#Sushi thread
1 messages · Page 2 of 1
Ok so now that I'm only measuring the contents of the belt, I don't really need to "reset" it or anything (because I accidentally F picked up some stuff), because it just... balances itself. Ok, this is neat.
I think I now see the appeal of sushi belts, and their utility.
Why did you get me into this!!
Even cooler is you can use those with zero combinators
hmm?
OH
Since wires are free in blueprints zero tech needed
ok that's.. intense
I think it could be so much better with red belt sushi belts
And designed with that in mind
I've often been building bigger/dumber. Spent the last week pushing out artillery outposts beyond my cloud a ways, in preparation for expanding production on Nauvis so I can reliably send supplies to other planets.
but now I need to get into the nitty gritty of some of these things with the limited logistics requesters I have and sushi belts look like the best option.
e.g. for building cargo rocket parts, etc.
It definitely is a good option, and even with requester doesn’t cause bot attrition
I just got production science started
Desperately low on oil (11 refineries from 8 oil fields)
So I went for coal liquefaction
I'm playing SE, and coal liquifaction is locked behind a science type I dont have yet 😦
Yeaaa. Same here
That’s the production science I just got 
I only have launched 6 cargo rockets
7th headed for cryo
Oh, I've messed something up, I didn't remove my memory cell stuff, now some of my inserters (that pull subcomponents out and put them back on the sushi belt) think that there are more items than actually exist. I should just wire them directly to the belt.. hmm.
Yep that’s what I usually do
That or the output Chest at the end of the sushi belt
The belt doesn’t have to buffer
I think in that base up there the science Inserters at the top are wired all the way to the belt at science
Ok. I think its working now. This is really cool lol
I had an idea
basically, when an assembler takes an item, it leaves an empty spot on a belt, and you could put the output back on the same belt to make some kind of sushi
it's very hard to keep it working though, at least without limiting the input
I guess this design in particular can't handle productivity modules
oh wait, it really was just the prod module's fault
it works fine now
ah yeah I made something like that a long time ago
the idea was to replace a full barrel with an empty one and vice-versa
a bit like trains but on a belt
ah I have discovered a flaw
I backed up the output (filled the chests) so the machines stopped working
and now the entire belt is full of gears and it can't place the output anymore
this fixes it, it just recombines the two sushi halves if the red science output is full
i was wtf then read it was a render
@hushed atlas the blue is how items get returned to the sushi mall
fireball don't I have examples somewhere
i see. this doesn't clarify much, sadly.
can you rephrase ur question?
do you have an example that satisfies all of these criteria:
Looping back is never a problem because the looped back items just get priority for going back on the belt
- sushi belt.
- has a nontrivial amount of types of items on it.
- clear example, without tons of other clutter.
- image has more than 3 pixels.
- all relevant mechanisms are shown and not offscreen.
- has the loop back thing.
here's an example image
cool, thanks.
surely this won't scale particularly well for 40+ item types and such, however.
it does scale well
as seen in that cluttered image I sent in #vanilla-chat of the mall
you can have an arbitrary number of items
the input mechanism alone would be huge. and you'd have to repeat it multiple times if you wanted to segment it.
You can just use bots for input
???.
The limiters are compact now
yea I posted the other one cause it was simpler to look at
This is extremely compact compared to old iterations of using splitters to divide belts up
plus more precise
is that the old design
I think so
im trying to load my megabase where I placed the old design
but oh well, its a 100x100 block while you can get that down to 1/4 or even less now
it looks needlessly complicated until you try picking apart what each bit does.
The fact that the feedback is routed in near each input mixer makes it look more complex than it need be.
Also one wonders why you'd have all the post splitting before the final join and you realize later its so you can ratio limit how much goes in.
Like, 1/2 steel + 1/2 copper + 1/8 stone block + 1/4 red chips, etc.
so essentially the final ratio looks like 1:1:2:4
wait, 4:4:2:1
you may be able to make it more compact but when circuit controlled sushi is so much better why try?
Not necessarily. This system would be very robust, and require absolutely no counting. Its based on fractions.
Essentially, you can route in stuff you need in certain ratios on a single belt, say if something needs 4 steel, 4 copper, 2 red chips and 1 stone block, it will always have that ratio.
With a combinator box and counting, you'd sometimes have uncompressed bits of belt because belts have a tendency to have either 6 or 8 items (3 or 4 per lane), which hampers counting.
that's literally what my circuit does
there's no counting involved, just outputting a ratio
and if ur worried about power just slap down a single
and an 
how robust is it?
it can survive a missing input, but if you accidentally pick up some of the items off the belt itll probably jam
it ain't revolutionary, but I finally (mostly) figured out the basic concept for memory cell counting

Tomorrow will be fun. But for now I gotta sleep.
(yeah, I know it's miscounting at the moment, I was figuring out how to reset in case of error
)
Hmm for science? I don’t know if I would do it this way. The main downside is if something messes up you have to restart and empty the loop
I used it for my science setup, but it was mostly just a small test setup to learn how to use memory cells in this game
It's something I've always kinda struggled with (and uses for pulses)
I intend on keeping loops on the smaller side for now as well as "just enough" production for what it needs, so the cleanup isn't too awful.
that said, thanks again for making me learn this, it was a lot of fun to do something new
It would be easier and less likely to break if you use active measurement sushi
try this 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
Ah, that was how I did it in the past. I wanted to use this as an exercise to learn counters because at some point I think active reading, while much simpler, becomes a bit goofy to construct at larger scales
Putin's chest taught me that one, and it's the ultimate sushi beginner exercise for sure.
Counters are just abstracting an actively read belt (my view of things)
Items/time is a good way to do it for large systems. My sushi-only factory used 20 reading stations spaced around the factory which read a single nearby belt piece over 10 seconds. All of those single belt's contents were combined on a wire and then divided by 20 to get an average across the whole factory
It's not 100% accurate but in my system there was enough room for fudging
and it should never deadlock if set up correctly
and you can do as much belt-running as you want picking up all the items and the system repairs itself
that technique is how this factory ran, you might've seen it before the Sushi Village
yes the sushi village is exactly what I would recomend for you
maybe not exactly like this with the many small loops though
Hmmmm. Perhaps I'll give that a spin for some subfacrories
so I'm guessing this is built off of that same or a very similar circuit to what codegreen posted in the faq entry
Its not straight up memory cell, its a fancier version where you read 15? belts around the factory that read the belts and that then is what is compared to against what you want on the belt
so this sushi heals itself
yeah, I'm wondering how to approach using that rate limiting idea on a bigger scale than just like, feed in ingredients for one recipe
add up modules into a bigger ratio that applies to a single belt
May be interested in how me and putin did it for the sushi mall. Once the mall output is full, we stopped the items needed for that to go on the sushi belt
oh i'm starting to get an idea yeah
So the ratio constantly changes as each assemblers output is full
so like a constant combinator output that gets shut off and subtracted out of the 'total rate' put onto the one belt when its desired product is done
say you're putting like, 3 iron per second, 3 gears per second, and 3 circuits per second onto a belt, and you produce off that belt some theoretical item that takes 1 of each per second
when that's done you "shut it off" by subtracting that out so you're now only doing 2/s of each on the belt and so on
that's a neat idea
not quite
Using this example, lets say all the Green circuit needs are fulfilled. The circuit then has less input so it stilll outputs a full belt but its then half iron / half copper.
