#Sushi thread
1 messages · Page 9 of 1
I recently updated it but this version doesn't have the update. I changed the middle belt to the "everything" signal rather than a specific signal to the particular item.
smart
So now all I have to do is paste it, and change the splitter setting, and that's it
One click and it's ready to go
Yeah can handle recycling better because ti runs a belt thru and that gets prioritized
I have a global wire so i put all requests on 1 CC
Well I guess two clicks since I need to set the rate too
this is cool.. if I want to redo mine I guess i can get rid of ac ombinator urs has 2 not counting constant
Mine handles recycling with the stack inserter, which is why it can't handle really high item rates, because it's limited to the speed of the stack inserter
It also cant h andle artilly shells that well
I've considered doing one that handles higher throughput better, but I can't see a use case for it. If I need that many items on one belt, I'm probably not going to be doing sushi
I do it for my wall, all adjustable I do 1K shells/minute sometimes
I mean I could throw arty shells on if I wanted to, but I don't really want to do that
and having it easily adjustable is amzing
yeah mines for defense and eventually anything i want
Mine is just meant to build my rails for now, and maybe a few other specialized things perhaps in the future
But I'm intending to use builder trains or spidertrons in conjunction with the sushi rails
Or I might just make these rails for fun 🤷
what does the extra combinator on yours do?
no idea lmao
calcium wizard did the smarts
ill send what they do in a minute
if i can remove a combinator, i can have near infinite capacity sushi ( so like 1K shells ) and in 3 tiles thisl lbe amazing
top combinat to bottom:
arth combinator: T + I output T
constant combinator:L Y 2.7K
decider combinator: T > ( or equal ) Y ouput Y input count
arthmetic combinator: Y * -1 output T
So you input Y, which is the timer reset number?
yes Y is 2.7K and thats belt speed
Oh so L is the number you change
Wait I'm confused why L only appears in one place
Oh, that an "i", not a 1. So yours adds a specific number to T rather than changing the timer reset number, which is what I do in mine
I wonder if that has better decimal accuracy for the item rate 🤔
im not sure as i didnt design it haha, if urs does work good I might have to switch for new projects
urs potentially can be my any item sushi limiter as well
What does that mean
something very complicated haha
I'm also not sure what you mean by infinite sushi either haha
so Ill put R in my list of items, and I have an outpost that needs items like belts, miners and itll put it on the RAS ( random access sushi ) limiters that have no buffer somehow to switch between item types
If there's no buffer, then that seems like it would work
yeah I was also thinking of just clocked inserters as welll
i mean it doesnt need to be 100% accurate
like put a ratio of random items to one limiter.. hm
I didn't design the most important part of my kitchen either tbh. It's calcium's moving average counter, I just added an extra decider to disable an output belt (forcing a loopback) until it finished averaging out over 1 minute. Never needs resetting and can flow limit multiple belts over the same wire from 1 CC
I wanted to design my own, so I just currently use my own (worse) version haha
Mine has a separate rate combinator for each item, which is not as convenient, but it also allows me to separate my kitchen easily into distinct sections along my base, which I'm considering doing
Yep I started with the exact same design goals as the last sentence, just with a manually reset throughput counter that I made myself. Had to toggle the CC every time I added a new item which felt clunky
fresh prints, get yer fresh prints here! hot prints
think i can get that print?
active provider?
!bp 0eNrtWt2OozYUfpWVL1tYgTE25La3e1lVWlWjiARnYpUANWa6o1EeoA/SF+uT1CaZkB87GHunI63mZiLAfOf4nM/Hxx/zAlZVT1vOagEWL4Ctm7oDi99fQMce66JS98RzS8ECMEF3IAB1sVNX9FvLadeFghd11zZchCtaCbAPAKtL+g0s4n0wCVLSNSspD9fNbsXqQjT8DADuHwJAa8EEoweXhovnZd3vVpRLCyecqnlknWDrcL2lnQg5/bOXv3JMANqmkwBNrXyQoCHK889pAJ7BAufp53SvvLzChW642RRuchO8rq2Y0OOlUX5EIxItACXjdH0YgAKwYZV6bYigTJjg/fAsbKuirge8phdtL5YysQ2XTqjJ0I3Kz41baCqnOufGyWKNe9InwZtquaLb4kk6oN5bM77umVjKZ+UJbMN4J5Y3LHliXPTyzsmzw4jwV0WPTk25tH/pq3pJMqwt+MCwBfj373+Ge0ePaF2sKrosWad+wUJGk45POS3K5baQFtWsZOwkFzdF1Z0NeX1wGLtrSgkSDUZlMoaodMrPWP3htDznMpNXMB2hhuv9w17Hn9QlUfmdRGls4HkcxSf07BIbe3BUVQBL7pIbd3tZPPgjb+SvOSjYHBTp+JFPB+90VrN5QSIna+RNg8TZ41brbz4uCVGs/whZ3VFu8haN3urLWBy5BT29AJ4d9NhY7guJ8kTDljdPajeZmBU2zArOCVJqJhDUgSduIYM2PB14oI0YmjOlZOaU0nmLIL7I/Yn2vPgr3LBuO2vHirFLJYwmKUBcYOM7OdIZyeYbOe8tiJWR3IVv560RceAbjOz5dj4lQzpgPAcun4SDfttnbrN9wnGh72jJ+l1IKzmey1rVNrK3uN9KZYOJmso6vmp6rpreJAlw8qCzhPymk1lNZ1zkhVyT2x0dqu7YrWu3O1PAsL4xHJHH3rD7v5pDVm8a9V7TUtkdDm6Cn8diNMf43qfjCy6fk6sbSXTTIgbgkVNaX0PjK+hYNpMBgJaOxFd20bVj+BZdu9jwvTOedoM2sQbqWXOEfQfK6M8T8ylzxGmf5Rz6Wiw3vNktD8V1OILs/U4Q5qRfk8mYxHE/HHrTohZTWUzN5dKQx0MnYJAcJkLXK80Ckig61wzco2aMQ+ZSapG51Oq2bJi7GEnnGUkih3oOZ2b0e9Xzr2eL85V/0qH4slj/9PbFGs9ZXLakSmK/HjY3aEzQDzYzwDr0NfG9vkY2SigKiLa1SZCvAGcKTuqrGJqAsVvna9WEJcStD7YDz9xCgidDkrsBkylgFM2lIsrTiRabZDoeothFsCWK+G8r2EIfxZao1f6h2HoptthSsUWJzyFNlymdEeSm2ZIIvotmi1I/0VYTFhv9EGE31Vau5/dRbRFxkW0P5UcHl/nJtpq6ZhX2/HvItoec676JRC6yrYZCOo0zjf1kW8eQpdDNbGJj1qjepYnvZCMXq04atW3+nDTq1/D5adSpl0Zt5ruXRq3Lkc6Ik0aN79BPZ8RRoyZeLMezNGo8lQ48S6Mmk3DQr19IrD7xemjURC13zVlOf5DDyG860Go67hq1JmAfGrW5x72UgvG1Rk2sNWo4S6PGUxr1jWeWIjV2FKk1tPkQqd0OTeasE0uRGruL1PZ5fEeRGlvqidhLpNbUWt2ejb1EaksjxF2kts/ojyZS41kitS2pSOzXxCb6NodAP1hogPUQqbWNzfDx3SAOEuQnnJqDk/oJp2Zg7Nb6WnVhhLg1wnbgmbvkq03s8dOD7E+G/0denP0PdACqQlJQ3vvlsEA+fWE7OYp/+i2TD5/kNnCoK1mMSA5JCjOIErjf/wd/xSFr
Seems to be working pretty well
u can get away with 1 requester chest probably
upgradable 2-4 lane and straigth -> 3 way -> 4 way?
