#Sushi thread
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Powers of 2 are better
you'd be surprised how easy it is to divide by 3 :p
Lemme get out my 3 belt splitter real quick
Working with belt sushi makes me annoyed vanilla doesnt have an 8th science pack.
Why
smart
finally got it working to a level I'm happy with
belt side could be slightly tighter, but TBH I CBA
I could also have a half height one at the top, because there isnt really enough to fully saturate it
but oh well
because this sounds like an issue
like, I think you have a mismatch in spm
each belt has a lil bit more than needed, leading to the top one being starved
wait, that shouldn't happen 
why is it not saturated
this is pretty cool, is that train how your going to have it ingame?
oh yeah it's 3/3
this change should do the trick
you have 3 belts going in, 4 going out, so having them each at 3/4 is advised
3/3
Yeah I was just guesstimating, madding and removing labs until it looked about right
Right ok Iāll do that later
Yeah
Itās going to go to each of the science grids and load the science into its respective wagon
Every train is going to be 1-8, apart from the science train, which only has seven cars and an extra locomotive
Oh and all the other trains are going to be from raw. (Ore train, crude oil trainā¦)
Decided to just loop an outlet gate signal.
Has likely 0 correction mechanism for backpressure.
3/10 wouldn't recommend, but its simple and gets the job done
Not to mention vertically expandable, so you can make multiple lines of labs
Jesus, this thing is just, so damn clean
Nicely and cleanly divides a whole belt into 7 more belts. The 8th row is there to show there isn't even a single overflow or excess science going to it.
worked perfectly
I also took out the top row, because it couldnt be fed
7 inputs doesnt go to 8 outputs
I actually really like the red bands of deconstruction planners
Definitely easier (and smaller) than using belt rate limiters
and it works no matter how saturated the belts are
yeah
luckily the belt should always be full but better have a failsafe š
Tbh you dont really need it
yeah its always going to be full of decon planners
i considered using fish, but the red is more vibrant, and absolutely free
right, how do you make so many of them tho?
do you have to manually pop them out one by one?
I see 
my networks always get full of decon planners anyway
I can just set up a logistic request and an inserter
It has a shorter footprint than my red and green print, which is cool. Imma come back and rearrange the red and green to make it shorter though
I was messing with stuff and got this lol
Sometimes when the BP is pasted it stabilizes into a 1-1-0 output (when both side loops end up containing only one color)
But idk why that happens seemingly randomly
uh, what are you trying to do exactly? 
Well I was curious if there is an easy way without circuits to merge two items even if downstream clogs up -- like rate-limit both so there is always space for the other, even if downstream backs up
But regardless of that
I don't get this
They all always start the same way
These were all pasted on the same tick
Run them a while, and they're no longer the same:
Two of them even stabilized into the fabled 1-1-0 formation
ah, the issue is that you mix the item before trying to rate-limit
it is thus not possible
unless you recycle the sushi to build it back like you seem to be going for, but the "first sushi" would still be rate unlimited and thus prone to issues
yea I think I understand
unless it has enough buffer I guess
I have to rate limit and merge back to the start with priority
But what explains the above behavior?
the priority can be left before the rate limiting
but merging the different items together has to be done after
here's an example
(actually two)
What I couldn't figure out from your black box 12-1 solution is how to rate-limit 2s
Though ofc you don't have to answer :P
my guess is the fact that you connect both outputs of splitters to both inputs of other splitters, that sounds prone to chaotic behavior
I mean I considered simply having belt circuits before they enter the system and only allowing them to enter in pairs, but
That's not in your screenshot
I figured out how to get it working without circuits IF all input belts are saturated to begin with
But idk how to solve the initial pair merging without circuits, AND within 7 tile width 
oh right, you're the madlad who's working on cracking my SA setup 
Yea when I posted about "having cracked it" it was only when input belts are all saturated to begin with
what do you mean by rate-limiting "2s"?
I'll DM you what I have so it's easier to explain xD
ahah! I knew it wouldn't be that easy to figure out 
Xaetral has taught me how splitter-based (no combinator) flow limiting works
I think I finally understand!
As part of my learning journey I built 1/5 and 1/7 from scratch, and then as a challenge I built 6/13:
Any requests? 
Here's a rough outline of the method/thought process, in case someone finds it helpful (basically my notes as I was learning this):
Glossary:
- Recycle (R): items that are fed back into the Highest Point
- Discard (D): items that are fed back to the very start of the main input, and are prioritized (by using a priority splitter that uses the discarded items instead of main input)
- Highest point (H): a point that contains the highest throughput of the system -- everything goes through this point
Key concepts:
-
Original Input = 1:- Initially, all of our input (1 full belt) enters the system
-
Discard + partial Input = 1- Once the system stabilizes, we prioritize Discarded items over the main input belt, and so we only use up as much of the main input belt as we output (which is the rate-limited amount)
-
Highest point = 1 + Recycle- We take the Discarded items and the partial input (which together sum to 1 belt), and together with the Recycled items we have the Highest Point
-
Discard = 1 - Output- We split off Recycle from the Highest point and are left with 1 belt. We split the 1 belt into Output and Discard.
Generic 1/n method:
To get 1/n:
- Find
p, lowest power of 2 higher thann - We need a Highest Point
p/n - To get
p/n, we must Recycle(p-n)/nand join it with 1 full belt, which comes from the prioritized input (where Discard is prioritized) - Since the Recycled part is split off from the Highest Point, it means that we are left with
p/n - (p-n)/n = (p-p+n)/n = n/n= 1 belt - Since we want
1/nOutput, we must Discard the remainder of the belt --> we must discardn/n - 1/n = (n-1)/n
Conclusion: to get 1/n:
- Find
p, lowest power of 2 higher thann - Establish highest point
p/nby Recycling(p-n)/nand joining it with the prioritized input - Split Highest Point into
(p-n)/n(which is recycled back into the highest point), and 1 full belt - The 1 full belt is split into
1/nOutput, and(n-1)/nDiscard
--
Generic a/b method:
To get a/b (a<b):
p= lowest power of 2 >b- H:
p/b - R:
(p-b)/b - D:
(b-a)/b
6/13 Example, using a/b method:
pis lowest power of 2, higher than 13 (the denominator):p = 16- Highest point:
16/13 - Recycle:
(16 - 13) / 13=3/13 - Discard:
(13 - 6) / 13=7/13
Each component has to be made up from powers of 2:
- To get output
6/13we will need(4+2)/13 - To get discard
7/13we will need(4+2+1)/13 - To get recycle
3/13we will need(2+1)/13
--> We need:
-
2 instances of 4/13 -
3 instances of 2/13 -
2 instances of 1/13 -
Path:
Highest Point: 16/13
Only numerators below for simplicity (they are all actually /13)
16 split
|...8 split
| |...4 to output
| |...4 to discard
|
|...8 split
| |...4 split
| | |...2 to output
| | |...2 to discard
| |
| |...4 split
| | |...2 to recycle
| | |
| | |...2 split
| | | |...1 to discard
| | | |...1 to recycle
output = 4+2 = 6 (/13)
discard = 4+2+1 = 7 (/13)
recycle = 2+1 = 3 (/13)
Now to build it, using the path above as a guide...
Expected output:
- Items per 10 minutes:
45*600*6/13=12461.54items per 10 minutes - Items /s:
45*6/13=20.769
--> Checks out when tested with counter!