so the ratio constantly adjusts based on what assemblers need stuff
interesting
And then I added support so the belt isnt more than 1/X of the way full with 1 item as the compact rate limiters cant handle much throughput
I'll have to really start understanding some of the circuitry for how this filling to an input ratio works
that's why i thought codegreen's circuit earlier had some say here, seemed like one application of that
I think theres 3 main parts.
enabling/disabling of the constant combinators
smaller part making sure the belt isnt more than 1/x of the way full of 1 item
codegreen's circuit
yea
the limiter for putting things on a given rate
the constant combinators for deciding what the rate is
and the last edge case solution thing?
edited it so its in order
Id share an image but I dont know how enlightening that would be, its combinator hell
is it the explanation of the circuitry going on in codegreen's circuit?
that one makes a lot more sense to me now given this application of it
+faq codesushi
yep yep
That is part of it yes
That one is modified so it doesnt have a return though
if you want later today (5-6 hours) when I can get on factorio I can get you blueprints of how I did it
code's circuit though is on here somewhere
sure, feel free to ping be though i'll be a bit busy for sometime this evening with D&D
i do have the codegreen circuit bp already
try this 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
@mellow panther mainly 3 ways of doing sushi:
- active measurement (what pc linked above) where you measure how much is on the belt and only add more once it's below a threshold
- flow limiting sushi, you limit the input flow of the items (e.g. limit it so only quarter of a belt is input) and then priority input the sushi belt back into the outputs
- memory cell sushi, you make a memory cell to remember what is on the belt and then proceed similar to active measurement
Memory cell sushi:
aren't these a pain to fix if something goes wrong
☠️
question with this sushi circuit: how exactly do you come up with the combination of rate/ratio?
i wanted to think the ratio was simply the recipe on the belt - in this example the blue science just consumes 3:2:1 red circuit, engine, sulfur, so the ratio val in the constant combinator made sense, but i'm not sure where I = 9 comes from
application: this horrible setup
I calculated the items per second that the build would consume
or items per unit of time
I and S are the numerator and denominator of the fraction of the belt you want full
you could make S the speed of the belt and I the number of items you want on the belt
as long as both numbers are in the same units of time it will function the way you want it to
I guess what threw me off was this:
I couldn't find some combo that gave me 9/60 but it seemed to work for the build, so I assumed this wasn't the correct way of going about this
Ah, I think I understand now. For engines at .5/s it asks for .5 steel, .5 gears and 1 pipe/s, so a total of 2 items / 15, if it's some decimal (say, 2.1) then the fractional form (2.1/15 = 21/150, etc)

i broke the emergency stop wire but yeah, i think i understand what's going on here and now to use it. man, this is incredible, thank you for responding so quick
@strange oak the 9/60 comes from the lowest integer multiple of the ratio total and belt speed
1.125 + 0.75 + 0.375 = 2.25
belt input fraction = 2.25 / 15
= (9/4) / (15*1)
multiply both sides of the fraction by 4 and you get (9*1) / (15*4) or 9 / 60
gah stupid italics
Yeah, I figured that out midway through I think, thanks for the confirmation and running the original example back
technically it's not the lowest integer multiple because it could be 3/20 but that's unnecessary confusion
you can avoid a lot of that math by plugging in the ratio normally and seeing what the T signal is on the output of the each + 0 : T combinator and dividing by belt speed for the decimal percentage, then divide 1 by that decimal and you get the number you need to multiply by
that's not quite right
to be honest, traditional math is easier for me to do with rate calc -> fraction
missing the machine input factor
about to fire up a test run
good luck
I can't believe how versatile my design is, not to be bragging or anything but it's really cool seeing the variety of applications of a relatively simple thing I made
it is arguably one of the most amazing things i've ever seen in this game, with respect to how much it could allow me to completely transform how i play the game
as far as i can tell, it works!
i set the shutoff to be engines > 50 in the chest, but it has a lot of spillover room of course
The visualizer for this is great. Okay, I'm pretty dang happy with this, it's a great spot to pause the night on
looks awesome, glad you're finding that much utility out of it
dont quote me but you may be the first person to use that circuit outside of a testing world!
if you can afford the circuitry room elsewhere, you can then compress down to just one input belt for anything as long as the total demand is less than the belt's max throughput (this is a bit of an obvious statement) but the implications for spaghetti are... quite interesting
you could use one of the factorissimo but for circuits mods to make it smaller
there's also a lot of applications for the circuit that don't use all of its features and therefore could have some combinators removed
the simplest version is just a set 1:1 ratio for everything, and that's just a clock
great for science that one is
I agree, yoda
Thus active measurement and flow limiting are more common
reject combinators, embrace splitter sushi 
Embrace bloodbus

Or what was that one called again
That used certain items on the belt as activate condition
active reading my beloved
huh
I think it was hormones on the bloodbus or sth. like that?
There doesn't seem to be an agreement, I found a discussion here:
#vanilla-chat message
Blood bus used to use hermones and now it’s usually just active measurement
Blood bus 1 was just active measurement. Blood bus 2 was the cool and unique ‘item as a hormone’ concept.
blood bus... 2?
When the last faq was written I decided blood bus #2 was way more blood like.
2 creators, years ago, one for each blood bus thing
what exactly do you guys mean by 'item as a hormone'
Pistol to request another item or Group of items
Like… for instance pistol could be your iron plate control ‘hormone.’ Measure some belts at the hormone factory. If iron on belts < X, add some hormone. If iron on belts > Y, remove some hormone. At the iron plate factory, every tine hormone pulses a belt, add 10 plates.
I was thinking for the modern sushi rails we could also use a hormone to control nuclear power construction
Broadly speaking, it’s using an item itself as information transfer
yeah, that makes sense, the moment you said 'pistol'
When you put it like that it’s useless on the sushi rails
it's funny though
Yeah the hard part for it’s practical application is finding a time when it’s useful to use an item for information transfer
If you have a belt you have electricity which has wires
i am not known for doing things because they are practical
either way, hormone sushi is something i'll have to incorporate into this world to go along the other systems
That’s alright im guessing we will have to try it out a few times inefficiently to find a good practical use case
And by we I mean… this sushi thread. To my knowledge no one has tried a hormonal sushi belt since it’s inception
Just seems needlessly complicated
Oh I got an idea
I could switch out the circuits on my reactor to output a fuel cell for every empty fuel cell picked up
It’s simple but it technically counts xD
Seems like it would be more vulnerable though
Yeah way more vulnerable
You can cut the combinators in half already if you wanted to
so here's an idea i had today:
send a train back and forth on a scheduled timer + inactivity to finish loads/unloads
load in the message request items and send the train out to the main dispatch, where it unloads and depending on the items that came through it'll load up and then go back out to refill
i think this will be a decent way to start getting into the mindset of using these items though this is undoubtedly just a bad way of doing things
i think with certain filtering on belts to ensure machines get only the amount they need for the recipes you can abstract out things like 1 pistol = ingredients for 250 green circuits or something yadda yadda.
the next step is gonna be to hook this into one big sushi belt much later on for a totally organic (but not in the way we usually use that term here) approach
Ok, coming back to this. Question / mod idea- could anyone think of interesting uses of an item that abstracts multiple items? Think a mix between deadlock crating and deadlock stacking beltboxes.