The straight, 3 way, and 4 way should be upgradable. I can't upgrade to 4 lanes though as this original train blueprint wasn't designed for 4 lanes
i might use these little limiters for my sushi rail
I won't be playing my map long enough to need 4 lanes though
requesters are onse on the right
So I'll redesign a larger version if I ever want 4 lanes in the future
err yeah requester
how big are they? 52 x 52?
Technically, they're 38x76
Each piece is a straight 38x38 plus a 38x38 intersection
Yes, I designed a weird rail system in the first place. But it does work with sushi if I'm careful with it
how many rails/minute in a straight line can it go?
I don't know how to measure that
Well the sushi line carries 300 rails/minute, and the whole 38x76 thing is 218 rails
So I can theoretically build one of these every minute
i mean just place one down and see how long it takes to build, and divide by distance
I did separate 84x84 intersection and straight sections for rotational symmetry. Unfortunately they really aren't rotation safe because the roboports are offset around celtics, they connect segmented areas when rotated the other way, and the circuitry only makes sense in one direction
Oh I see, fish becomes whatever input you're doing there. Whats with the
? shouldn't it just be an iron chest to hold potential backlog?
This is also the most expensive version, I'll probably mostly use a straight variant of the tracks and paste an plain rail intersection over top of it when I want to add a branch off the main line
But the sushi belt will need to have intersection capability already built in as you can't paste that on top
I had an issue when I changed amounts, eg walls from 420~ to 100 and too much getting in the chest
I also experienced that in my kitchen and for some reason that item didn't want to leave the chest either until I manually removed the buildup
I see. Surely a steel chest would be fine for my purposes though?
i don't want weird bot orders being sent out and canceled constantly
if ur not changing amounts on belts crazily, ur fine
im just a maniac with my sushi
Inserters and loaders tend to empty the chests faster than the bots can fly over to steal from them unless there's a buildup, which there shouldn't be normally. I actually used that for bot kovarex once to bot out the excess into trains while the inserters took enough to sustain the recipe itself
i think yeah i'm just gonna borrow this print for my sushi rail input. Seems way less headache and actually makes more sense than trying to implement the active sushi over time design throughout the whole system. I can tear up a bunch of circuitry and use those wires for something else, like managing priority stations.
tangled i figured out a use for a while but u probably dont need it
the amount of items u want in those
at each outpost
a use?
i change it from no solar to solar but again im a maniac with my sushi
I just timed it, and it took 90 seconds to build that intersection. So it's approximately 50 squares per minute. It laid 145 rails per minute. And this is with the maximum intersection (4-way crossing, ignoring 4-rail for now), with no surrounding bots to help it. When there's nearby belts, the cross-coverage can help it to build faster so I made sure to isolate it to measure it better
i'm not sure i get you fireball what're you saying?
1 sec ill show u
I tried to use a single passive provider chest and change the inserter limits, but this ended up being insanely slow compared to my 10-chest method so I left the 10 chests. More expensive, but much faster
You could also use 10 inserters and it would adapt with filters even beyond 10 items. Or with less than 10, each would pick up much faster
so it gets the items from the red wire
the green wire is a fish for artillery loading
But if I'm using ten inserters, I'll need ten chests, which is expensive (which was my point)
Yeah I mean if you're having 10 chests and inserters anyway, you might as well set circuit instead of static filters so per item throughput isn't limited to 1 inserter and total item range isn't limited to 10. Like say you wanna flood the belt with those 1k artillery shells, now you can potentially have all 10 switch to picking up shells
oh i see
Hmm, I see. But then I would need to add combinators to my sushi haha
@normal gulch that circuit design fits exactly into my current system, as if they were made for each other 😲
@plain hare oughta see this that is just magic
it fits perfectly lol
this is pretty wide spacing for rails, specially chosen for this inside-the-rail sushi design
you and calc's design have revitalized my motivation to get this system up and running
i mean, it's done now, with some tweaking
I just need to tear out all the old circuitry related to the active reading system
i dont think i'm going to add any defense stuff
maybe localized, if i run into problems in a specific area
closeup of the main piece, of course everything else is just this broken down
i can get rid of all those belts that are wired up
this was the original design which i liked the belts way more, but there was a fatal design flaw. That belt loop in the center is ONE TILE from being able to be build by another segmented roboport. So no loop, no movement, no bots in the new cell's roboport.
thats amazing
it looked a lot better but was juuuuust barely not functional
i wish roboports were slightly smaller but this works well
new design has the loop right up against the inner roboport, so at least the loop can be built
is it compiled into a set of BP's?
The first version is, but it's non-functional
I need to work on this new one, tear out the old circuits, before I can break down the 4-way again into a new BP set.
Building straights and corners was hard enough for me with my rails + wall
yeah this is significantly more spaghetti than V1
but
it's still rotationally symmetrical
which is key
yeah thats good
add priority to the splitters input and output so u dont have half sushi
here on each of the 4 arms of the intersection is where we see priority splitter. If the chest is not satisfied, that belt turns on and it forces all sushi flow to pass by that inserter
oh ok if that works then ok
It works, but I'm not sure how it will do at scale.
u can do a squiggle there perhaps, im not sure. is there a roboport where ur charcter is?
what i'm more concerned about is modularity of the system over sushi consistency
squiggle? you can see the roboport in this pic
oh nevermind me
man thats just great how that circuit slips right in. I'll have a working sushirail in no time
ill have to snag it when its done :D putin has some competition over the sushi rails now haha
its with walls and 100x100
mine was designed as a wall, with rails and solar as an addon

just 1 layer of wall, and enough turrets to kill expansion parties
well they cant go there, but somewhere
need inserters and then to put ammo on the belt this is looking very spagheti
theres this design
i already worked on making it tileable
i could just slap those walls and turrets into the new setup
nothing has changed but the belt design and some circuitry
i'll have to think on it
this would have been awesome, but unfortunately theres no way to get the fluid to them and make it rotational
and of course V1 was flawed
The pipe itself wouldn't be midline, but I'd be curious whether it would have worked using barrels
Cant fit an assembler in there, and if I could fit it somewhere else besides the center, can't get pipes to it
I have some modded pipes that would work, but i can't do flamers there with the new design anyway
Ah I see
I meant putting the assembler not inside the center and running an underground pipe to that spot right next to the flamer, but I can't tell on my phone if that's actually a valid spot or not. But I guess it's moot now
Wow tangled
Those look great
They’ll be super effective I bet if you figure out the last few kinks
@plain hare what happens to your sushi loop if you were to connect two different ends of your track into a large loop? With my current priority settings, it would end up skipping the inside of the sushi belt. I'm planning to address this by just sticking in a rails-only blueprint for when I want to connect my tracks in such a way, but not connecting the belts so that the whole things still remains a continuous loop.
yep thats what I have, if the sushi was gonna connect from 2 different directions it just doesnt
just rails and power only
OK, that makes sense. I have a current working sushi rails model now, but I'm going to try to optimize the provider chests a bit. I also need to decide what kind of mall I want to use to supply this whole thing. Sushi vs bot vs beacon spaghetti, I need to actually do some calculations and see whether I need beacons or not.