Have you seen the binary expansion method? Itās a lot easier to read and understand
6/13=0. 011101100010 repeating, so youād split in half, loop back that first half, then take the next three splits, then loop back the fifth split/power of two, etc
I wonder if that doesn't take more space 
It should reduce down to the same thing I would think?
Like, itāll definitely be bigger to start, but there should be reductions possible
for sure, but the solution I have never uses more than 2 loops but it seems that binary stuff often does
for some reason my Discord thinks the video is 12+ days long 
Oh that's cool ty! Lemme try it with 1/5, 1/7, 6/13 and compare the build with the ones I came up with using Xaetral's method
I expect weāll be able to come up with some rules to be able to reduce the binary one down to Xaetralās method
Here is using the discard/recycle formula on the left (which I shared before), and the binary expansion (right):
Binary expansion method:
- Successive splitters
- Discard 0s
- Output 1s
- Recycle (loopback) from last splitter
1/5 binary: 0.0011001100110011...
repeating: 0011
Path:
Layout:
-
Splitter 0 input: main input & discard -- prioritize discard
-
Splitter 0 output: discard & forward
-
Splitter 1 output: discard & forward
-
Splitter 2 output: output & forward
-
Splitter 3 output: output & recycle
Discard/recycle formula method:
Target: 1/5
Lowest power of 2 higher than denominator: 8
Highest point: 8/5
Recycle: (8-5)/5 = 3/5
Discard: (5-1)/5 = 4/5
(Then you have to work out how to get 3/5 and 4/5 using binary representation, i.e. 3=2+1, 4=4, and route accordingly)
Trying to work out the numbers at each segment of the binary expansion layout
yeah, i dont really know why tbh
Hmm I struggled to figure out an easy way to work out what the binary expansion ends up doing, here is my best guess:
So binary expansion doesn't actually follow the same recycle & discard logic as the formulaic approach
It goes to higher granularity I think
Which is evident from the greater splitter count in this example
I mean the discarded amount always has to be the same
because it's 1 minus the output, and the output has to be the same in both (1/5)
but the recycle amount I think depends on the inner workings
Well, the recycle amount depends on what highest point you are trying to reach (Highest Point = 1 + Recycle)
And the highest point depends on what power of 2 you need to be able to split into the components (lower powers of 2) that build the numbers you need
So the binary expansion method I believe must have a highest point that is 2^repeat_length
Since: 1/5 binary: 0.0011001100110011...
repeating: 0011
The repeat length is 4
So the highest point has to be 2^4/d
And d is some denominator which I think can be calculated somehow, lemme think
Well our target 1/n in this case 1/5, so 5 is defo a factor of d
But we saw here d was 15 not 5, hmm
Oh
In the binary expansion we always recycle 1/d
And the output is built from the various 1 bits
Oh wait, so we have:
Highest point: 16/d
Recycle: 1/d
And we know Highest point = 1 + Recycle
-->
16/d = 1 + 1/d
16 = d + 1
d = 15
OK so finally I think I understand what numbers the binary expansion will always work with:
r: Find repeat length of the binary representation of the fraction --> Highest point numerator:2^r- To find the denominator
d:d = 2^r - 1
--> - Output:
1/n - Discard:
(n-1)/n - Highest point:
2^r / (2^r - 1) - Recycle:
1 / (2^r - 1)
For example, using the above with 1/5:
r:4(repeat length of the binary representation of 1/5)d:2^4 - 1 = 16 - 1=15
Output:1/5
Discard:(5-1)/5=4/5
Highest point:2^4 / (2^4 - 1)=16/15
Recycle:1 / (2^4 - 1)=1/15
Which are the same numbers as in the screenshot
--
Just by looking at the screenshot, or at the numbers used by the two methods, it's not immediately obvious to me where the shortcuts are that would allow us to reduce the binary expansion solution into the more compact formulaic solution
Or wait
In this case I think I see it
I think this is the shortcut?
You still need to cut 16 by 4 somehow
So then when we do that, we are here I think:
I think it might actually be where the discard and recycles come back
Here I pruned the two discards into one
Instead of 16/2 + 8/2 = 8 + 4 = 12 (/15 --> 4/5)
I directly do 8/2 = 4 (/5 -- > 4/5)
But then it affects the required recycle amount
So we must destroy all subsequent logic and rebuild
So you divide 4/5 by 4, discard 3/4?
So like, Iām wondering if that means āif you have sequential 0ās, combine them into one 0 and flip the remaining digitsā or something like that?
Hmm what do you mean by 3/4 sorry?
Recycle three of the four fourths, sorry
Ah yea I think you're onto something, that does sound like what this pruning idea does
Ah gotcha, yea fifths
Yea of the remaining 4/5, 3/5 must go to recycle, and 1/5 to output
I'm struggling to figure out how this pruning approach would work in general
I think 1/5 is not a good example due to how simple reducing 0011 is
I'll take a break for now though, but it was fun working on this! Ty~
Oh also I just realized now what you meant by 3/4 sorry xD
At first I thought it was a typo instead of 3/5
But 3/4 of 4/5 is 3/5 xD...
My bad
I think since the formula method starts by already minimizing the power of 2, it automatically takes advantage of all possible shortcuts, assuming you construct the numbers that it asks for as efficiently as possible?
Which ofc it is not necessarily trivial to do that as efficiently as possible, but since the power of 2 is minimized, the "main path" you start with is already smaller, so I believe in practice it would be easier to build towards a more compact solution using that as a starting point
On the other hand, I think the binary expansion is much easier to explain and execute, but will leave you with a wider initial solution (which you can make more compact by trimming sequential 0s / 1s, but at first glance it seems that whenever you do that, you have to rebuild most of the thing I think)
Right, you donāt build the whole thing at once
Hmm, I see now what you meant by the combine & flip idea
At first we are doing:
0011
--> two discards, two outputs, one recycle
but when we merge the two discards into one, we are doing:
--> one discard, one output, two recycles
So we have flipped what goes to output and what goes to recycle
You place the splitters first going either way then connect the loops
Yep!
But idk how this looks like when there are further discards down the line
Thatās very intuition based and I havenāt sat down and rigorously proven it so
It would just keep going I presume?
So need to work through an example more complex than 1/5
But what gets flipped when there are discards later?
I understand why the recycle and output get flipped here
But not sure I understand what would happen if there were discards mixed in too
011101100010
01110110101
Oh right, there is no recycle
It's just discards and outputs
Recycle is just something you calculate at the very end
Once you have repeatedly done this pruning
Until everything is as compact as possible
THEN you calculate recycle
Which is what you meant here right?
So if I understand correctly, what you said originally would happen here? That is, the binary expansion's solution gets compacted into the formulaic solution
Will investigate that another time, by going through a more complex example ^-^ For now, gotta take a break
Thanks~
Sort of yeah
Is there a generic solution to mix 3 compressed belts (of different types of items), into 1 almost compressed belt of all 3 items combined in a accurate 1:1:1 ratio?
+faq codesushi | this may help
Thats 1:1:2 ratio isn't it?
You can set whatever ratio you want
Oh cool, I will try it tonight, thanks.