I guess technically it's just an extra crafting step but I wonder if there's any interesting value to compressing things in that way
like compressing different items into one conglomeritem?
I guess compression in general but mixing adds extra complexity
yeah, exactly that
I guess it might make it a bit easier to physically supply complex ingredient machines though (in modded cases)
you mean adding unfungible items to factorio?
I've been working a bit on that for the last two weeks
I'm about to sleep, but I am curious as to what your ideas were
my idea was to make all assembling machines into furnaces then add a UI just like regular assembling machines to select the recipe group
my goal is to be able to use different alternate materials
for example, making a car with a titanium engine, aluminum plates and steel gears
putting all ingredient combination would be an absolute mess
in this example, I need the car item to contain info about its material content, for recycling purpose
interesting
What's a good way to increase sushi bus throughput? If I want to add more belts, how do I ensure everything goes to where it's needed? Or is it generally much easier to just spray and pray?
from my experience with multibelt sushi: do not mix them
keeping the mixer and recycler dedicated to the same belt is way easier
ok, good morning 
@hardy fable depending on what you mean by nonfungible potentially yeah
my idea was more like the output of deadlock stacking belt boxes but with more than one item
What do you mean? Make each sushi belt it's own isolated demands/requests?
by nonfungible I mean that in factorio, any copper plate is the exact same as any other copper plate, they are thus fungible
in another hand, I would like a "metal plate" item that is either steel, aluminum or titanium, that can be used the same way (making metal gears from metal plate for example) except when recycling (recyling a car would thus return various amount of steel scrap, aluminum scrap or titanium scrap depending on what would have been used in the ingredients)
that is interesting but markedly different
in your case you wouldn't use the item for a recipe, right?
I mean other than uncompressing it
but at the same time it runs into the exact same issue as my project, if you try to do it following the usual factorio rules you're gonna end up making a compression recipe for every single possible item combination there is
so yeah we have different goals but achieving nonfungible items would solve both
Yeah, I figured using the item as a recipe would pretty much just add an extra crafting step. Like... if you combine wires and iron to make electronic circuit packs you've just... made electronic circuits.... so I think the only thing you can do is uncrate them first
the use case for this to me immediately seems to be dealing with machines liking to buffer more than they really should or need to but that usually ends up not being much of an issue
i'm not sure, the more i think about it the less useful i really think it is
re: compression for every single possible combo
yeah, that's also a worry, you basically just end up creating at least n(recipes in game you want to meaningfully stack which are most). okay, i think i've gathered enough to not really continue much with this idea, but if any sushi brains can think of another reason or use, let me know
What’s your usecase for this sushi belt?
Vanilla base, everything but iron copper and green chips. Or space exploration science
what I would do is divide it up as much as needed.. so a belt for science, a belt for some intermediates, and you can use inserters to take from one sushi belt to another
@mellow panther
i'm particularly fond of how this little modules and red circuit factory came out
the switch between feeding the modules and chest of modules was fun to wire in
Right, so another rock and poor foresight proves yet again this circuit is invaluable.
according to my math I'll need 4.938 items/s and this will be super fun to figure out how that slots back in
I want to say the lowest common denominator I can use is 500 
4.63, .154 (x2)
I still need to figure out how to properly input this for the circuitry (see codegreen's discussion w/ me prevously above for context) though I think I might have the wrong procedure in mind. have to think of it later, though
it gets real complicated with prod mods
not because of the productivity, but because of the speed differences
you need to know exactly how much goes on the belt
yeah, I'm considering not even bothering where possible, but the red circuits will have something similar going on, I think
might just not sushi it though I reallly wanna or just do it a different way with loopbacks and dreaded memcell
it's dangerous to leave fireball and i unattended in your world

I feel like I've sold weapons to a terrorist group
Haha
What happens if you don't filter the blocked part of the splitter?
Does the universe implode?
no, it's just free
Wait, I just realized using inserters you can make circuit sushi that has access to every item on the belt
For example, replace all splitters and undergrounds with inserters and everything will be in-network
Is this... useful at all?
wat
Circuit-only underground
So you just connect everything with a red wire, and you can have sushi everywhere
It'd probably be easier to make some circuit that stores the amount of items on a certain interval as values, which can then be passed on to a more general system :P
Fair enough
https://www.youtube.com/watch?v=CCdpXXfiBFM which one of you did this?
BluePrint :https://factorioprints.com/view/-NQhkvLFIeIG7UKsJRMv
++++++++++++++++++++++++++++++++++++++++++++++++++++
#blueprint #blueprints #factorio #game #games #gameshorts
++++++++++++++++++++++++++++++++++++++++++++++++++++
https://streamlabs.com/playsmart5557/tip
++++++++++++++++++++++++++++++++++++++++++++++++++++
Mini drone Factory
i have some questions about the editing
practical concept of sushi though, i think i'll do something similar in my k2 world
sushi!
im going to do it! im going to make the sushi without looping thingo!!
im going to try at least
this is so cool
i hope i didnt do this in a flawed way, it seems like sinewave's screenshots have more combinators
oh wait i can make it show the combinator stuff in alt mode
ok yeah it does seem to be flawed in some way, when i ran it for a while then disconnected supply and added it back it got clogged (after removing the loader in the top of the middle lane)
ah i got it, nvm!
yeah this is really cool
oh this is called code sushi
ah looks like the extra combinators are the emergency stop, so this implementation probably works (just missing that feature)
yeah its for when there's not enough input or when output backs up it will freeze the clock
this is cool, I never thought of doing electric furnaces with this sushi belt
ay, codegreen moderator now, congrats (i've been outta town and just got home, perhaps the slightly wrong place)
thank
thank you for the weapons
you are not welcome
how far does a wall need to be from a flamethrower turret so spiters wont shoot over?
Why is this in the sushi thread? 
oops
wrong channel
@signal obsidian #quick-questions message
so this is a bunch of loops, its what id call an advanced form of memory cell. it uses reading stations spread throughout the base to see how many items are going through some belts and then averaging it to enable/disable inserters
he even has ore going onto the belt lmao
but he tracks it all through the factory instead of just at the entry?
he tracks it at certain intervals, theres a lot of entries iirc
I shouldve asked for a save at some point to look closer
because he has some spots where trains dump entire trainloads of ore onto it and it balances out
damn thats cool
yeah
I may be insane but i want to make a better version at some point
endgame
so 9 machines surrounding 1 beacon
if i was able to make the 2 belts balance properly i think i would be ok for now
balance properly how?
im only at green science and i think i could definitely do all that as is
i mean just have them spread everything equally
so all the ore and the runoff is sent equally to 1 of the 4 belts going back through the factory
yeah.. I think the problem is running 4 belts like that isnt good as you want/need much more throughput than the 4 belts offer
for now yeah, when you realize its later its probably too late
how many belts of ore input would i need do you think?
obviously 1 belt of iron ore wont be enough late game
just wanna launch the rocket eventually
doesnt need to be the most efficent but dont want to wait hours per science
your 4 belt system assuming later you upgrade to blue should be able to last you, granted you will wait a while
yeah
thanks for the help btw
your welcome, I love sushi and ive never really experiemented with multi belt identical sushi so wanted to give it a shot no matter what!
hmm I think it should work
except for one thing: have input priority on the line coming from the left
what do you mean
on the splitters, use the input priority feature on the belt thats coming from the left so that it doesnt jam up
oh right yeah
so priority on the belt that goes through and not the dead end one
wait no thats output
output priority wont matter because 1 end doesnt go anywhere
yeah im talking about input
ok i think i got it
still have a couple things to set up before i set it in motion tho
thats why i had that big balancer
yeah i might need to use that
I dont trust that at all haha
can add more splitters until you do lmao
is infinity splitters an option?
not quite but we can get a lot
i feel like it shouldnt work but i dont know why not
its too easy and stupid looking to work
same
its not 100% balanced but every splitter gets you closer to it
added 4 more belts so 8 belt sushi balancer is next
i have a plan for it so we will see
are you gonna make an entire factory out of a single sushi?