If I do need beacons, I'm leaning toward a bot mall since some of the things I need to make (bots and roboports) need space to route the inputs
I might still do a small bot mall (even if I don't need beacons) for my sushi rails because of the significantly smaller footprint.
I just let all belts in all rails connect and wire a few belts to redirect flow if the items flow down the right-side belt (e.g. top to bottom instead of bottom to top) where I have no inserters if the CC/chests aren't satisfied. Possibly similar to how Tangled does it. Priority is set to the inside of the sushi belt but weaves around to force turns. So the intersection-capable straight tracks will prefer right turn if it exists, loop left and then straight ahead if right is cut off, loop down and then left if straight is cut off, and finally loop right and then back down if it's a dead end. I also have a "dumb" straight track without the weaving but the middle can be hollowed out if needed
Mine uses the same logic in the right-preference, which works fine in almost all scenarios. I don't understand what yours does if you were to connect to separate ends to each other though
Look at the loop of rails.
Yeah that's the situation I was talking about
If you connected it all with belts you’d see funky flow directions
Also I feel like I'm the only person who's using non-square blueprints for this haha
All of yours are all nice and square
Ahh I just let those back up at the ends until the flow normalizes again...maybe it's smarter to not have belts there if you can keep track of which is which, I don't like adjusting prints on the fly like that myself because I forget
I don’t have to adjust anything, my print has the connecting belts hanging off the back so I just choose which one to connect to if this happens
(Another print with just rails)
It's the piece right here where I'm standing that would cause an issue if I were to include belts
So I guess I just place 2 prints when that happens
But I can easily just make a plain print without the belts there
How do you decide which belts to connect if you have a grid of many city blocks that share the same "sides"? Do you just try to build it slow and in consistent directions to keep the flow predictable?
Yes, that's my plan
I don’t really do train grids, more tree trunk with branches.
But I'm not planning on doing a lot of city blocks
I may consider it in a few places if train throughput starts to become an issue, since my prints aren't upgradeable to 4 lanes
I remember testing a block sushi print once and just pasting it in a 5x5 in four different directions at once, a couple blocks to the corner either never got built or took a long time for the belt to get to them
It does take a while sometimes with the yellow belt
It would be much faster with a red belt or a blue belt but that would be expensive and I'm not sure if my factory can afford it yet
That was with modded
😂
lol
Well, placing ghosts that can’t be built right away is maybe not ideal.
But also, I think most rails are headed out to ore patches so that’s a roughly linear pathway anyway
I’m gonna mostly extend mine in one direction, is my plan -> get the rich ore
currently mine takes about 90 seconds to build a 38x76 section
Yep I was trying to see how far I could abuse Construction Queue / Dynamic Construction Queue, it was a stress test, in a real save I wouldn't have a reason to expand so many directions because I couldn't actually utilize them that fast
but I'm trying to optimize the provider chests better so it might get slower after that if I do a poor job
I think, you can expand in multiple directions too if you wanted, I foresee myself keeping a straight line going north, and making west / east offshoots to grab ore
And then back home I might expand a bit for processing arrays
I thought you don't like going north, I thought you were an east/west explorer
I might put in additional sushi kitchens to keep the sushi belt refreshed.
Well, going south kinda sucks with the toolbar in the way
So north with west / east seems legit
Dunno if it matters too much ultimately xD
Right now I have one combined early game yellow belt sushi kitchen with belt based mall
My next sushi kitchen I’m gonna have a train delivering the items, and then I can easily make new malls / kitchens as needed.
Also let’s me make new independent sushi rail systems, all fed by trains .
Or just 2 kitchens on the same sushi belt.
The new style would work very well with a bit of robot and beacon abuse
I haven't planned for multiple kitchens, but am considering decentralized trash. It's amazing how much wood, stone, and coal gets built over and I don't think my mall would be able to burn through it fast enough. So either the trash loop goes into AP => storage => trains or I somehow prevent those from getting into the main base and split them off to outposts that can consume them in bulk
This is satisfying to watch lol
Super satisfying 😄
Even better when it comes back a belt full of trash from constructing, wood, stone, etc lol.
My belt has a lot of landmines on it at yellow belt tier.
You know what I actually could make separate kitchens for some things...like modules, they build so slow and get built everywhere so it'll feel bad to train them to the mall and then put them on the belt, might as well put them on directly
triple sushi belt intersection haha
yep im kinda doing that
the processing unit / robot frame / lds belt is my bus sushi belt
for the intermediates i want to centralize but dont want to buffer
ill probably end up with modules on that belt, and other expensive stuff too
probably science also
@plain hare how many provider chests do you use per intersection? I'm currently using four, which seems to be reasonably fast and isn't limited too much by the chests
It seems a bit expensive, but maybe it's really not that expensive compared to the iron cost of everything else
My first set used 1 provider chest per unique item, sometimes more than one xD
Now my early game model uses very few. My late game ones I may change to use a lot more.
I have a separate chest for belts and a separate one for rails, as I need tons of those and I don't want those to be held up by inserters waiting for other items
Yeah, it’s not that expensive in the scheme of things if you have full walls around each area, but if you’re doing like an early game one it can be expensive
But everything else I just put into two other chests
I'm kind of thinking to not use walls, as I'm not playing a deathworld
I'll probably use very small arty outposts to help keep lands cleared before I put up laser walls at chokepoints
Ah. I just like having all that combined into the rails themselves. Very convenient to one click expand your artillery and rails.
Can just blueprint all the way to ore.
I don't think my rails would be able to withstand the counterattack if I attached an arty
That’s the hard part xD
I'll probably have an arty outpost that snaps into my rail grid, that way I only need to put real defense at one section
My sushi rails are in a weird stage of the game, they're meant to be convenient, but they don't have to be dirt cheap as I'm post-rocket now
only problem with that is theyll cross your rails to get to that artillery outpost.
oh, right, that's a problem
yeah, thats the initial issue that made me design the sushi castle tbh
I was like.. what if the walls just protect the rails?
anyway aliens arent getting through that thats for sure
It seems too expensive to have to wall up and turret every single rail
With landmines?
so I can do landmine landmine landmine artillery
Do landmines one-shot even the behemoths?
also, you can deconstruct old turrets and recycle with the sushi
they dont one shot behemoths but I dont expect to have any behemoths until im filthy rich anyway
That makes sense
so many eff module shenanigans
perhaps somewhat induced by a premature module 3 transition tbh
theyre very expensive and polluting
Well, perhaps, but I've also launched 90 rockets so I don't feel like the biters have evolved that much in comparison
but , I think you can probably throw turrets at them and be fine.
yeah, use some space science on damage upgrades, and youll be fine
Already did
My double wall lasers pretty much stop all expansion parties even when there's behemots in the mix
ah, the other thing is lasers are just super expensive for their dps.
they have no upkeep but the dps is less than 10x what a uranium gun would be
so effectively they cost a lot more ore to setup, only paying off after repeated assaults where you dont spend bullets.