Enforced by the circuit logic
I'm no expert, but I have just learnt splitter-based rate-limiting
So if you only want 1/3 of each belt maximum (in other words, even if one of the incoming belts is not fully compressed, the system would leave space for its share of the 1/3rd final output), then you could use that
Though ofc, rate-limiting does not have to be done with just splitters (without wires/combinators) -- I think with wires/combinators it's prolly easier in general
I was trying to get a splitter based approach (one which doesn't require combinators), belt wire sensors are fine.
CodeSushi
Instructions:
Wait for resources to fill up the control belts, then toggle the top constant combinator.
While running, rotate loaders to simulate input drought or output backups.
Not at gaming setup, just wanted to checkout the BP string using the BP bot.
Ah, I see, it uses combinators. Maybe there is no 100% splitter only method.
This is what no-wire rate-limiting might look like -- it requires much more space though:
what about yellow belts feeding blue ones?
true!
In the left most case, will the output belt be 75% full? (25% of each type)?
No, it'll be 100% full
Each of these contraptions limits the rate to 1/3
Oh nice, 1/3rd of each belt is perfectly good enough for my needs.
Who came up with this. If it works, its genius! (about the 1/3rd contraption).
Well, it'll be 100% full as long as each of the input belts has at least 1/3 compression
For example here is what happens if inputs are only 1/3 each:
It will still compress over time, just not as fast (though the delay difference is quite small, it stabilizes quickly in a system with so few belts)
Idk who came up with it, but just today Xaetral has taught me a method using which I can figure out a way to build any type of rate limiter ^-^
(using splitters only I mean)
I mean in practice you might as well just use a combinator setup ofc
Oh wow!
Can oyu link me to that discussion?
Since it's much easier to setup and configure
A lot of it happened in private, but I shared my "study notes" earlier, lemme link you
I love non-combinator based designs that involves splitters and maybe wires only.
#930147588160782436 message
Here, read from there
I will read and try it out tonight, currently at work. But this is exciting development. I might have questions later on this thread.
the og was from here #vanilla-chat message
it seems it was understandable enough so that Fryer had done his own understanding of it so I guess it's not that bad
I maintain my own splitter only (uses wires though) ratios.
But a generic solution can be a game changer.
I need to make a video on the sushi setup
I think it would be fun to have a dedicated sushi hour meeting every weekend.
I struggled to figure that out until you enlightened me regarding your thought process around discard and recycle ^-^
sushi stuff sunday 
now I'm hungry 
right, at least multiple people can explain differently
it's good to see knowledge spreading 
Btw when you read through it, also check the later bits of convo with Maxreader, who shared a link to an alternative method (binary expansion) that may be easier to implement in general (but would usually result in bigger, less compact setups, if no further optimization is done)
I'm trying to think about this, but it feels to me that the blue belt solution would not be resilient to lack of downstream consumption right?
If the blue belt starts filling up, it'll clog I think?
although hmm, all systems would clog without a loopback discarding excess
so I guess the blue belt solution would require one as well, naturally
right, so nvm, it wouldn't clog, same principle, BUT! Apart from the fact that it requires all belts downstream to be blue to guarantee no clogging, it also must loopback from downstream
which is different from the splitter-based one, which instead will simply reserve gaps for each input type, if it is missing
I feel the setups that does not require blue belt are better. Because those hacky yellow belt setup are easier in justifying all the sushilogy.
For example this
build.
or wait am I misunderstanding something?
no no, you're right
can you do the blue rate-limiting and then split off onto a yellow output?
and loopback the remainder?
instead of having to keep the whole thing blue downstream and then loopback after whatever potential consumption happens downstream?
the blue belts can't have a single frame of being halted
but a blue splitter can output onto yellow
from one output
and loopback on blue from the other
oh, trying to put a failsafe I see
how is this loop different from the regular loop?
or will this just fill the yellow output?
I think this will just fill the yellow output won't it
if one of the inputs is missing
yea, cos the blue contains 3 yellow belts
at max
so if any input is missing, the 1 output yellow belt will be flooded, nvm
I think this will give unpredicting patterns for the output, since the splitting will depend on the consumption pattern itself
well I was thinking that there are almost no splitters in the system
just 3 yellow inputs merging together via blue, and then 1 blue splitter outputs it onto yellow, and loopbacks via blue to discard excess back through each input
but yea I have realized now that this would just flood the yellow output
so the only way to stop that from happening is to have a big blue loop that goes through wherever the items need to go to, and then comes all the way back to discard excess at the input point
being able to recover from both a lack of input items and the output belt backing up must really be the endgame of sushi belts
or wait maybe I'm being silly
yea nvm xD
This system also has to loopback from downstream
So yea, just use wires š¤£
or if the items don't have to go very far, then looping back is reasonable
without loopback, circuitry is the only reasonable way that is resilient to output backing up right?
Oh wait
I saw someone post a setup that used dummy items to reserve spots
But I think that requires loopback too
it's definitely possible with dummy items, but I wonder if it's even possible without both them and circuits
I don't think so
Yea I cannot really think of a way to force a "clogged" belt to flow on demand without circuits (well, apart from removing items from it
)
since having a missing item would allow the sushi belt to compress more than it should
(or loopback, but with loopback it will never clog to begin with)
unless there's a big enough buffer
because that's really what's happening when a regular splitter sushi clogs
it's when this tiny buffer is full
if you expand it beyond the sushi belt total capacity it becomes resilient
yea, I suffered through many of such incidents while trying to work that thing out 
so do I 
and when the splitters stop splitting (due to the clog), it literally sounds like the thing grinds to a halt lol
or do they actually have a special sound effect for that?
or maybe it's my imagination due to the sounds suddenly stopping 
ah I hadn't thought about that regarding the buffer -- didn't realize that's what you meant earlier
wait so
if each item's personal loopback buffer is greater than the sushi capacity, then you could merge them without rate-limiting right?
because it would flow constantly regardless?
and it would flood the sushi with whatever is present
splitters make sound only when they split, that must be the reason why :p
but when a missing input arrives, it will be cycled in?
the issue with missing inputs is that if not rate-limited, the remaining inputs will take its place on the sushi belt
when this happens there's no issue yet
the issue appears when the missing item comes back because there is no space left for it
right but if that is a desirable feature for a particular sushi, then it can do that by expanding the buffers to be greater than the sushi correct?
that should cycle in the missing item when it arrives?
(actualy it really takes its space but there's no space for the item that took its place, if that's an understandable sentence
)
because the bigger buffers force even full sushi to flow constantly?
I will try to build this to see if it does what I think it does xD
big buffer would just be that missing space
Slightly confused looking at this, it claims that the rate limiting is not based on combinators, but clearly conbinators are shown in screenshots.
Oh those are just measuring the flow
Oh interesting.
To prove that it is indeed flowing at the desired rate
so btw this is good to learn, although in my screenshot I was talking about mix ratio setup, which is different from rate limiting.
#930147588160782436 message
But good to know rate limiting is a science too.
Yea you can mix, such as how I showed here:
So any rate limit fraction can be devised? or only certain factors are workable?
You limit each item input to the rate corresponding to its desired ratio
In this screenshot each one is limited to 1/3, so the merged output ratio is 1:1:1
well a ratio is just two rate limitings :p
I feel Sushi talks should deserve its own channel here. Often we end up mixing threads of convos within this thread.
like if you have a 1/3 limiter and a 2/3 limiter going on the same belt you got yourself a 1:2 ratio
Yea any rational number fraction
@hardy fable and @umbral stump Hope to sync up with you guys sometime. What time zones are you in?