That’s the plan
Have you seen doshdoshingtons video on it? It can be greatly improved
@mystic heath
dosh did the second to worst way of doing sushi for that scale
the worst way being no circuitry whatsoever and just random inserting
100% agreed
What's the best way
Yes
Tore down my old base and am setting up a more ideal one, got 8 belts of input and set up over 100 steel furnaces
I don't want to just filter insert and filter splitter spam tho
I want the beautiful belt with iron ore, green circuits, red science, steel and everything else all happily co exisiting
I know I'll need more than 8 belts later on and probably a train system but I'll deal with that when I need it, I think I should currently be fine for all green science and probably blue too
I havent delved into multi belt sushi setups much, but perhaps something like tangled in bluegrass's sushi base where its a bunch of small loops and 17? belts spread throughout the factory that get read. #quick-questions message
The other option could be rate limited sushi.. but not sure on that
Looks interesting, might incorporate aspects of it
I don't foresee any challenges until I reach purple science at the moment, I think I should be fine until then
Might need some redesigning at that point
🫡 good luck DakMillan!
quite :)
thats cool
do the red belts actually help mix things?
it mixes it all pretty evenly
making them red stops backup a bit
i think anyway
i saw someone say it once
it seemed like its doing something
stuff cant be put onto the belt because its so full
need to adjust combinators a bit
I think dosh solved this one by having the assemblers output onto a side belt and then priority merging it into the sushi
so the main sushi belt backs up? 
🤔 I suppose it would. Then you just need more assemblers eating the belts and compressing them into products
its about ratios
you want less than you can handle
but as close to what you can exactly handle as possible
i set up more furnaces than necessary because if ore gets through it wont do anything until it loops all the way back around
so its vital to not send too much ore in
people have been requesting it all the time, here you go folks
circuit-less and deadlock-free 7 science packs sushi belt
I was able to make it 1 tile thinner
What happens if you're not consuming military science?
it will be recycled back to the sushi belt
Ooo, nice.
I need a method for expanding sushi to more than one lane.
if there's military science on the belt it will use this first
I spent way too long fiddling with sushi in my Space Exploration run.
Only to ultimately have serious throughput problems with my design.
make multiple ones
I have tried for a very long time to make a multi belt sushi with no sucess
I ended up having a separate sushi for biology and for material sciences.
DoshDoshington did an 6 lane omnisushi base.
Basically it had 2 machines pulling from 3 belts each.
Rather than trying to steer stuff.
you may find a way to implement them in a compact manner even if they are not mixed together
sushi train
thats complicated
the beginnings
just made basic smelting and green chips
def didnt take like 10hours of fiddling to make the computer part and like 30 hrs to make it stop breaking every few minutes
interesting.. I dont really understand / tried to comprehend them
i basically just built logistic train network mod but with vanilla circuits and for only one train
cool concept, is it working now?
yeah im only using 8 wagons but you could theoretically do it with infinity wagons
please define this term
Well, it's just like a train bus, but you do it with sushi style 
I wonder whether megabase in a single sitting is possible? Like, maybe a 24-hour marathon thing, sure, but would that be enough?
I swear I don't understand 😅
you have one train track with trains containing different items? that's just a normal train system
no, the whole base only has one train and that one train transports everything
so the one train will transport some copper ore then some iron ore then some iron plates etc
but its all the same train
I actually have thought about it before and think it is possible with enough blueprints!
ah, thank you 👍
oh whoops this was the sushi thread so sorry about the off topic didn't realize
But ye I think I'll try 🙂
let me know how it goes! I think I want to try as some point as well
aren't there speedruns for it
for... a megabase?
yeah
well, for 100%
I'm not sure what scale that's at. It's certainly large, but mostly for making green chips
thats cool.. I bet i could do it faster though
ill have to try it out at some point
well, that's segmented, so not one run
Also, calling it a speedrun to 1k SPM is a bit misinformed because SPM is not an easily measured end state like launching a rcoket. Speedruns ought to be verifiable easily.
I see they made up some rules for themselves, but it's easy to see how to cheese them, not to mention that it implicitly sets a 10 hour minimum time limit on the run and chooses no default settings, plus only measures space science, and well, this just seems like not a speedrun lol
Nvm I'm being too harsh ignore me
nah i kinda agree. only space science isnt exactly an 'spm' amount by any usual imagination. That'd be sspm.
maybe the timer stops when the base is complete then the base has to be left afk for 1-2 hours to ensure its actually 1kspm?
ye that's what I imagined. One issue is that this can (even unintentionally) be cheesed with sufficient buffers, which is why the 10h thing is a good idea.
only potential issue with 10h is that the mining outposts could run out
so youd have to make sure you build alot of them
Good point. It’s really just a messy thing. I think the person in the post made a good judgement call in requiring half SPM before then
I usually go for a certain number of science packs myself
Actually, using their ruleset and the fact they essentially enforced 500SPM over most of 20 hours, a simple clean rule of 10k science packs in the shortest time might be good, since that would essentially require 1k SPM for most of it in order to be reasonably finished
Oh wait I’m multiplying SPM by hours lol
Sorry for all the messages, but “1 million science packs” sounds close and also has a nice ring to it
could also be a speedrun to a certain infinite research level
I am not an expert on. cutting edge sushi design. With current suchi techniques, will productivity researches mess with sushi design? Is YOUR favorite sushi design ruined by producitivy research?
No
it's just more items/less machines
it will become slightly less efficient because you will have some machines not running due to full output belts. But the extra productivity will be really nice to have and it wont effect much besides a bit more upfront cost in form of an extra assembler or two.
short answer: no
but I am not sure I'll still use sushi belts in the endgame
I might get to direct insertion
for throughput reasons only
the reason I avoid memory cells for state is because they are easily invalidated
less so if you're only keeping state of what items have passed through for a ratio, but that's basically the same thing as controlling the output rate for each thing of the ratio
only time when I'm ok with memory cell designs is when there's decay built in e.g. rolling average counters, since those can be self calibrating: https://katiska.cc/n/temp/factorio/sushi/sushi-average.mp4
the circuit in the question thread linked above uses a memory cell to keep track of the state of the ratio cycle, not the state of the belt
which is a better way of doing it, but comes with a price
you can't use it for things where there is an ideal ratio, not a required ratio, because it's dependent on always fulfilling the item amount per cycle
@cosmic arch
(if you wanted to continue that is, no pressure)
Not really, I was mostly looking to help the issue in the question thread. I will however come back here once Im finished with my abomination of an IR3 sushi mall
SUSHI😤 🍣
!s warn @iron moss Please don't spam random nonsense.