And my real walls occasionally take damage from a really large revenge party, but they've never really broken through
I use the double laser wall only for chokepoints, especially where I'm planning to eventually continue to expand
I did a behemoth vs bot battle once with my old sushi castle
So they're not too expensive since it's a small area to have to wall off
with items coming in constantly on sushi belt in the small network bots just replace everything
And I don't want to use other turrets since the wall is designed to be temporary
its basically impenetrable given good supply since the repair time is tiny
yeah, lost 1200 bots in a few minutes but we won
fair point about the other turrets I think, if I have dedicated supply belts of uranium ammo my recycle time will be longer than build times...
oh well I think its fine I can do some things
I mean for the most part it's unlikely to be an issue
I just prefer it for convenience since I did some moving walls early in the game when I was establishing my perimeter and I really regretted the one that had flamers and gun turrets when I wanted to move it
I would think flamers would be easy to move but the guns yeah
Well I didn't want to waste the ammo haha
Oh. Fair enough. A bit of light oil might go down the drain
Also have you considered the expense of the buffer that this enormous sushi belt is once it fills up?
I assume you've calculated it out
Yea, it’s some buffer for sure
Though it corresponds with the amount of items on the belt so it’s not the worst
I use 2 passive provider chests, 2 stack filter inserters, and blue belts in straights, and double all those for intersections. It takes about a minute either way. Building over water is probably 2-3 minutes depending on how much landfill is added to the blueprints
Hmm let me retime mine again
87 seconds, not bad for going from 10 chests to 4
That's also in the slowest case scenario
I use the resource scanner from recursive blueprints to detect nests and stop building to avoid drawing aggro. On second thought it's not really possible to detect enemies without also aggroing them in vanilla; circuits can't "know" whether an artillery turret is about to fire or where it's pointing. The most effective way I found to reduce buffer was to put an inserter counter in every segment and add its values to offset the CC. About 35% material savings compared to dumb offset but things like landfill and cliff explosives are variable and a counter can't anticipate that
What I do is just count the number of robots in use and only let the artillery inserter load when robots in use are low
That indicates construction is done or near done
Before I do too much optimization of my own sushi rails I’m focusing on a sushi starter set to rush their automation.
Editor tests are only so good
I think the BP is missing some wires? Or I don't know how to use it. Isn't the Y value the control?
i should explain
u have a green wire going across
the inputs of the arth combinator
at the top is a row of active providers for trash, + the 2 combinatosrs for however many items/m
the combinator connected to a speaker is to tell me if im going over the belt speed
the R in the constant combinator in that last image does nothing, its for something special I am planning on to add
So I need to be inputting constant item signals somewhere? I thought the Y value and filter splitter was enough?
the Y stays at 2.7K lemme test something
or 900 if I've downgrade to yellow, yeah?
yes
There’s a green wire reaching across flow limiters and that’s where you input constant item signals representing item / minute desired
u can also do it wouthout a central CC bank, just put that I in each constant combinator for the items/m u want for each item
so like this is half a yellow belt
i've plugged my constant signals in the green wire. the belt still never activates?
replace I with the item ur limiting
so for the limiter u change the splitter and i signal and thats it
oh hey its working
i'm liking my design where it cuts off the flow when the chest is satisfied
thats really cool
yeah that gets expensive if u dont
Feels bad when you see a roboport sitting on one for eternity
time it? see its speed
kinda slow
Made a tiny bot-run sushi kitchen
It won't be viable for early game, so I'll have to design a much cheaper version if I want to use it in early game
Also I think mine has somewhat similar behavior to yours except that I placed the provider chests along the rail that connects between intersections, rather than at the intersection itself.
So there's always materials running by it to supply the inputs
The near belt will never have any items flowing on it once the final intersection is built, as the RHB (right-hand belting) will always force it to go the long ways counterclockwise.
The clockwise near belt is actually only there because the bots from the previous intersection can build the two near roboports as well as that belt that runs past them, which is enough to get it started and then the new roboports build the rest. The near belt makes sure that while the final loop is not yet complete, the sushi still has somewhere to flow.
Yeah I ran that problem and had to redesign some stuff
Well, my pic isn't loading
Anyway, my point was, by moving the chest to not be along that near belt, I was able to implement it without any circuits at all, as the near belt doesn't need to be activated or deactivated after it's all built, since it'll naturally deactivate due to the splitter priorities. So perhaps you could get away with much fewer combinators?
Now the pic loaded
I feel proud to see all these up and coming sushi rail designs lmao
For a bit there I thought I was going completely insane when I first had the idea
It’s absurd at its face xD
There were a lot of doubters
Mine is actually already ready for a test drive, I designed it to integrate seamlessly into the rail prints I already had made so I can just stick my sushi rails on the end and start building
I'm considering adding some defense though, I haven't decided yet.
I'm going to design a belt-based mall that just makes the stuff for the rails
so i can deploy this right after chem science
I need to do that too, but for now I just made a bot-based mall instead for later in the game
@plain hare I've seen in your prints that you use yellow sushi belts. Do you plan to ever upgrade those? And if so, how do you plan to do that? I don't know of any way to paste a red belt print over a yellow belt one without mods, and it also sounds like pain to have to upgrade a whole long line of belts over a vast expanse of territory
My current idea is, when I get to the point when I want red belts instead of yellow, I'll just build a second mall and merge it with the existing sushi belt to double the items, and then split them back up when the sushi returns so that half goes back into the new mall and the other half returns along the yellow belts to the old mall
I can do the same for upgrading to blue belts, too
oh no star
you don't know about the Upgrade Planner? 😲
the little green button next to your hotbar, click it, put it in your inventory, and right click it
your lifes about to change
oh i see what you're saying
how to return them to base
that'd be fairly easy, unfiltered storage chests in each cell, and a request chest, possibly with requests set by circuit, outputting back into the sushi
So You would do the the upgrade planner over the whole system, stuff goes to the storage chest in each cell. gets requested, and put back on the belt
this means you would need logistics bots in every cell as well as construction of course
Actually I'm way over thinking it 
but that would be the most dynamic, potentially? An easy setup is just put a storage chest in each cell that outputs back into the sushi, maybe with priority.
Sort it out later
that would be simplest. I don't think the requester chest idea actually has any utility over just a simple storage chest, in this case.
just adds a middleman
Actually the way to return stuff to the home mall is having the only unfiltered storage chest in the network feed the sushi belt. My rails already do this 🙂
And tangled - yeah, definitely a good idea for a belt based mall to feed the sushi immediately after Chem science. I have one of those too
The storage chest loads both sides of the belt, one side with inserter, one with side load. Either way that means priority is given to the items already on the belt, and the trash will only fill in gaps on the sushi belt.