PST here.
GMT+1 
Hmm I just thought about successive rate-limiting
That might potentially yield more efficient setups than the formula method right? I'm not sure
GMT+2
right that's what I thought should happen -- in that screenshot with red only, there is constant flow right?
there is indeed
yea, so if buffer > sushi, flow is constant, so it floods with available input, but cycles in missing input as it arrives
pretty cool
now let's make that without loaders... 
š«
that's where that weaving pattern comes into play xd
what is it called
that pattern that visits each cell
back where it all started
wow it took me a few seconds for my eyes to properly focus and figure out what was going on here lol
readability has improved a lot 
also what's this tractor 
the good ol substation :p
changed quite a lot since this day of august 2017 didn't it?
also the underground belt shrouds
they were so boxy
haha yea
and now belts have wheels under their transporting surface
oh yea
I didn't even notice how pasted on the ones in the screenshot look lol
minimal shadows too
and of course the entire reason of this architecture, splitters weren't able to filter anything back then
ah... xD
just like actual sushi belts then 
right, looks like it's viewed from the top while everything else is at 45°
I need to make a splitterless inserter only sushi lmao
would be naturaly rate-limited
yea! and also, if you look at a random segment, if a shadow was drawn at a distance below, you'd think it was floating
and without a shadow, it's ambiguous what its height is relative to the surface
since it is so flat and dimensionless (and shadowless)
how about box explosion or machine deconstruction sushi?
#vanilla-chat message
though the items would need to stick to belts in the vicinity instead of just piling on the ground 
Not that hard :p
Thatās what I do for nuclear in Angelās
The only splitters involved are for getting rid of certain byproduct items and a āmixerā to break up groups on the belt
Thereās also this shenanigans so I only have to run two belts instead of three 
Looks like this in transport
oh cool!
So a place like this is where a dummy item could be used to reserve space right?
Though would have to loop it back at the end of this splitter section
Sure, but the point is more that I only need 84/min of the red
And 1.57 belts of the green
And their consumption is tied together
The moral is that if you need a tiny bit of an item along with a ton of another, you can mix the belts en route and unmix them at the end. Sort of like mixed trains that service a single drop off station
a signal on its carrier right 
is no-wire rate-limiting going to die out once wires can read splitters and undergrounds?
will that make combinatorless belt wire rate-limiting dominate no-wire splitter rate-limiting?
combinatorless and no-wire are not mutually exclusive :p
wow, just wow, it's genious
took me a time to wrap my head around, and ki couldnt teach me how to converting decimal fractures in binary. but given the binary fracture, i can now build the sushi i always wanted š
just doesnt work. it should be 1/7 - fractional binary is 0. ( 0101 )
but even with 6 times it gets stuck
wait, i have build it wrong
One too many splitters at the end
And not prioritizing the recycle separate from the discard
did that priorization?
Try again with that sentence?
.
Not literal splitter priority
The last split off has to come in separately from the ā0ā split offs
See here
is this the correct implementation?
Should be good, now you loop back the discardās to the input again before that first splitter
doesnt work, backs up
kann auch nicht, 0.(0101) ist offensichtlich nicht richtig, KI hat mir Mist erzƤhlt ..
sry, AI lied to me about the exact result, told me was 0.(0101) but thats wrong
asked AI again, 1/7 is 0.(001001)
Well thereās your problem lmao
Donāt ask AI
Use an actual fucking calculator
if it just was that easy .. which calculator can do that
See link
finally ..
a sushi of 9
sushi of 6 with loop
tru! I just meant like, in my mind there are three types of control:
- No wires
- Belt (and chest/inserter/etc.) wires, but no combinators
- Wires w/ combinators
No wires have the advantage of, well no wires -- and therefore it "just works" (assuming correct design for the intended goal) -- but will likely require more space
Belt wires have the caveat of not being able to read splitter or underground contents (or items inserted into machines)
Combinators can track everything, and accomplish more complex tasks with generally lower space requirement, but require electricity, and care
But then, in 2.0 belt wires can read splitters and undergrounds right?
So will that make no wire solutions even more niche?
Already currently it feels to me that no wire solutions are perhaps "overkill"? Or at least, they feel like they generally use more space and that you might as well just use wires and/or combinators?
I'm no expert in sushi and such though, so I don't really know
Entirely depends on the use case
Like, I think measuring the entire belt is usually a total waste of time and effort
Regardless of situation
Youāre either better off tracking all the inputs and outputs or measuring whatās on the belt
Unless youāre in the scenario where you always need a particular mix of stuff
At which point itās worth distinguishing blood belt sushi from āinput sushiā
What do those terms mean please?
But for example, for rate-limiting, isn't it "much easier" to use a clock? If I am not mistaken, it will work even with non-saturated inputs right?
And so I am left with questioning what the benefit of no wires is in practice? It takes up more space, and requires more design effort -- whereas, if electricity is guaranteed, the clock method would be just as reliable right? and require a fraction of the implementation effort, and almost no space
So practically, is no wire just for very small tasks, or for situations where for some reason electricity supply is not reliable?
(though don't get me wrong, I love the no wire solutions, I think they're very cool and elegant and I have really enjoyed delving into how they work and how to approach designing them -- but here I am just thinking regarding practical problem solving, where minimizing effort, space and resource usage is preferable)
would love to do some sushi without the need to loop everything back
knowing entire belt contents could help with this
while eliminating the faulty memory cell
Blood belt sushi: tons of items going around in an infinite loop servicing many different machines or recipes in entirely arbitrary/random ratios, you add items when the rate of them on the belt drops. e.g. my nuclear isotope sushi belt
Input sushi: Only feeding one or two recipes in a particular predefined ratio. Might not even need to loop. e.g labs, or my example with uranium and thorium ore.
oof sorry for the ping
Like for example someone was asking about merging items in a 20:10:3 ratio, and it seems incredibly quick and easy to design and build using a clock:
Whereas to do it without wires would require designing 20/33, 10/33 and 1/11
Or 2:1 & 10:1 (--> 2:1 = 3 --> 3 * (10:1) = 30:3 --> [(2:1)*30] : 3 --> 20:10:3)
- 2:1 needs 2/3, 1/3
- 10:1 needs 10/11, 1/11
(I guess breaking the wider fractions up like this might yield simpler designs, but not sure if it would be more compact than directly doing 20/33, 10/33, 1/11)
Would a system like this in theory would be able to ratio merge (using rate-limit clock) without loopback and without reading all belts (only requiring a few belts to be wired)? I think it should be able to
- Only allow input & rate-limit segment & rate-limit clock to flow/tick when:
- There is 1 full input belt segment of each item
- There is space at output (belts are not full)
At input, we check to ensure there are 8 items of each type on 1 belt segment of each item type
--> If not, we pause the clock as well as the input & rate-limit belts
At output, we leave some belts of space (depends on belt speed, but say ~10) and then have 1 hold read belt directly followed by 1 pulse read belt. We connect the pulse to a memory cell that resets every ~60 ticks (again, depends on belt speed). If at any point the memory cell reads 0 for a full cycle, while the hold belt contains any items, then it means the hold belt items did not flow into the pulse belt --> belts are full downstream
--> If that occurs, we pause the input rate-limit clock as well as the input & rate-limit belts
(The reason for leaving some belts of space is because the memory cell system needs to run a full cycle followed by a few combinator ticks' worth of calculation before it reacts)
--
If I am not mistaken, this essentially mimics the fully saturated item composition of the simpler clock rate-limit & loopback system
- As long as there is no fully saturated input of all types arriving, the whole rate-limiting system freezes essentially
- And if the output is getting full, it also freezes
--> It only flows at full saturation, during which it mixes items the same way as the simpler system would when the simpler system is at full saturation
--> And it pauses when the output is getting full
a) thank you for doing the thinking for me :b
second, what parameter does the clock cycle adjust?