@.janpeter. warned
Reason: Please don't spam random nonsense.
Duration: 30 days, 10 hours and 30 minutes
I ignored the first case
im just trying to get convo going somewhere
You're really bad at it. Post something interesting and conversation stimulating instead of stuff that's just noise.
Actually try doing some sushi build instead of just saying "SUSHI"
thats why i found myself in offtopic
and tbh i thought this was a honest literal sushi appraisal topic
im not as advanced in factorio to know such slang words
scroll up
the topic of sushi comes up often enough in the main channels that it deserved it's own place, so it didn't clog them up and also was centralized
this thread is about having many different items on the same belt, and the designs from doing so
bro i watched that video up there now you said it and ballz yeah thats cool!
i sorta tried the same with ammo but it had to be perfectly calculated to work otherwise one or the other would start dominating the lane
Oh wow, I have finally found the gold mine of sushi minded engineers.
This thread is endless, and it will take me forever to go through the content.
This deserves to be a whole separate discord dedicaated to Sushi.
@hoary trail Would it be possible for you to share BPs to these builds?
#930147588160782436 message
#930147588160782436 message
#930147588160782436 message
This is genius. I have a some sushi ideas/builds too. I will share tomorrow.
Some of the ideas need some help, and I think this may be the best place for me to brainstorm them.
@steep cloak I am thinking this shouldn't clog even when there is low power.
Would it be possible for you to share a BP of this one?
I have a bigger version of this that doesn't use decider or combinators, but may not be as robust as yours.
+faq codesushi
grr, that faq needs improvements
@limber dirge that links to the blueprint
it's pushed to it's limits, I didn't design the circuit for loopless sushi, but it can technically be used for that as long as you calculate the material ratio and input amount/time ratio
Thanks I will study it later tonight.
@plain hare
So i'm making a request-based sushi mall where the throughput for the different materials will depend on what's being crafted at the moment - iirc you did something similar at some point, how did you manage the signals that request the input materials? Did you do constant combinator + arithmetic combinator for every assembler, or is there a better way?
Constant and arithmetic combinator for each recipe yeah.
It’s a fair bit of effort, not sure how worth it will be
ight, was hoping there was a smarter way to do that
well, i'm doing a seablock run right now
I made this right after watching dosh's video
wonder how I should get lds out
I'm thinking of just making room on the sushi belt (maybe doubling the space steel takes, but only putting it on one side, and using the other to deposit lds)
and then taking it out of the left side after recycling everything else
but I'm pretty sure that could cause a deadlock
maybe I wire the buffer chests and turn off output inserters if it gets too full?
Does anyone know how to properly wire sushi so when I attempt to let the inserters see the memory cell count it doesn't go off the fritz?
What scheme are you attempting? There’s multiple different methods for sushi
Sushi belt mall. I can send you a photo of my idea in a couple of minutes
I mean more like, are you keeping track of inputs and outputs? Are you keeping track of what’s on the belt directly? That high level methodology
Oh my bad
I use read belt contents to keep track of what I add onto the belts, then by using a memory cell and a combinator that multiples everything by -1, I attatch wires to inserters in order to keep track of what I put on and off on the belts. It's not 100% accurate, but it's close enough for my idea
So the ones placing down need to both read and write, and the ones picking up only need to write
If the ones placing down are just pulsing, there shouldn’t be an issue with them spazzing out
I think that's where my issue is coming from. I have all inserters trying to read and write. However when I try to connect the memory cell data to the power poles containing the data, my memory cell has a stroke
Well I half figured it out, now what I want to know is why whenever I place down the red wire, the cell freaks, but when I use the green wire, it's just fine
Eh, I'll make it work. Thanks for the help
I'm really sorry, would you be able to send a picture or smth? Now I have the issue of the red and green wire adding up to cause my inserters to not function properly
Why are you using both?
Because I use one wire for adding items to the belt, and one for off the belt (Sorry for shitty timing, was in class and getting food)
That seems like part of the problem
I can mock something up in an hour or two
If you wouldn't mind, that would be greatly appriciated
That's the most basic way, if you don't want to have a central control point for the thresholds
The inserter on the left works whenever there's less than one speed module
Thank you
If you want to control the count on the belt from a central place, you can do something like this
the amount requested on the belt is negative the amount that's in the constant combinator, assuming the inserters are comparing against 0
Thank you very much
Then there's another way that's a little trickier to conceptualize but I like as it's not reliant on the memory cell having a perfectly exact count of what's on the belt always
It measures the amount going by and "smooths" the average out in time to measure the overall rate of stuff, then inserters activate depending on whether the rate of their item is above or below what it should be
This is the measuring circuit, tuned to the average throughput in items/second over the last ten seconds
Imma act like I know what that is
So just to make sure I have this right, The output of the memory cell is only attatched to the wires putting stuff on the bus?
yerp
Thank you
Where would I put inputs and outputs for these?
Input is the one combinator that doesn’t have an input, and vice versa
someone school me on how to do this safely pls
non-return sushi has always been rough for me
this should work as long as the inputs never run dry
yeahhh it's the "as long as" part I'm trying to deal with
I guess that's a lost cause?
maybe I could do like this and add a circuit that stops the gears if there's no steel, or vice versa idk
still wouldn't be perfect
hmmmmmm
it occurs to me that I could do 4 ingredient sushi and instead of having two input belts (top and bottom) I could use one as a return
these inserters seem to be doing the business
except still got one stuck machine on the end when gears got interrupted
behold, my certificate of disqualification
did I say 4 ingredient? I meant 5. shit
simple circuit sushi machine
put items in the desired ratio into the constant combinator and it magically works
what am I doing wrong here
oh the belts have filter conditions on them
How does the top assembler get pipes?
🤞🏻
lol wrong side fuck
alright that's some sushi lol. kinda defeats the original purpose of a compact design, but amusing to be sure
thanks @tacit cedar
it asks nicely
combinators stolen directly from codegreen
I think I can explain how it works if you care xD
“Enable if everything == 8”
huh, this seems to work with == 7
curved belts have 7 items I guess
this seems to be resistant to deadlocking
You’d put it on the straight piece before that
I think curved pieces have different item counts?