As for the blue science tier mall - I have all the things needed to grow production available in it. I’ve calculated something like 100-300 items / min of production equipment to be added to the belt in addition to track building stuff, and this can replace an early game building train, allowing creation or something like 20 yellow belts of ore -> plate -> intermediates per hour.
What I’m working on now is the starter base to get through blue science and efficiently build the sushi mall to run the sushi rails.
I will include a small amount of purple / yellow science in the TM sushi starter set for getting beacons, coal liquefaction, assembler mk3, blue belts. Stuff that will be useful for large scale growth. From yellow science , likely military upgrades just to make my tank more powerful to clear room for the sushi rails.
Once I claim enough ore -> I’ll get spiders, and with even more ore, switch to full artillery based sushi castle.
With more ore, new sushi kitchens / malls that are faster, and builds that rely on higher tier modules. Eventually upgrading red belt / blue belt in the sushi rails.
it’s a plan. I’ve had it for a while but I’m slow xD
This is my speedrun 10k spm plan in 24 hours
I think it’s possible
I think I'm currently leaning against upgrading the belt tier tbh
Things like walls, turrets, higher belts and such aren't really necessary at the beginning of implementing the sushi
And it seems like a waste to upgrade to red belts over stretches of land that are already built and running just fine
And I can just feed the yellow belt sushi into the red belt sushi (filtering out things I don't want, like the yellow belt stuff)
Maybe a good idea to install the system in your build, if you ever change your mind
Well, I'll have red belt versions
I could see upgrading to red belts when you're rich, but blue belts...i dunno
But I'm just planning to leave the stuff that's already built with yellow belts alone, and the the new stuff after I'm ready to switch will be red belts
I'll design a special junction for the two sushi belts and feed a second mall into it to supply the rest of the red belt
I didn't really think about trash chests though, that's an oversight I need to fix before I implement it in my base
I'm not sure what I want to do with the trees, I don't really need any more wood
OK I've added a trash chest to slowly trickle the trash back to the sushi kitchen where I can dispose of them in a giant chest array.
(jk) I probably won't do a giant chest array for trash, but I do need to figure out what I want to do with it
Remember upgrading belts in sushi rails is way better than other systems
Upgrading belts means you can keep the same item / minute rates but you have effectively less buffer per belt
So it’s very possible a belt upgrade could overall make a system cheaper
If you upgraded and kept the same items / minute you may see your sushi kitchen surge with items worth more than the belts themselves
Send it home! Coal liquefaction!
Haha I could do that but that doesn't really save me much coal in the long run. I'm kinda thinking about making a small train in a tiny loop to just run in a circle and burn wood in a pollution free way. It would be completely unnecessary but kinda funny haha
Red belts are rather expensive though, and looking at the numbers I'm using far more belts than anything else. When the other items in the system are in the hundreds, the belts are in the thousands.
Haha, im using blue belts for sushi
Though no matter what belts you use, you should make a dedicated belt production just for sushi
Be it yellows, reds or blue
Yup, my sushi kitchen has its own small mall to run everything, including belts
Otherwise if one belt isnt enough you can add a second yellow belt
The rails are now implemented in my current game
LHD?
Yes
I'm partial to LHD as I prefer the intersection signaling over RHD
The sushi belts use RHD though (which shouldn't actually matter, I just didn't feel like flipping them after I'd realized I was going the wrong way)
That doesnt look that masterful to me though
that is some pretty sad looking sushi
It's nigiri. it's perfectly fine sushi, but that right there looks particularly sad
I haven't automated the actual outposts themselves yet, but the sushi rails are working as intended and I'm happily building away
Also looks like thats not the rice that is normally used
why 😢
the fish has a sad color
and i believe either that's the wrong rice or it has been prepared wrong
it's perfectly cooked japanese round rice with (somewhat) properly cut sashimi-quality red tuna ðŸ˜
also was the first time I made sushi
rice cooker yeah
I have to admit it's missing the rice vinegar, but rice cooking is still pretty new to me
it is a bit, I mean you have to put a lil bit of moisture on your hands to make them
my brother makes sushi from time to time, and i believe he uses a different kind of rice
give me a minute
I use either akafuji rice or wei ming crystal rice
He uses mirokumai sushi rice
"akitakomachi" oh, I haven't heard of that one, I guess there are many
pretty much one of the highest quality ones out there iirc
sorry i hated on your sushi, its probably better than i could do
i mean as long as you don't use jasmine rice or something i guess i can approve haha
basmati sushi lmao
no prob, it was the first time I still have a lot to learn and experiment, I just shattered how proud I was of crafing my food instead of my usually pre-prepared meals XD
haha, i mean it takes a long time to master sushi
I also made some onigiri a few weeks ago but it's super hard to shape and give it the right width of rice
I've never even made white rice, i always make spicy brown rice
a few years ago I tried to cook round rice with a pot, man how much I was not prepared how hard it is
but somehow a rice cooker manages to do that very hard thing very easily, it gets it perfect all the time
witchcraft
have you made maki sushi yet?
haha
but I sure will try someday when I'm more confident in the prep and handling of the rice
Haha
like frozen mochi lmao
They do serve it japan according to my brother though
When he was there
Anyways
With nigiri sushi the square ish kinda looks odd
You might wanna cut the fish into an oval-ish shape
Or a convex kinda-ish looking lens? Idk how you call that shape
it's eye-shaped if I start from a filet
Square fish on a round-ish rice ball looks off
you can make the rice squared and have square shaped fish on it, but mixing the two shapes just looks... off (?) i gotta say
ah, I can't find the name back, but for sashimi or nigiri sushi they cut the fish into a slab, thus resulting in square slices
aaah, I see!
lemme see if i can find some pictures
aaaand of course now my browser decided to think this is the perfect opportunity to freeze
there's probably too much rice anyway
and it is layed out flat
while here it's round-ish
kinda looks like a lobster from afar 😄
@plain hare sushi rails are officially a success. I just built this outpost without ever having to be physically present at the site. The sushi rails built the rails and a builder train station, then a builder train comes in to supply the materials for the mining patch. After everything is built, the bots deconstruct the building train station and the outpost is ready to go.
Glorious. Absolutely glorious.
Can’t wait until I have the same thing going on but sushi castle all the way in to the ore… 😄
It is really amazing haha. One of the tricky things I've learned is that because different items have different stack sizes, I have to have several station blueprints to accommodate different train sizes and also different stack sizes. I wish there were a way to change a combinator's settings remotely, or to change wiring without having to blueprint it in
Also do you remember when I was still struggling to understand basic active measurement sushi? I feel like I've learned so much since then
yeah youve been making progress at an excellent pace for sure
youll be making megabases soon enough lol
You can put down a combinator near you, set it as needed, copy, then paste over the far one
that doesn't work for wiring, though, right?