Can you give me a picture? 
xD I created a demo of a simpler variant of it as part of some discussion here:
#combinators message
But that demo was not perfect, because:
- I was not pausing the clock, but only the belts, which can introduce inaccuracies due to variance caused by when the input belts are not saturated
- I was measuring the whole sushi belts for simplicity, rather than doing the hold->pulse idea which should be able to avoid needing to wire the whole sushi
I'll remake it later or tomorrow according to the specs I outlined above
The clock is used to rate-limit the belts to force the items to merge in the desired ratio (example below:)
Please see this message + screenshot for an example ^
(Btw on a different sushi topic, look at this abomination I made while trying to help someone -- if someone's interested and reads through the context, I'd be curious if more compact designs are possible [without filter inserters or long handed inserters])
#1254776516018180146 message
(Ignore the cars and wires, those are just to simulate the OP's mod's machines)
I mean half of that is already done
https://mods.factorio.com/mod/no-more-long-handed-inserters
found a 3-wide 1/4 rate limiter where the splitters kiss
also what's the notation for belts contraptions?
I see 4x4 for balancers, but would rate limiters be 1/4? since only a fourth of the belt is filled?
Thereās no notation
I see people use : more than x
Rate limiters donāt have any common notation though
also for balancers I've seen
1:1
1x1
1-1
the hyphen makes sense because its like "4 to 4"
whereas the x is like "4 by 4"
if that makes sense
dashes to me mean train notation, colons mean ratios in general which balancers are
oh makes sense
btw why does splitter sushi sometimes get backed up here?
and what's this called/what's it for? like a basewide blood vessel sushi belt
oh this is a good screenshot
also I wonder if you could guarantee somehow that splitting the belt doesn't leave some without full sushi, idk
Iād have to have a blueprint to troubleshoot
Hm Iāve done this before but for rail blocks
idk it just appears sometimes when I do splitter sushi, I'll try to remember to send you one next time I notice it
Itās because of the item buffers and little transport line micro-gaps
Sushi belts have trouble totally compressing
rip, should I be leaving a space?
like for 3 items, do them all 1/4, so there's a space of 1/4?
Try putting priority on those splitters. Make sure your belts are recycling with unlimited throughput
priority on which splitters? and it should be throughput unlimited, it's only one belt
The merging ones. They might behave nicer with input priorities.
so the bottom 3? priority input I assume? to the bottom belt?
Itās just a limited throughput system, limited to just under 45 items/s because itās a sushi belt. If you put less items on it you will only have reduced the maximum throughput further.
You can put less but if you put them all to 10.75 items per second youāre only losing a little throughput
more annoying to do with splitters though
combinators would be easier
I get what your saying lizzy but at the same time i've done it at full capacity and it should work
3 signals wrong, and 20+ trains deadlock
to be honest this entire thing isnt designed too well, I never should've done the smelter on the opposite side of the big iron patch
kidding, its over 100 trains 
it's items being stored in the little buffer spaces of the sushi
the first filling up are these
then then they cause micro lags in the sushi
causing the merger you mentioned to fill a bit as well
it should happen when you play around with the sushi running, any stop in the flow would cause that
the solution being to consume items, enough for the buffers to empty again
it should definitely not happen during regular operation
sushi blocks
about 15 T1 modules a minute
Have you ran this on high speed with variable inputs
I can see that sushi with the wires and plates getting clogged
Circuit control on the wire and plates stops the belt to make room for wires
I see
A coal liquification variant
it keeps happening during normal operation
the recycler doesnt clog but the bit after the rate limiter does
idk how long a video I can upload lol
looks fine to me š¤
@tacit cedar is it filling more and more?
because if it stays that way it is good
I fixed the clog just to see if it would happen again
Try this
Might have marginal improvement
I donāt expect that to fix it though
And look at transport line gaps in debug
the buildup is just here currently
left side of solder (gray spool of wire) and copper cable splitter
and it continues upstream
I wonder if it being all left turns means the left side clogs
idk what the lines mean tbh
oh you said gaps
Have you posted this in the technical factorio discord?
Here you can see the belt stalling
i dont think im in that discord
I'd like to mention that I wasn't able to reproduce the issue
it just worksā¢ļø
weird, and you left it running for a while with assemblers taking from it?
maybe the bottom right splitter is magic ĀÆ_(ć)_/ĀÆ
oh you don't have it
shouldn't change anything
my 2 guesses are
- you fiddle the sushi belt after it started
- mods
tried with T1 belts as well
Donāt think these mods or any mods will affect belt behavior
Iāve been thinking about this all day and I still have nothing
Literally all day Iāve been turning it over and over in my head
I've seen mods make inserters sometimes not wanting to put items in only my modded furnace at absolute random, so who knows
oh
it's not getting backed up
it does stutter every now and then, but the inputs don't back up, it just stays the same way
if you had the input running before closing the loop, that can happen since there's items on t he belt already
and since the input + output is exactly a yellow belt, those extra items won't lead to it backing up, but also won't get cleared
to fix this issue, just run over the belt where the stutter is happening and manually collect the items
and then it should run perfectly smooth afterwards
I swear I wasn't touching it, idk
just run over it, manually collect all the items where the clog is happening
maybe I'm delusional
and it should be permanently fixed
yeah but
it just happens sometimes
I haven't had anything clog to the point it stops working
it won't fix itself
but it also doesn't cause the entire thing to back up
and still keeps the belt perfectly filled with 1/3rd
e.g. if you have a chest where you input exactly 15 items / second, and output exactly 15 items / second
and input e.g. 50 items into said chest
it will always stay at around 50 items, right
since it cannot empty as it would require the input to be smaller than the output, right
also I found someone with a smaller 1/4 rate limiter (right) so I stole it
that's the same thing here
splitters do not kiss though
btw, if space is an issue, you might wanna try circuit based limiter designs
all you need is one constant combinator + one arithmetic
ugly
where are the sprawling splitter abominations
there could be like 4 times as many splitters in this
also I forgot to add lights
ok I think this is a 1/7 rate limiter for sushi science
you can also just rate limit with different belt colors (yellow -> red = half full red)
yeah that looks about right
got a 3-wide 1/7 rate limiter design, could maybe be made shorter?
circuitless sushi science^
Love this technique btw
Oh I did that last year
I made a belt saturation detector with splitters that can be used to do computing
can it run doom?