Only if you’re putting the circuit after the first sideload but before you merge them
no, before the sideload
if it's <=4, then it can work even if only half a belt of throughput is coming, right?
or now that I think about it, it might break by activating too early if a full belt is coming in
I guess == 8 would also work at half throughput tbh
<= shouldn’t work right anyway
And 4 vs 8 depends on whether you’re sideloading beforehand
And you can’t do less than the maximum because then the belt will start moving before stuff is backed up enough which means it might release stuff at different rates
+faq codesushi
@half phoenix
there's another example
no engine machines, but you can get it loopless and no memory cell
two combinators are unpowered 🤓
okay no cap, when you do a sushi loop like this, why not put the packs on the same belt as the ingredients? you can peel them off anywhere with a filter splitter
🤔
Does it break at all if
gets backed up?
splitter sushi engines
in the first one yes, it will slowly deadlock, although it takes a surprisingly long time.
in second one I added a check that stops the belt if there's blue science to be unloaded
@plain hare I can't believe you're not in here dunking on me for finally giving sushi a try
And now in the SE discord I’m known to be obsessed with direct insertion :p
i am cooking some sushi rn
@prisma sequoia you can look through here
thanks
behold
more splitter sushi
ah, glad to see somebody enlightened by the only rightful way of the holy splitter
this is accepted sushi
rocket tech card sushi is warming up, gotta pause that to go work on oil (no heavy set up -> no lube -> no silo
)
anyone know why this sometimes backs up a bit?
like just before the final splitter there's a clump
happens with most splitter sushi I build
Well you mixed that area with the primary input belt
wym
only one half of the belt is sushi
here's another one, there's like two items clumped up at the final splitter (top right)
I think ima need you to circle the clump xD
it's not a very big one
just the just the inputs to that splitter on the right lane
oh wow engines has a big clump of steel
and pipes
it doesn't really seem to be breaking anything though
I guess I could save a spot, like this limits 3 items with a 25% rate limiter each, which essentially leaves an empty spot on the sushi belt
I could also leave a smaller spot, like if I gave each 30%, leaving only 10% empty instead of 25%
You can put the copy tool in a filter slot?!
idk if you can do it from in-game
I stole the bp from codegreen
the bp of a single splitter
It used to be possible, now it needs a console command
It's very handy, because if you use the typical deconstruction planner instead, you might accidentally lose your stockpile of deconstruction planners when trying to automate recursiveblueprints
hate when that happens
What are these black icons on splitters?
Looks like a copy to clipboard icon from most GUI standards.
Are those in vanilla? Never seen those black copy thingy to be used as splitter filter.
They are the ingame copy tool icons. You can't use them on splitters (anymore) without console commands
Thanks, can you also comment on what effect that does on splitter?
It filters all your copy tools to one side
And all the other items to the other
its used so 2 items arent wasted and doing nothing at the end of a splitter
Oh don't people use decon planners for that?
Most people do, but what if you happen to have your decon planners on a belt? They'll just get stuck at the splitters!
why not use the most cursed item?
Its a very corner case issue, why would there be any decon planners on a belt?
Do I really need to specify that that is sarcasm?
oh, well so if that was a sarcasm..... what is the real answer for "why not use decon planner as filter on splitters"?
Or, is it just a meme?
Gotcha
decon planner still has a minuscule chance of getting on a belt, so I'd rather use a more failsafe version @limber dirge
I also find the copy tool less distracting to look at in world
Hey Mitru, What is the eventual ratio of ingredients on the sushi belt in this picture?
At the beginning of the belt, 1:1:1.
The end of the belt is completely drained and fed back into the inputs; the screenshot is already at equilibrium (well... as long as science is getting researched and there's enough input material). The splitter mechanisms each inject 1/4 of a yellow belt of each ingredient into the sushi belt.
@bleak steeple here is the sushi thread
Nice.
An integral part of the server
it ties everything together
and wraps it up tightly
@exotic oar can you share a screenshot of the entire area in map view?
wait now im even more confused of the goal
trains -> sushi belts back to trains for no reason?
reason is more trains
okay lol
then what Id do is take 2 belts instead of 6 from each train then that should work?
2 9-3 balancers might work and then a 6-6 on the end
no i need 18-6
well atleast currently that doesnt exist
you have loaders right? technically you can use them to make a balancer with a big chest..
hmm im not sure
i tried it
what about taking less belts off a train as I said before
half the belts off trains, then a singular 9-3 balancer
more time to empty = more trains :P thats kindof what you wanted
im trying to make a sushi belt with the filter stack inserters changing their filter when there are 20 packs on the belt but it doesnt seem to work..
I wired the cc into the subtractor, going into the memory cell which will send the signal to the inserters to change packs
the green inserters should send a signal for how many packs they pick up
(2nd pic is showing -8 instead of 20 idk)
i can vc if any1 wants
how exactly are things configured?
or drop a bp perhaps
neat
it doesn't seem to have all of the connections in there that i see in your screenshots when i place said bp
how about now
i got it the inserters to set a filter but they wont change when they pick up packs
im trying an all sushi base. i dont know what im doing. its fun.
i need to decide how I want to procede with oil processing
if i want to do it normally or put it on the sushi loop with barrels
i suspect the spm is going to be very low. i cant imagine you can get even 5 spm on a single belt
i need to think about techniques to increasing sushi spm. maybe i can go up to 4 belts -- 2 on each side of each assembler
if you just go with raw numbers you'd need ~18.6 items per second for 1 SPM all sciences. This includes all liquids barreled, all smelting done off of the sushi, all intermediates hit the sushi and aren't directly inserted into consumers, and does not account for items removed from the sushi to make intermediates. The assumption is that there is always enough of everything on the belt in the proper ratios to make 1 SPM.
- Removing barrels drops it to ~18.01 ips
- then removing raw copper/iron ore drops it further to ~12.8 ips (yay now 1 spm fits on 1 yellow belt!)
- then removing the stone that's turned into bricks drops it to ~12.52 ips
- removing iron plate used to make steel drops it to ~11.3 ips
So without barrels can say 11.3 - 12 items per second on the belt per SPM. With 4 yellow belts you have 60 items per second of throughput so 5 SPM is about the limit. With 4 red belts you could get up to 10 SPM without doing any direct insertion.
Used factoriolab to figure out the number of items required. productivity 3s used in the rocket silo because it saves a ton of resources. No prod 3s in any other assemblers, so there is room to further reduce resource requirements and increase SPM for the same belt item density
I would like to point out that it's not like you're inputting all 18.6 items/s going around all the time and then taking them all as output
in a concept similar to cache locality, if you're putting items on the sushi belt in a specific order, you can sort of use the belt as temporary higher throughput
for example, I could put some copper cable on the belt right before green circuits, and they will get mostly used up for the green circuits, leaving the belt as a whole with less items moving forward past the green circuits
so if you design the base correctly, you can actually fit much more on a single belt than you'd think, simply due to ordering your factories around the belt
you can do this even further by keeping track of if an item is needed, like if you have enough green circuits on the belt you can disable the output for the copper cable machines right before the green circuit machines as well
behold: the future of sushi: four lane sushi
good numbers and it gives me an idea of the magnitude of SPM to expect. thanks! I'm gonna do smelting off sushi because it just feels wrong to do it on the sushi, I dont know why
productivity 3s used in the rocket silo
I assume you are doing these numbers with space science? for me I think I'll just launch the rocket -- no space science needed, unless inspiration sparks me. that might eek out some extra spm.
