so that its functioning does not depend on build order anymore
it just works
you still have to fill the tanks to set the filter tho, so it's not quite 100% blueprintable yet
I mean at least you can ask bots to build it without having to deconstruct anything later, that's already nice
That’s great! Can i get a blueprint of that?
sure, I'll post it in #bot-stuff so it doesn't clutter the channel too much
actually the real blueprint should have all the horizontal pumps reversed
so that you don't set the same filter for all tanks
that's really cool. I was wondering how viable that was. Can you then use a single pipe for your sushi and have drain -> switch -> fill timed loop?
I'm not fully sure to get what you mean but I can tell you that it allows me to run a refinery without any downtime using only 2 pipes
that's pretty much exactly what I mean :) thanks
ah yeah I get it now, you mean switching between filling a pipe and draining it
yeah that's exactly what I'm doing on the input
it's quite messy
Got any fixes for the 0.0 liquid remaining in pipes, clogging them of you sushi output from advanced refineries?
yes, that's like the first thing I discovered
to empty pipes the rule is to have no loop and no storage tank
and IIRC one refinery on the sushi pipe is ok but multiple ones doesn't work
the successful usage I found for this are
- universal fluid unloading train station
- using any available fluid for flamethrower turrets
so many belts, so many items 😵💫
all of this to save 150kW while there are 170MW of beacons sitting right next to it 
maximum efficiency
every little bit counts. some day you might need that 150kW 😄
Tip: higher tier belts are cheaper here. You have direct control over the buffer and you could halve everything with a red belt, the reduction in buffer of expensive product probably pays for the belts
I'm not sure I understand. All that the higher tier belts do is move items faster; I'm not maxing out the "belt chest".
I guess it would be more responsive though; faster to respond to setting the requester chest if the items are withdrawn/added faster...
If you move items faster you can put less items on top of belts to get them to the destination in time!
ok, after some thought, you're right 🙂
I solve this kind of crap all day for work monday through friday, so OF COURSE I would get up saturday morning, sit down at my PC with a cup of coffee, and solve the same kinds of problems, but this time for free lol
Ok so i've never done a sushi belt before and this is kinda neat, I might have just dove down a rabbit hole havent i
i have my like 8th mechanical keyboard, or at least the supplies to build it, next to me as well, i might have a problem lol
Sushi supreme
On a different note. Did you combine both memory cell and active measurement?
I've been doing a funky thing with combinators for things I can't build myself that either need to go into space (for space assemblers to use) or for direct insertion into assemblers on nauvis, where I have a combinator of the ingredients for one, and a combinator for the AMOUNT that I want made, and this setup requests all of the required ingredients. I might start doing a giant sushi belt with this kind of thing, defining how many I want of each item, lol.
I like that
I’m just over here fudging it with intermediate counts by the thousands xD
Yes? I have a masters in computer engineering, I should probably have a better answer for you ><. I have a combinator adding 0 to everything and then outputting that, i think that thats the memory cell. And then I measure everything on the belt, and add/subtract everything that inserters touch.
I can just set that combinator for the space science to "2000" and then it auto loads my rocket with stuff to build 2k space science. It's awesome.
If you measure everything on the belt already… do you need to also remember it in a memory cell?
well now, that's an excellent question, lol.
I’m just remarking you have 2 viable control system on the same belt
You might notice if you leave it long enough the memory cell might have an oopsie. It was my first method of sushi belt making, but I mostly don’t use it anymore. It’s very vulnerable to disturbances making the count wrong.. low power, mistake while editing, player presses f, that kind of thing
I am using the results to set whats in the requester chest. I suppose I could disregard items that are being handled by inserters or actively in the machines (which would result from disconnecting the inserters), which would result in a bit more being requested and a bit more on the belt. Hmm. Will think on this.
Would you recommend only counting the contents of the "belt chest"? And not dealing with the inserters?
Personally yes it’s more reliable which I think is more important than the extreme accuracy of memory cell (when it works)
That seems reasonable. It would account for accidental player pressing F and such.
Memory cell has the advantage of working with splitters and undergrounds well. Active sushi can’t wire those to read them
So what I'm hearing you say is: I either measure whats IN the "chest", or I measure inputs and outputs (effectively measuring contents), but right now I'm measuring BOTH, and although I'm properly combining those measurements, it is more prone to error because it has more components and therefore more that can go wrong. I should pick one solution and stick with that, rather than two melded together.
But there are other sushi methods if splitters and underground usage are important I would suggest first… usually
With this, you mean "measuring the inputs/outputs via inserters" and "not measuring the active contents of the belt", correct? Just to be sure I'm following.
Yes, but more specifically I think the memory cell itself is the only thing super prone to error here
Okay so high level sushi belt analysis rn is there are basically 2 main variations in sushi control… and under each of those many variants. Both memory cell and active measurement are tracking exact count of items on the belt. The other big way you can do it is measuring rates on the belt
I have only 100 iron on this loop vs I have 1 iron per second on this loop
So to go from my "memory cell (measure inserter input/output)" plus "reading the whole belt" thing to just a "reading the whole belt" thing, I should remove the wiring from the inserters that insert to the assemblers as it doesn't matter what's pulled off the belt, as only the total measurement of the belt's contents matter. I would want to leave the conditions on the OUTPUT inserters (that place sub-components back onto the sushi belt) and keep those limited to stuff like "only insert if rocket fuel tank < 10" so that I don't overload the belt. I think.
well that's an interesting approach. I think I'll worry about that later though, lol
Perfect
Thank you. This has all been extremely helpful. I was going to try to get to a moon in SE to get cryonite to try and unlock logistics today, but I may instead just mess with sushi belts all day lol