I havenāt done a Turing complete computer with it yet
And data corruption is a major concern with this thing. I think Iād struggle to make memory cells
I have done belt math in the past
because I wanted to test my fuel cell factory without having to build and run a huge nuclear reactor
so I made a belt contraption that outputs a single used cell for every single fuel cell that gets into it
= 1 - 
used cell = 1 - 
oh nice
so the iron plates are constantly looping, if something goes into the priority input, it'll replace the iron for that loop, get filtered out, and then there's a gap for the fuel cell to go in
i assume the top splitter is just a buffer so that there's a gap for it to back up a little bit in case the iron gets replaced for a loop
HƤmis š
funny how different people jump to different solutions - I would have made a recipe that turns fuel cells into used fuel cells so it's just an assembler
not really sure where else to ask
I tried #quick-questions, #blueprint-designing, and making a thread in questions: #1268449341870182544
I got this 3/5 rate limiter down to 3-wide with weaving, but I really want a 4-wide blue-belt-only one
also @distant gorge said that I'm using too many splitters? idk how many is optimal
I made this by taking a 1:5 balancer, sending 3 outputs to the end, and setting 2 outputs to the beginning with priority input
and removing doubled splitters
left to right
5:5
merged belts and removed redundant splitters
"waste" 2/5th of a belt goes back to input
So, step 1: find the highest power of 2 greater than 5, so 8. 8/5s of a belt will be the input to your "recycle" loop splitter. 5/5ths will come from your input belt, 3/5ths from your recycle loop.
Step 2: 8/5 is split into 4/5 and 4/5, both of which are higher than the needed recycle so discard one and keep going.
Step 3: 4/5 is split into 2/5 and 2/5, add one to the recycle loop and keep going.
Step 4: 2/5 is split into 1/5 and 1/5, let one be your output and the other go to the recycle loop.
Step 5: Take all of your recycle loop stuff and put them into your splitter from step 1.
Step 6: Take all of your discarded belts and send them back to the input belt
Should only need 4 splitters
I'm still trying to figure out the way to convert between the binary expansion method in this post and that method: https://www.reddit.com/r/factorio/comments/cehtbc/splitting_in_strange_ratios/
you want a 4 wide with no belt weaving?
3/5 from my recycle loop?
if 3/5 goes out then surely only 2/5 comes back?
yeah
No
slide the blueprirnt blud
iirc the top one is rearranged a bit, I think I swapped the order of two of the splitters
wait but the bottom one is literally 4 wide
recycler gets 4/5 + 2/5 > 1, if I did it right
not setup right
oh you put the recycler separate
is that blue 1/5 the output?
yes
yeah it takes a while to adjust
itll probaly stabilize at 1620
idk how to make it faster, i stole the combinators
its fine
idk how to make it 3 wide without belt weaving
yeah its stabilized at 1620-1621
@tacit cedar have you tried using inserters?
no sounds gross
but it sounds promising...
my brain was SO STUCK on it being 5 wide, trying to get it 4 wide
but it was 4 wide the whole time
wtf
i was working on this for days
would this do the job?
it does seem to work
I can clearly see the 



pattern tho
wym
oh idk
I plugged it into the item counter and got 1620 per minute, which is equal to 3/5 * 2700
I moved on to 4/5, this feels kinda close to being 3-wide without weaving, idk
and this 3-wide with weaving possibly
should be six minimum I think
š¤
which is the output?
blue at the bottom
that's still 1/5?
the throughput of the top is 36 isnt it?
the most top belt
waitno
idk but I can make it red without breaking anything
the top throughput is 20
fun challenge, managed to do it 3-wide but not without making it stupidly long 
nice
look inside
same length
the 5/9 also looks a bit wide
You can definely make that three wide with enough undergrounds.
yeah
honestly 2/9, 4/9, 5/9, 7/9 are all kinda ugly
and 8/9
I'll just finish up the book and send the whole thing
1/2 Rate Limiter
1/2 RL, Belt Only
1/3 Rate Limiter
1/3 RL, Belt Only
1/4 Rate Limiter
1/5 Rate Limiter
1/6 Rate Limiter
1/7 Rate Limiter
1/8 Rate Limiter
1/9 Rate Limiter
1/12 Rate Limiter
2/3 Rate Limiter
2/3 RL, Belts Only
2/5 Rate Limiter
2/5 Rate Limiter Weaving
2/7 Rate Limiter
2/9 Rate Limiter
2/9 Rate Limiter Weaving
3/4 Rate Limiter
3/5 Rate Limiter
3/5 Rate Limiter Weaving
3/7 Rate Limiter
3/8 Rate Limiter
4/5 Rate Limiter
4/5 Rate Limiter Weaving
4/7 Rate Limiter
4/9 Rate Limiter
4/9 Rate Limiter Weaving
5/6 Rate Limiter
5/7 Rate Limiter
5/8 Rate Limiter
5/9 Rate Limiter
6/7 Rate Limiter
7/8 Rate Limiter
7/9 Rate Limiter
8/9 Rate Limiter
hm that did not send just the book
the X/9 rate limiters are all ugly
tragic
thats actually the only one I was kinda happy with its design
also hey, only 6 splitters
hmm, how did that happen 
idk what that means
1/9 is just two 1/3's in sequence
i dont do math i just steal balancers and remove the splitters i dont need
iirc I made the 1/12 by doing a 1/4 and a 1/3
though I routed both recycle belts all the way back to the same starting belt
recycle vs discard are separate concepts
wym
green is recycle because it's part of the "infinite sum", red goes all the way back to the beginning and isn't part of the infinite sum because the first splitter is always overfull for the output
like, the output of the first splitter is always a whole belt, never partial belts
oh I see, so "discard" is the leftover that isn't part of the ratio, that goes all the way back
and "recycle" is just the normal loops
so the inputs to it don't affect the output at all
yep
The recycle is what corresponds to the repeating decimal expansion
honestly i never really got how the loop exactly affects everything
I just know that I can loop belts from the end to the beginning to make an n:n balancer smaller
0.333333333333333333333 in binary is 0.01010101010101010101010101010101010101010101010101010101010101...
So you want to discard the first half, then keep the second half, then send the leftover back to the beginning to make the infinite loop
There are some tricks to reduce more complicated repeating fractions, but doing that will always work
If your decimal repeats in n number of digits, and m of them are 0's, you should need at most n+m splitters
so 2 digits, plus 1 of them are 0s, so a 1:3 balancer needs at most 3 splitters?
yep
I'm still working on the full set of reduction rules
the post I linked earlier will always work at least, but can use too many sometimes
i know the wiki page on balancer mechanics says For n ā n balancers where n is a power of two numbers, nĆlog2(n)ānĆ·2 can be used to calculate how many splitters are needed.
and i think it's safe to assume for any balancer where n isn't a power of two, you just go up to the nearest
correct
That's what determines the amount going into the second splitter, which should have the first recycle loop
and that first recycle loop must equal (power of two) - (denominator)
I think turning an n:n balancer into a 1:n balancer lets you remove half the splitters, then add 1?
so for 1/3, the power of two higher than 3 is 4, so you need a recycle of 1/3
and same for n:1 balancer, since it's just 1:n backwards
i guess remove half the splitters, round up, then add 1
How many did you get for 2/9? I think I'm getting 7?
that it?
Have you considered side-loading as a rate-limiter? Depending on the use-case you might want to combine it with a lane-balancer.
If the input is already balanced across both lanes, you can use side-loading to easily limit the throughput by another factor of 2. (It might not be that compact though.)