some cool tricks named here and I'd love to see them in place but right now I think the aestetics of sushi I'm interested in is the items being equally distributed, so I'll not attempt to consciously implement these tricks, or count on them
j5 have you seen dosh's video on sushi? its close to how you are making your base
no i have not
here's an example where it really mattered, this was for a challenge getting blue science above I think 15 i/s in only 6 tiles of height and the input locations could not be changed only using red + green tech
I had the correct number of machines for each recipe, but it was getting bottlenecked from too many items being on the belt
I had to tweak the item counts and recipe locations for everything manually for quite some time, and it was getting closer and closer to working until it finally did
that is cursed
I had a bunch of input on the belt all the way at the start of the loop and I needed to consume as much of it as possible, while also making sure that the stuff I was producing wouldn't fill up the belt either, and allowing enough space for the science final products to pass through
my goal with this base is to get familiar with the benifits and limits of extremely basic sushi so I can use it judiciously in a normal playthough or even in SA
here's a zoom in on a single block. its extremely busy but the idea is simply that each assembler can reach to the 4 belts surrounding it and can place an item on the close and far belt
again, no clue what I'm doing so I'm sure there's a multiude of ways that it can be made better
one thing im worried about is how I add items to the array, it seems like it will run into thoughput items soon. but for now it works fine. and ive' been delaying dealing with barrels, which is going to be suffering i think
first major difference between yours and dosh's base is the form of sushi. Yours is active memory while his is memory cell
ive heard many of the sushi masters here sing tales of memory cell woes so I am avoiding it
yup
though i hate the aesthetics of every belt being wired up
oh?
it isnt perfect as you still see the wires but its still great
ah yeah, it's with space science included. space science uses tons of resources. Without space science it looks like the items per second on the belt drops considerably, down to ~6.27 items/s/SPM with no prod 3s (~9.5 SPM with 4 yellow belts). CodeGreen is right about being able to get more out of your belts with a good design
you may not like it but this is what peak base looks like
why not use a memory cell?
theyre super annoying to re set
ive already made about 500 'errors' which would require me to reset the memory cell (forgot a wire on an inserter, picked up items from the belt, deconstructed a belt etc)
so not using a memory cell has saved my butt a lot
No assemblers mk2?

Anything that interacts with the belt in some way, be it you building / changing designs and picking up items as a result, or manually picking up / inserting items (be it by accident or on purpose), or biters damaging parts of it, or simply some part of the circuit not working, will not be stored in the memory cell.
So if an error happens, you usually have to completely reset everything to fix it, as in, pick everything up from the belts and machines, and reset the memory cell
On top of that, memory cell sushi is extremely difficult to troubleshoot. I've just helped out another dude recently who had a circuit which worked most of the time, but sometimes didnt register the inputs fed into the circuit. He ended up with like 50k copper ore in a system that should only have held 3k.
Memory cell sushi only tells you what is stored in the memory cell, and nothing else. So it's really intransparent and difficult to troubleshoot.
Throughput limiting sushi instead, especially if combined with a small buffer chest, can usually survive getting blasted to bits by a nuke / ran over with biters, and when rebuilt by bots they can fix itself with no user input required. It's also really easy to troubleshoot.
Active measurement sushi can't necessarily fix itself, but since you never get any false readings (like e.g. with memory cell sushi), it's really easy to locate and fix errors.
Which us why those two are usually preferred
by the way @plain hare , in your sushi kitchen design, you only do flow-limiting, right? Or do you also measure e.g. the resources that return back into the kitchen and then increase the throughput of the items that get consumed at a higher rate, e.g. if you feed 50 belts / min and 50 energy poles in the input, but 0 belts / min return while 40 energy poles / min return (so all of the input belts get consumed but the energy poles don't because e.g. you're currently building more of one type of block), does your circuit take that into consideration and feed more belts into the system?
I was thinking about whether or not it might be worth measuring the items that return (and e.g. average them over 1 minute), compare that to the requested inputs, and then increase resources that get consumed more than others by some configurable percentage
If the sushi belt gets really long (like 1km) there's obviously a pretty big delay, so in that case e.g. it might make sense to measure the contents of once per block or something and then divide by the amount of blocks
because depending on what you use the sushi castle for, it might make sense
e.g. in my solar one, when i'm expanding the sushi belt itself obviously it will need more belts / undergrounds / big electric poles, while when i'm expanding the solar it will need more roboports / substations
or in case with walled sushi castles, you might want to feed more ammo if the sushi belt detects that it's low on ammo
the circuit should already be able to handle that increased input as well since it can deal with "too high requests" by itself
wait, wasn't the reason you designed your circuit to not have problems if the requested throughput is higher than the possible belt throughput because the requests were set automatically in some way?
how did that work
It uh, re ratiod it
If the sum of item/min was over belt speed. You can do new item / min = (old item / min) * (2700 item / min ) / (old total item / min)
So if you had 10 items each at 540/ min summing to 5400/min, it would re ratio them all to be 270/min
Relatively simple in the scheme of things
nono, not that circuit
i mean the circuit that'd automatically request stuff
was that the sushi castle?
or the sushi mall
Oh yea the mall
Fireball programmed in what recipes required and it asked for some items related to missing mall item stock
Also relatively simple in the scheme of things
ah so not the sushi castle itseslf
that'd actually be a smaller sushi belt in terms of length
so perhaps it would profit from an addition like that
unless you perfectly have every single recipe stored in some combinator
so the ratios are (near) perfect while crafting
I think I did have every recipe in the combinators and it was way too bulky and too many combinator and places for human error to be practical
we have purple!
how much science per minute??
I'm building machines up to 15 SPM but it'll perform way under unless I get the ratios perfect etc. I also need to build up oil processing a bit, its under built right now, particularly plastic, so purple is way underperforming
i basically got purple going then took the screenshot 🙂
lol putin why the
. if something messed up let me know, im just having some fun
Spying on your sushi
Well I’m always up for a little theoretical sushi discussion
The style you’re using there where every belt is measured (I think?) generally does better the shorter the belt is
Are you finding any issues with item ‘clumping?’
Like the items are on the belt, but not evenly distributed, so the assemblers don’t actually work as often as they should given what you have on the belt
Since there’s just a short window of insertion when the clump goes by
i havent put any time into observeing performance, just building. clumping seems possible and aestetically displeasing but I dont know if its come up yet
very nice
lmao and now they got whole belt readers
sushi chads .... our time has come
i knew my time trying out sushi would pay off
I like making malls with one of these whole- belt- read sushi belts for the random ingredients, and then send in a few normal belts with the bulk
When I’m playing normal games and such
Or can do the same for science builds and stuff
thnk about how easy the mall can be when you can have stacked green belts 
one stacked green belt would give you the equavalent sushi throughput as 16 yellow belts
yeah green belts and stacking is what made me want to try out sushi
i think its gonna be cracked
will read all the belts in the same 'Transport line' as the belt being read. It survives going through underground belts, but is broken by splitters and side-loading onto another belt.
sushi chefs gonna be mad when they find out about all the other ways transport lines get broken...
they have custom logic that does not follow traditional transport line breaks
it's specifically splitters and sideloading that break read hold segment, normal breaks like the 200 cap or past inserters don't affect it
they think of everything. how silly of me to lack faith
I win!