I mean I guess I could still copy paste a wiring but I would need to delete all the old stuff first
Ideally the wiring isn’t going to change from station to station I would think, just the configuration
okay I think I have a set of rules for my Angel's Nuclear sushi
essentially only U 238 and Plutonium will be freely circulating, everything else gets sorted out immediately or goes to specific machines
So the primary plutonium and U 238 producers get gated behind thresholds on the circulating belt, the primary output (thorium cells) gets clocked to the desired rate, and everything else operates on backpressure or greedily consumes a byproduct
now to implement it >.>
Angel's sounds terrifying
You get used to it after a while
Yesss more sushi. Goooood, gooood Anakin. cackles in palpatine
Looks like I'll have about 30 GW to play with if I need it... just going to burn it off for now I think
I think that's it for the actual building... time to set up the controls 
I'm thinking of actually doing more of a meter sushi instead of an exact counter
do an exponential average with period equal to the round trip time of the belt, and use that to measure
It's working! taking a while to spin up though, and internet isn't stable enough to upload the image at the moment
I have the meter set to aim for 10 U 238 and 5 Plutonium per second
it'll take a while to get there
First thorium fuel cells have been made
The meter, just an EMA with a negative offset on the output, then each endpoint producer/consumer just checks if its component is above or below 0
So I set the flow of 238 and plutonium I want by changing the offset, and the endpoints adjust to accomodate
I made a compact steel sushi smelter with
and without any
. It keeps up to 77 steel and 65 coal in each of the middle belts, with the coal mooched off the sides and input prioritized at the bottom. The 77 is also used to disable the iron ore furnace inserters, got that idea from @plain hare 😄
That’s a nice way to do it. Requires the output to get routed back to the input side, but it’s still a nice way to do it. Super cheap.
@plain hare we talked about how you wall in your rails of your sushi castle, but do you wall in your miners too?
why not? they are super polluters
Unless the rails go in front of the ore patch, then the biters will just attack the miners
Well it was just something I hadn't considered
I've always been one who expands out to a good chokepoint and then doesn't worry about having to wall in individual outposts
But if I'm going to wall in my sushi rails, then I would also need to wall in my outposts themselves, I guess
yeah thatd be what I do
That seems a whole lot more expensive
what else are u gonna do?
Just doing walls at chokepoints is a lot cheaper
Yeah, thats why i dont really understand this sushi rails idea
That's not the only reason to use sushi rails 🤔
So far, the system that I have is pretty much just as cheap as regular rails, and much cheaper and faster than if I wanted to do a roboport grid to build them for me.
Yeah but the walls confuse me i do walls very differently, at chokepoints
That's why I'm considering not bundling walls with my sushi rails
for my sushi, i have an idea for a compact way to get requests done
so items that arent usually on the belt can be
Well, I’m kinda planning the sushi rails for worlds without choke points
From my point of view they’re nice, but they’re kind of a crutch for defense
If your defense relies on them you just can’t really do land maps
Im hoping with artillery and eff modules I mostly won’t need walls around outposts. But, I’m gonna design a thing that just attaches to my sushi rails and builds walls around an outpost if need be, either landmine or full
The other nice thing about the sushi castle is unidirectional expansion - you can mostly go in one direction and get really rich ore patches.
Oh the other advantage of the sushi castle is automated artillery emplacement clearing of aliens with low losses
It’s super super safe so you’re not gonna be getting rekt by big counter attacks
Especially cause you can always deconstruct the front castle and just scuttle your losses and fall back to the next line
@plain hare you don't do artillery range, do you?
I’m not gonna do much but maybe 1 or 2 levels could be wise. Not super sure there, I’m not gonna do much
Have you calculated how much the rails cost with all your defenses added?
I'm concerned that it seems like it will cost quite a lot
It does cost quite a lot yeah, but that’s why I have the early game landmine model, and low pollution stuffs, gonna claim tons of ore with low evolution aliens with tanks and spiders before I go for artillery, and then I’ll claim more… and more 😄
So I'm a bit late to the game with my sushi castle, as landmines aren't viable anymore
The 128k cost is where I stopped
I'm considering having occasional artillery outposts to clear out the biters in a large radius, and then just building regular rails out to the edge of the arty and building another arty outpost
If I do that, the arty outposts should protect against nest expansions, and I should need minimal defenses along the normal rails, maybe just a wall and a few lasers here and there
I would need some decent arty range to pull that strategy off, but I have a few upgrades already so I think it should work well enough now
That’s basically the plan with the sushi castle but it’s just the more range you get the more ups hit you can expect
So there’s some middling range I think that would be good
Do you really need full defense then on the rails in between your arty locations?
As long as I don't put giant polluting factories out near my mines, I don't think pollution attacks should be much of an issue
Well if you don’t protect the rails they’ll cross them to get to your artillery
And I don’t, my system is modular so I can have landmines between artillery sections
Hmm I guess I can't fully control which arty will shoot an expansion so I do need some kind of defense
Maybe some walls and some turret would be sufficient for regular rail defense
Are you just relying on landmines for between your artillery sections even when you get to behemoths?
Also do landmines trigger nearby landmines if put too close? I wonder how many upgrades I need for a landmine to kill a behemoth
I've used train-supplied artillery outposts in a giant overlapping circle outside my pollution cloud - DeHackEd's base was the inspiration. The outposts went at the ends of long undefended spurs that branched off perimeter mainline tracks. No regular stops were scheduled outside the perimeter track. This provided a buffer between the artillery and mainline, but the spurs were rarely attacked anyway.
For a sushi supplied outpost you could just split off a long belt - like a sushi rail minus the rails and signals. The drawbacks are the massive area to cover around lategame pollution clouds and the expense of building out that far, but map view building should make that less tedious than when I did it.
Just tested landmines, they don't seem to explode each other and need 7 detonations to kill a behemoth biter or 4 for a spitter before infinite research
They won’t blow each other up, and the plan is to keep evo extremely low until I claim lots of ore so I can just go full cost sushi castle and not really bat an eye, ideally all before behemoths for max deathworld
Potentially, I think it can make back the cost pretty fast, it’s just an expensive initial investment
I think once you claim some super rich ore patches tho as you expand it will all become very worth it
Built my sushi belt upgrade kitchen
It merges two different sushi belts together and filters out the yellow belts
I'm sure there's better ways of doing it, but this seems to work and is pretty stable
And merging/unmerging sushi belts was a fun experiment
You could make it dynamic and automatic when you change your constant sushi kitchen signals, using a bank of filter inserters that remove from the sushi belt. You would take your constant signals for your kitchen, and output EACH as a value of 1, inverse it * -1, plug into the inserters that takes stuff off the sushi belt. Then read the belt right in front of the inserter on "Hold", send the contents through a decider combinator, ANYTHING > 0, output EVERYTHING=1, and wire that to the inserters. Stuff that is supposed to be on the belt will count as a zero when it crosses, and anything not belonging in the kitchen outputs a 1, setting the filter inserter's filter.
Also works with a negative CC or arithmetic with requests <= -2 and read pulse
true
you still want to use Hold though, pulse doesn't give the inserter time to grab it
That's what I'm already doing actually. I have two nonvariable inserters (although I'll be increasing to 3 for the Mark II rails), one for belts and one for rails. Mainly because those are the highest throughput items and I don't want them holding up the other inserters because it slowed down my building times during testing.