Combining side-loading with different belt levels can also be used to easily make a 1/6 rate-limiter for a blue belt.
I did that for my SA setup
to get 1/12 you just do 1/6 on a half belt
and you can use the red to green ration to get down to 1/3
oh true
and yellow to blue is 1/3, I put those in the book
I will look into the side loading later, am taking a break
what did you use to make these?
I think bottom looks better
I still think it could be smaller though
wait im stupid lol
should probably not only draw from one side though
lane balancer costs two splitters though...
top: 1:1 lane balancer
middle: input-imbalanced rate limiter (only draws from right lane)
bottom: input-balanced rate limiter
but the thing is, I can already do it with less splitters
wait a second, i made my yellow belt only 2/5 rate limiter smaller than my blue one š¤
and with blue underground length it's so close to being 3-wide
I got these 2/7 ones that are shorter, but not 3-wide
several more designs for 2/7
I wonder if there's some kind of "collaborative blueprint book"
oh wow, the bottom one I just made uses the exact same number of splitters, belts, undergrounds, and is the same dimensions as the top one that I made a few days ago
saved a tile with belt weaving and copy tool splitter
this looks kinda cool actually
a couple 2/9 designs
That was just excel to color in squares lol
made a smaller 1/7 with one less splitter (top), the belts seem kinda weird still, maybe more space can be saved
I thought the belt weaving felt more compact but it's the same size...
hm, the stacked version (which can go up to 7 high) seems kinda tall
compared to combinator sushi
different color for the starting splitter on 1/2 can make 1/3 or 1/6
I feel like this is kinda getting out of hand
what do you call it when you use different colored belts, but not undergrounds so it's not "weaving"
I don't really think it has a name 
there are so many different ways to make a rate limiter
I prefer the pure blue belts, but there's also sideloading, belt weaving, and using lower tier belts to rate limit
btw using the sideloading trick you can do 1/4 and 1/3 for science instead of 1/7, makes the system smaller
e.g.
oh having two different ratios on the same belt sounds neat
couldn't get up to the full 2700 spm though could it?
yeah any trick can help
like passing two different items through the same rate limiter to further make use of that precious real estate
you are right, because half of the belt is at 1/4 (thus 1/8 of the whole belt)
but it's not that bothering, as the lab chain is still quite long
here's what I got
gud š
what if I sorted the Rate Limiter blueprint book by X/1, X/2... instead of 1/X, 2/X...
that way, you can make sushi easier, like if you're making advanced circuits, you can just open X/6 and do
sulfur: 1/6
engine units: 2/6
advanced circuits: 3/6
though tbf currently they simplify and you can just open 1/X and do 1/6, 1/3, 1/2
https://factoriobin.com/post/1VndQ76Z
break from this bp book for now
that 1/3 is very big
you can get it down to 3x6
how
this? looks fucked tbh
but under the hood it still uses the same discard/recycle method
yeah it's topologically the same
btw anyone know what raynquist uses to make these nice graphs?
the Contraption I am working on is beyond my comprehension for the moment
and I may need to write it down
https://factoriobin.com/post/84hST2T-
head hurt, sleepy
todo: remove redundant and useless splitters
can probably replace the middle bit with a normal 8:8 balancer
i hope changing the loop back from two right lanes to just a normal belt is fine
mixed-level
Looks like something thatād be easy in ms powerpoint
I wonder if there's a way to have circuitless/wireless sushi that outputs onto the sushi belt
like I figure you just leave some room
but that removes throughput
so you'd have to leave gaps
like for advanced circuits could be something like 2/5 copper wire 1/5 plastic 1/5 green chip (1/5 red chip)
red chips are 4:2:2 -> 1 so maybe you could get away with only a ninth of the belt empty?
put all 3 loopy designs together
holy shit i can just keep adding loops
Mitru's discovered a personal god today 
Fun fact, if you connect the correct back-loops via tunnels to certain points, you can make all sorts of fractional ratios like 3/14 or 7/12
You can also connect back-loops from either side, not just the top
You couldāve just moved the underground exit one left
woah
looks nicer this way imo
wtf it clogged again
idk whats going on with it
the right lane is most of the problem
Merge the circuits and robots first
I'll try it, but why would that change anything
Shouldnāt these be recycled all the way to the back instead?
Or at least not merged back with themselves. I think thatās the issue
It gives you 3/8 instead of 1/4
Inserters donāt pull evenly from both lanes
You need to lane balance before your recycle loop
yeah I know the left lane gues pulled from more frequently
but I didn't think it should matter
since each lane is basically its own separate sushi belt
you are right, it should not matter
u and ur weird game again, I'm sure I wouldn't be able to reproduce the issue like the last time 
Is it possible that the ratio's aren't perfect due to the simulation limitations (discrete ticks)? In this case the ratio would sometimes be 1 off due to rounding.
Only some of the ratios would have this problem. You could try adding some blue belts so there is more space for the items to merge.
if the ratio is off by anything above what it should be you'd get a clog
but they already had a similar issue that I wasn't able to reproduce using the exact same setup so idk
Theory based on that: the left lane gets pulled more frequently, but depending on the frequency of the items, this occurs more often, so say all of the blue chips are taken from the left lane, but robot frames are taken 80% from the left lane and 20% from the right?
Though that shouldnāt break something should it?
that's beautiful :D
I cant lie, that might be a good way to make it viable for all the space age sciences
just add more bends
just do 1/3 on half a red belt into your green sushi belt š
I guess I don't need to be shy, here's my planned SA setup
gonna learn this again when sa hits š #930147588160782436 message
are 12 science packs confirmed?
dunno but that's how many they told us about
and how many we've seen actually, since the last one is on the SA art
IR3 sushi, I reformed one of these rate limiters into a convenient shape
breaks if copper runs dry?
Thatās true it could
Iāll rate limit the tin to 1/2 so it can re-balance
But thatās for tomorrow
By the way that limiter book is really handy
I think that the underground belts obfuscate it a little bit though, and it would be helpful to have a set with minimal crosses for reference
Maybe Iāll make my own
wym undergroundās obfuscate it?
I made the rate limiters by messing with balancers
For an X/Y rate limiter, I took a 1:X balancer, combined Y outputs for the output, then routed the rest back to the beginning with priority so theyās never clog, then got rid of excess splitters
If you find better solutions for rate limiters lmk
I am taking a break from factorio for now to try out Stormgate, since it became f2p
These ones that help make it skinny also make it more confusing to look at
My only real design criteria were ātry to make it 3-wideā, ātry to not belt weaveā
I figured raynquistās balancers are also hard to understand, have you seen the 9:9?
Balancers are harder because they have to cross frequently whereas rate limiters wonāt have to cross as much
not 1/3?
copper is 2/3 right?
That would take up some extra space but 1/2 will leave enough belt gaps for the copper to refill and rebalance
true I guess 1/2 would be sufficient
I've found the simplest solution for copper-age bronze is to have a full belt of copper on the outside each, as well as having each sides output.
A full belt of tin and coal respectively, side by side run up the center between the pair of columns.
Use long and normal inserters to interface with the resources.