Final base
Things I learned:
- belt reading sushi like this this is pretty fun and easy .... before the sushi complex gets too big
- the biggest problem I had sushi is how hard it is to diagnose a problem. ie, if there was an issue I'd have to look all over the base to find the missing wire or misconfigured assembler. huge pain in the butt
- one issue I had with my sushi setup is was hard to expand.this will become much much easier with the sushi features released this FFF. but next time, I would absolutely leave 2 gaps between my assemblers and the sushi belts instead of one. making the sushi easy to extend should be a high priority for a sushi design
- i cant imagine using a memory cell sushi with how many mistakes and adjustments I made. the only time I can imagine using memory cell sushi is if I predesigned the sushi in editor mode and then plopped it down and never touched it
- barrels are so annoying
- one issue I was running into all game was needing to adjust the item count properly. i never really figured how to to do this and get it down to a science
overall, fun run
Maybe someone will find it useful
@safe agate is it just quickly enabling / disabling the belts in a ratio to get the items out that you put in hte combinator? does it use modulo?
yes, it tries to fill a segment with resources in proportion, it is not used modulo... it works well, but it is not suitable for those who like precise calculations
+faq codesushi
@safe agate there’s this cool blueprint which is perfect and uses modulo so that the belt is nice and clean as well
"This content is no longer available." 😦
Copy-pasting the link should let discord generate a new access token
This sushi is good and I liked it, but it has a different goal, let's say precision... My sushi is trying to fill a belt (any type), but whether something is taken from the line, all or nothing, it doesn’t matter. Endless cycle.
And the lack of resources will not disrupt the scheme either.
the circuit in the example does that
it it just doesn't do it in the example
here's what a recycle loop could look like, though the circuit used here is simpler because it's only trying to fill the belt instead of a portion of the belt
you can use the circuit in the linked example in place of the one here and it will do exactly what you're wanting it to do
Thank you, I got the point.
I really want to see someone build a belt reading sushi with two belts crossing using inserters so all the items are still being read
sounds cool in theory, but in actual practice ive found the small inaccuracies of items going on underground belts does not matter much
Yeah it's definitely an "in theory" thing
itd be helpful when you need 100% perfect sushi I bet
I think we have established previously that inserter based belt crossings get way too big and require way too much setup to be useful lol
ive only seen a yellow inserter design
we did, I still want to see it XD
Technically though red inserters and such based designs could be a lot simpler
long inseters make it a little better lmao
It should be possible to have a circuit that can acccurately output the items on an underground belt as a signal
Dunno how big that would get tho
You could technically build memory cells for every segment that isnt measured
But then we're back to memory cell sushi, which was exactly what we were trying to avoid with active measurement sushi in the first place
small scale memory cell setups should work fine, the larger they get the easier it is to make a mistake and ruin the whole thing
here, have an exact underground reader
this can also be a global circuit, you do not need the combinators on every underground
left pole is for reading purposes, also I forgot to include the substation and energy source in the blueprint (sorry)
I have my rate-limiting splitter sushi setup done for SA planning 12 science packs and green belt, just managed to get down to 7 tiles after the priority merger 
it uses yellow and red instead of red and green, to keep the 1:2 ratio
enough for 1200spm 
Belt based throughput limiting?
yus 
nice
1800 red science is done. I have already grabbed 3 ore patches before logistics is researched, this map is going to be a grind
now the question is, do I splurge the 600K science for fast inserters or go into green science with out
holy shit, isn't that massively overkill this early in the game? 😵💫
600k science for fast inserters
super expensive recipes? O.o
that's... 20k times more expensive than it should 
hrmm... fast inserters are almost 3x faster than yellow inserters so it would let you use a few fewer machines to get the same amount of production. Probably worth going for fast inserters now to get them out of the way and get their production started for later expansions, and so you aren't caught out later with an inserter bottleneck once you start upgrading your assemblers.
depends how fast your machines are to begin with
I use
for my unbeaconned 
and boilers as well
I do the same, and use
for anything that takes a long time to craft, like sciences, where the output rate isn't helped by upgrading the inserter speed. as long as the furnace can empty faster than it fills it's all good. I was thinking more for the 0.5s craft time items if you want minimum number of machines working on it. buuuut, you can pretty easily just add a few more machines so overall you're getting enough items in and items out to fit requirements. Once the upgrade needs to happen the old
can get recycled into the 
Seeing the amount of resources those researches require I'd only do the minimum required for bots lol
I just realized I put this in the wrong channel.. @slim wave here the progress I got done last night
:D
I have found my people :)
I guess this would be a fun place to tell people im a sushi chef irl.
teach us your secrets
base screenshot pls
Base screenshot for you
Feel free to DM me for more base pictures if you really want them
that actually looks so fuckin good
i need it
the sushi around where i live is spensy
Got some nice sushi, though it’s not working 100% as intended
The problem seems to be, that I need more than one belt of throughout through
It looks like most items are on 1 side of the belt ?
where exactly do you mean?
quite everywhere I see
I havent really dealt with the bottom loop at all
I need to do demand based sushi, or multilane sushi If I want the top one to succeed at all....
2 of the 8 items aren't used at all, and some of the others are used more and other less depending on the current needs
The main goal of the sushi contraption is to save space/belts because most of the stuff isnt needed anyway: The problem is though, that no one knows which stuff is currently needed though....
I think just using more belts is easiest here, but cooler would be demand based sushi:
Either I buffer infront of each factory and only send materials to those buffers
Or I keep track on which machine is currently activated and always put the ingredients for that factory on the belt
I stell kinda need to think a lot of it through at this point, especially how to make sure machine a isnt running, when machine b needs the ressources more importantly
Sushi thread?? How did I get on here and why didn’t I know about it
Oh fireball invited me
welcome to the big boys club 
whats the capacity of 1 belt?
Depends on what shape the belt is
curved
Man am I behind 
wait we have to be invited? I kinda just started seeing it ages ago
nah, i joined this thread without a particular invite. Just gotta find the thread
when you ping someone in a thread it joins it automatically for them
you can either be invited by someone pinging you or you can look in the thread list and join yourself
ohhh I see, nice
sushi of a sort
hows copper getting on there?
what copper?
its hard to see the red ores on my screen, but they look like copper
What mod is this
Angel's
@formal cipher ping me here once you're back.
I just had an idea to do a sushi ultra cube
I want to see how that’d work
Oh thats what you meant. As in the practical issue of science just not being consumed because not all sciences are present, thus filling up the belt and not leaving space when the sciences come back.
Tbf, the design needs one last combinator check to make sure the final splitter per color has enough input, and if not, not to output to the condenser splitters (the pyramid-shape arrangement thinging)
that can be done with a buffer between the recycler and the priority merger
big enough to store the looping belt full of its science pack alone
probably
does anyone know any good guides for how to make a sushi science belt using circuits
I want to have a belt that goes around my labs with equal proportions of all sciences but I dont know where to begin when it comes to wiring up the inputs
one simple strategy is to only release science when there's an equal amount of science to release, but this isnt flawless. In particular, if the research you are doing doesnt use a particular science, this can become desynced.
Building from this, it would make sense to have buffers in front of all the labs then check the contents. Populate the belt based on most needed items.
man i forgot about this;
try this 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
I just use this type of thing for sushi:
I swear I am genuinely crazy
You definitely are crazy, circuits are so much easier lol
we need to rapidly design sushi that can handle up to 15 sciences, at least one of which can spoil, as well as quality
Attempt at belt sushi
I didnt realise the use for the 2nd filter splitter
so it clogs
Which is a shame
Because its perfect for tiling
why 15? 🤔
The new sciences I think