The other two inserters are dynamic and allow me to easily add a new item on the global sushi combinator if I should need a new item
I also do some regional dynamic stuff as well. I have logistic bots in the system, but most blocks don't need logistic bots. So if I do need logistic bots, I drop in a small addendum to the regular blueprint that allows it to also pick up logistic bots for that block.
I'm planning to add nuclear fuel to the sushi belt as well, so I'll need to do the same for the nuclear fuel.
The reason for that giant sushi belt merger is because it's designed for my transition from the Mark I to the Mark II sushi rails, which reuse a lot of the old components but add some new ones and use red belts instead of yellow. I didn't see any point in converting the old yellow belts to red, so this is designed as a merger between the two belts that filters things toward whichever sushi kitchen is in charge of them.
It also makes sure that the items that aren't needed for the Mark I system don't flow that direction, as the yellow belt would back up if I sent all that down that way.
Nvm I just remembered filter inserters have a Blacklist mode, you don't need negative values at all 
In all my hours I've used blacklist like maybe twice, because I always forget about it.
I used negative numbers in my setup
This is probably gonna be a bit of a pain to build before I actually have military science, but it seems to work so far. At least I don't have to worry about rushing the medium poles since all the furnaces are for military packs only
I like that. Maybe I’ll remake my starter bunker with 1 active sushi belt
A slightly odd approach to sushi lol
I'm sure there's a better, more compact approach using filter inserters, but this is simple and runs no risks or being limited by throughput
It's a sushi belt splitter. I merge two different sushi belts to form my red belt sushi.
So when the sushi returns, I need to split them back up again so I can send each to the proper kitchen.

So you split up the sushi into two belts?
Why not have it one sushi belt that rund through both of them
Because I wanted to recycle the materials I used for supply belt of the yellow belt sushi design
So when I am ready to upgrade to red belts, I build a second kitchen, and feed everything except for the yellow belts into the new red belt sushi. The second kitchen supplies the other materials that I didn't previously need.
Well, it was that, but I broke it with my trash chest system so I decoupled the two sushi systems and just made a new kitchen for the red belts.
I could have done it still, but I would have had to control the flow of the trash into the yellow belt system and I didn't want to bother with that

It's now just two completely separate systems.
How do these sushi belts look https://media.discordapp.net/attachments/139677590393716737/954042367244124180/unknown.png
Looks organized and easier to build than some of the MP blueprints I've seen, interesting side effect of using sushi instead of only
spam. I also like the stone brick paving stacking on top of belt speed bonus in a clear path up or down, these all-in-one prints are usually a pain to wade through 😄
Looks very nice, it inspires me to make a better starter base haha
Nicee
Simple calculator to convert from items per minute to items on belt of length X, for active control without combinators. It assumes items on belt/belt capacity is directly proportional to items/minute. Not hard math, I'm just lazy 🤷
interesting, i could see that being useful
in the past i've done the easy math and then lowballed it
Sushi thread is active again? 🇳 🇮 🇨 🇪
So far the calculator numbers are working for red/green science, apparently I put too few products and too many plates before, no more guesswork. Production graph still looks horrible but I figure that's due to machines throttling when science packs are detected on the belt
Working on my 45 spm sushi bunker. You can see it’s right up against flamethrowers, on the other side, short smelting lines.
Plan is this will let me conquer hard worlds where I can’t immediately start with my 90 spm set.
so idk anything about sushi as i haven't watched a tutorial or anything but will this approach work which i just thought of. I know Circuit cables can see the contents of a belt and a belt can hold 8 items at a time. so if i am using the hold mode on the belt can i make a loop of belts and calculate the maximum number of items that can be in the loop before saturating it. so if there is a very short loop of 4 belts can i assign make inserters only become on when items are less then 4 or a number i have decided on, 32 being the max number of items on the loop so i can have 8 different items . btw limiting inserters to 1 item to avoid overshooting.
i know there will be a better way but i came up with this myself by just hearing about some sushi talk and nothing some bit of how to use circuits
@glass narwhal what you describe is almost exactly what’s happening here
I’m measuring the contents of the sushi belt with hold and telling inserters to enable when contents < X
I’m also connecting some of the chests for end products, like cliff explosives, splitters, undergrounds - those don’t need to constantly be on the belt, so the inventory of the chest for those and the belt is combined
oh so i guess sushi isnt as complicated as i thought it is
Well, some methods are more complicated than others.
But this one is a great intro.
Less complex than others I’d say
i wouldn't recommend using memory cell sushi.
It's complicated to setup and manage, and there's a lot that can break memory cells
mostly i'd recommend for either active measurement (you measure the content of your belt, and just add stuff if the amount of the belt is too low), or go for flow-limiting sushi (you limit how much enters the belt)
one easy way to do flow limiting sushi is to have two yellow belts go into a splitter onto a red/blue belt
(and then have that loop back into the input)
For dedicated inputs you can just read the belt by the first inserter to reduce items backing up. Active measurement/belt capacity is also directly proportional to flow rate. For example, 10 items in 10 segments at the start (10/80 belt capacity) works out to about 1/8 belt per minute. It's clumpy/spiky but that's ok for things like ammo or coal. You can even input prioritize by disabling the machine outbound belt/inserters as a secondary condition when items are read on the return belt.
I use active measurement for the one sushi belt I have, you just have to take care that it never fills up or jams in any way
an active system should never jam. usually it's memory cell designs that get all screwed up
It is possible to get an input sushi situation where the loop isn't 100% saturated, but the inserters or input belts wait too long for space to put stuff. That can result in unusually concentrated clumps that take too long to circulate to the right machines at the right time. I've avoided it by putting things in specific lanes with enough free space in the outserter lane and probably at least 1/3 space unused overall. Output sushi with only final products is usually a lot less crowded in my experience
Also too many undergrounds and splitters can hide items from the circuit network long enough to overproduce a lot. In one place where I had a red underground I ended up deliberately underordering
Angel’s probabilisticness throws a wrench in that sometimes
I could see that if that's what you're using the sushi for
It’s the nuclear thing yeah
I can think of a few ways to safeguard it
Using below a certain % of the belt should keep that from jamming
So I’ve been running this design near capacity
Notice the inserter assembler, it’s inserters, it was dropping off farther back on the belt than it was grabbing
Normally you don’t think about that stuff cause you have separate belts
But by switching it I resolved the localized flow issues I was having around that assembler.
Lesson: when using sushi, input on the assembler then output (along belt flow direction) the input inserter will leave space for the output
Went from high uptime on green science assemblers to near full uptime
The belt was barely maintaining 10/50 requested inserters and changing the limit fixed it.