@tacit cedar I've found it fun to work on compacting and yellow belt-ifying some designs (1/1 to 1/12)
the 1/11 rate limiter is mega ass but hey it works
I didn't try very hard on it, just wanted to get one done
there's probably a design where sideloading and a lane balancer is used for the return belts
Have to keep in mind they must be able to empty after a backup
Not only to keep up with the rate but to empty back to stable as well
these have literally exactly the same topology
what you're talking about is outside the scope of these designs
and generally sushi shouldn't be backing up, let's say you have a 1/3 rate limiter and a full input belt, when you recycle there's up to 1/3 of a belt being brought back, which gets input priority, and since you're putting out 1/3 of a belt then it just gets put right through the rate limiter and everything is fine
I see what youāre saying now
I was referring to your sideloading thing but I misread it
If my conjectures are right, the higher prime numbers should get progressively worse to do
12 is nice because itās just /2/2/3
luckily, just like balancers, you can kinda just loop back some outputs
which is what I did for the 1/11 in the most recent screenshot
If the primes are a problem, could you not do a 1/22, then just add another one
Not my area of expertise tho
22 has 11 as a factor, so I think it'll be at least as bad. I think that the large prime factors are more specifically annoying.
But #930147588160782436 message I think this technique will let you do 1/n pretty easily for any (integer) n.
the reason non-primes aren't a problem is because you can create them out of primes
so the easiest way to make a 1/22 is to start with a 1/2 and 1/11
right ok
like the 1/12 in the most recent image is a 1/4 and a 1/3
yeah
I wonder if theres 2 fractions that could be added together to make 1/11
1/132 + 1/12 works
132 is divisble by 11, so you'll probably need to make 1/11 anyways.
hmm
looking for a combo of 3, but obviously the searchspace is much bigger
what exactly are you trying to do
I'll make a python program
find 3 fractions that add to 1/11
or 4, or 5
solutions must exist
so to add to it, the denominator must be divisible by 11 already right?
i do not think there are solutions
Hmmm maybe
Yep, for any number of fractions that you want to sum to n/m, one of the denominators of the fractions in the sum must be divisble by m. (n/m must be a fraction in it's simplest form).
It's a pretty simple proof. (Max 6 lines of algebra.)
Right ok
I do have a question for yall: why do you devise all these ways to do splitter sushi when circuit sushi works with any ratio in a smaller footprint?
ooh that's a really good way to reduce high prime factors, good catch
Nah
^
You can definitely reduce composite numbers by putting the prime factorization of "slow down" belts in series
ah, I see
I still need to sit down and figure out how to algorithmically reduce the binary decomposition to the smallest form
yeah
because nuclear is too hard and combinator sushi cant handle blackouts
Circuit belt sushi does do it
too many types of sushi
i spent too much time learning balancers and such to not use it
thats why all my mines look like this
then place literally 2 solar panels and an accumulator and you're fine
i dont have that kind of money
i spent it all on splitters
with circuits, you can on the fly adjust the rate of items. cant do that with splitters
who cares, we want beautiful things 
You don't need sushi for simple setups for kovarex enrichment + nuclear-fuel reprocessing. With a single belt that loops it's pretty easy. You just need the right priorities on the splitters.
Why would you need to change the rate of items? Usually its for labs or something, where the ratio is fixed
if you're adding more sciences...
Eh, if you know theres 14 sciences total, just set it to be 1/14 each
even when theres only 2 packs unlocked at the minute
thats also goo, you dont need circuits unlocked, you can do it much earlier game
your labspeed change anyway
are there really players that don't change their lab setup along the way?
usually I do the first 4 packs sequentially and spaghettily, then I refactor evereything by adding yellow and purple at the same time on a sushi belt + prod modules in science pack assembling machines
and I never made space packs
for anything uncertain. EG a building belt so you can build the factory from a single belt
or a ondemand mall
Yeah but thats a different use case
using splitters for labs it totally logical
sure but it can be smaller š¤·
no power draw, it looks super pretty
ive done splitter sushi for a while and personally like circuit more
I'm not going to stop you doing circuits, but blatently going "Oh nobody should do splitters, because their bad, you can just do circuits" is a bit arbitrary
different people with different tastes
exactly
I never said that I was just questioning thats all
you don't like splitter sushi, I don't like circuit sushi, why not
fine, I made splitter sushi because I didn't like the randomness of circuit sushi
plus I like making big things from restricted stuff
like circuit has a lot of wires and functions all around, it's physically clean but conceptually messy
splitter sushi in another hand is physically messy as there's lot of belts and stuff, but it's conceptually very simple, just belts and splitters
thats fair
I use both approaches I just feel that splitter is more limiting, which can be good
also I like the idea that this solution is the most energy efficient, event if it's down to a few watts (first because of the splitters, but also because sushi only require 1 inserter per lab)
it pleases my ocd
isnt there only like one infinite tech that takes 7 sciences?
rest are militaryless or purpleless
so you can reuse 1/6 sushi
Other way around, only two of them don't take seven
but they're the ones you're actually going to find useful to keep researching
only 1 takes all 7
ooh okay, got that mixed up with which ones take military
Going to start working on my own rate limiter stuff. Can someone send me the combinator display blueprint string for the rate output?
#vanilla-chat message
this is what i used for the combinator math (I stole it)
and I just hooked up the output to santa's nixie tubes
I'm useless enough with circuits, someones just going to need to send me the full blueprint, nixie tubes and all
thank you
I want to try blood belts
I watched dosh's sushi base and thought "what if sushi blocks"
I made an "intersection" (cross-shaped TL 16:16 balancer)
but I'm not really sure how to control the ratios
I'm pretty sure it'll end up mixed enough that I can just sample any belt to get a good idea of what's inside, though an "organ"'s output will be more concentrated near the organ ofc
but even if I get the data, I wouldn't really know what to do with it tbh
I could also consider setting it up like a real body
for example, a central computer, food (ore) gets processed before entering the bloodstream, etc
put down normal beaconed furnace stack
it appears that stack filter inserters only have one slot, so I can't do the "no steel/stone brick" thing dosh did
also I'm getting more than a belt of output due to prod I should probably fix that
lmao
My way of doing blood belts is to mimic the way actual blood does it and only output product if the local concentration of it is below a set value, or the input is above a set value
So if youāre doing it in block form, each block is measuring the output of itās sides and using that to determine what to do
yeah I was considering "sample a nearby belt, turn off the block's production if the concentration of its product is too high"
Yep, basically that
I also heard something about āhormonesā
I wonder if the new fluid system allows fluid sushi
i should go to bed before i have any more ideas
This is interesting what would this mean
It makes me think of using an item like a pistol to stimulate bulk production of something that is soon to be in demand
For example if you suddenly use a lot of red circuits youād want to overproduce plastic to prepare for high demand
Iām gonna try and freeplay this blood belt thing
The belts hold so much resources, you can really switch it manually in the early game
yeah thatās probably it
lmk if you want a funny balancer like those 16:16 crosses
hm. I like having the 4 belts going one way and 4 belts going the other way
this balancer is TL though so doing only the u-turn is 50% bottlenecked
but if it's city blocks it shouldn't matter?
how tf do you grid align this
alright i just needed 30x30
oh god
actually this wont work because the fluid will get stuck in the pump and never leave huh
this is cursed
also all the trains are stuck on the left side because they cant actually turn left lmao
i tried setting the station to limit 1 and removing signals but shockingly trains crashed
Ill be doing 12 lanes but im trying to decide how to merge and split them


one? or 3/4?