You’d think that, yes
When an item backs up onto the main belt that goes haywire though
You mean the output?
lol arent they already compact enough :P
No
I saved 1 tile over the non sushi design I would have gone with lol
Bit of an older image but you can see the space constraint im working with
theres also the fact of being easy to build
I think these sushi designs will be pretty easy to build
For one thing it’s literally less to place
just dont make it like the one we did in MP
Yeah no that was kinda butt
that was a lot of underground spaghetti
I’ve been cutting down on that a lot

I think this base is ultimately gonna be my bot rush base
It just seems right
I think I’ll extend the wall in the direction of the smelting lines to encompass the ore mines in a real world
Then rush flamer and get second ore patches
Oh and when I rebuilt the refinery I ensured the flamer fuel has to be heavy oil so enjoy that

But in the process of doing so each flamer during the switch from full crude pipe to low buffer heavy oil pipe will save me about 500 petro gas per flamer
I guess if it saves resources
but its not easy for first getting oil to use crude as defense
I guess just run a heavy oil pipe back
I think you just run the crude pipe back and get 75 blue science then heavy comes out and you use that
Could shoot some crude out of flamers at the oil patch briefly if you had to also
is it pollution efficient to use heavy?
I think so yeah since you’ll need petro gas to be pollution efficient
Refinery makes 660 gas / minute and 540 light oil / minute and 300 heavy oil / minute for 6 pollution / minute. And the Chem plant cracks 900 light oil / minute or 1200 heavy / minute. for 4 pollution/ minute. So combined crude -> gas (no heavy oil) is 1,020 gas / minute for 8.4 pollution / minute. Or 121.4 gas / pollution. When you add in the heavy cracking, it’s an additional 150 gas / minute and an additional 2 pollution / minute. Or 75 gas / pollution. Meaning the most pollution efficient route to petro gas is by not cracking heavy
Yep so every time you shoot heavy oil out of a flamer you’re ensuring more petroleum gas, and more pollution efficient petroleum gas
I did the math finally 😛
Another way to write that is if you do the whole chain of oil -> petro it’s 112.5 gas per pollution but if you skip heavy cracking it becomes 121.4 gas / pollution
Which is about 8% more gas per pollution
Wow I think I just officially turned into a heavy oil Stan for flamers
Final plus for heavy oil: it’s great once you get coal liq
what if heavy oil -> light oil -> solid fuel?
Well, first of all, I don’t think solid fuel is all that valuable, but second I think heavy oil -> light oil is still a reduction in fluid so you’ll see the same kind of Math if you run the numbers
Just a little less pronounced
Lol well congrats lets do it next game
I’ll still always use light for the 10%
I think light makes a lot of sense once you’re heavy cracking with more prod bonus
Cause then 100 heavy becomes 97.5 light with prod 3
I am surprised the pipes are clearing?
Yes, though when i make it twice as long for example ill have to put extra pumps to prevent the last refinery to get clogged
Lemme see if i can find the reddit post to the original one where everything is explained
Wouldnt recommend using it with beacons like this guy does tho, if you watch you can see that refineries are inactive like 1/4th to 1/3rd of the time
Since its simply too fast for the fluids to empty
Works fine for early game refining though with low enough production rates
Very interesting stuff. Fluid sushi 😛
Yes… though adding the cracking could be interesting
Eh, you filter the stuff into heavy, light and petgas and then do the same input like oil/water
I just wonder if the space impact of that would make this take more space than the crackfinery
Especially with the slight downtime on refineries
The refinery stack gets compacted by 5 tiles with this approach but due to the pump / tank shenanigans you may lose out on space yet, you should see about making a perfect ratio model of this 20 refineries and see how the size comparison is
Though maybe it could be used just for an earlier game smaller ratio plant. Dunno.
there's none in the unbeaconed one
just got home from university, so rn i'm working on a full setup
seems like it'd be most efficienct with sushi input but kind of regular output
scaling it up creates some problems
or maybe
i'm not using loops correctly here
we need 1x1 pumps

those 0.0 fluid floats
are ruining everything
Ask a modded to either implement 1*1 pumps or fix that 0.0 Problem
People always complain about the floats but I have never ran into it being an issue 🤔
It just baffles me
Advanced Fluid Handling has 1x1 pumps but they require undergrounds on both ends
well, it does in fluid sushi haha
0.0 fluid in the pipe but it isn't empty
so other fluids can't pass through
Ah fair
you can get rid of 0.0 fluids in vanilla factorio tho
just don't put too many pipes between pumps and don't put pipes between tanks and pumps
like so:
well, to be clear the shape of the piping is more important than its length
like stubs are fine
but loops have a tendency to mess the emptying
so uh... I managed to fetch all fluids from a merge of all of a refinery outputs but I somehow broke the game 🤔
the tanks are not full, and the pumps that are not wired are not empty either
like what
ah shit it just jammed
wtf is happening
- do the pumps have the correct fluid in them and 2) are the tanks they input from the main tank have at least 15k content at all times?
and is there any fluid in a pipe with "0.0" content that blocks the rest of the fluids maybe?
it's always those guys that break it for me
or these ones
you can literally see it in the picture 😄
the pump above is not running
although it contains the same fluid as the tank below
the theory was to fill the tanks to 25k and fill its upstream pump, then the downstream pump would be active only if there would be stuff in the common tank, so that the pump would never empty, thus would never pick another fluid
now in practice not only there is this weird behavior, but if there is between 0 and 1 fluid unit in a tank, the circuit network returns 0, which breaks everything (tho again in theory, the pump would be emptied enough to suck any remaining decimal)
I have no idea what kind of black magic is at work here
thinking at it again it gave me a hint, I managed to make it work :D
it's finally flawless
the issue was that the downstream port was waaay too overpowered, I limited it to like 200 fluid per second
broke again, whyyyyyyyy
it was running fine
ffs
Da fuck is sushi thread
a place where you make sushi :D
#930147588160782436 message
found a fix (the testing is in progress)
I just block the downstream pump if the dedicated fluid tank is not full
huh
in case you don't know what sushi is;
belts with more than 2 different items on them
it's still in a weird quantum state but it hasn't broke yet, looks promising
and that doesnt jam
ok the refinery is running entirely out of two pipes
next challenge: run a refinery with only one pipe
but that's gonna be for tomorrow
Any luck on that so far?
it did not work as I expected
stuff remained in the pipe
I don't think it's due to the pipes being too long because I've already worked with longer ones
it might be due to different things but it's a bit hard to pin point, I might try to mod the refinery to run much slower in order to properly investigate that issue
but since it doesn't really have a purpose, I'm fine with the fluid sorter already
Yeah, those annoying 0.0 floats
yup
That's very broken
ikr 😆
so from what I can see here, pumping oil and water in/out is working flawlessly
but when the refinery output stuff then there's bits of junk remaining in the pipe system
wtf
yeah, same issue i had as well
at least I have improved my fluid filter
condition on the pumps is just anything=25k
I managed to get any arbitrary amount of different fluids out of a pipe, but I still don't understand what gives the output priority of a tank
hence why some of them are unloaded from below, and some others from above
I made it smaller but I still don't really understand the priorities 
oh
it's defined by the build order
if I remove all vertical pumps then rebuild them it makes that layout work

I use the condition fluid >15k, that still leaves fluid in the pumps and allows them to empty out the sushi pipe/tank faster
note that this is entirely a bug tho :D
Is it?
well, it's convenient for our purpose that's for sure
Doesnt hurt in single fluid systems and allows for filters in sushi
as long as the buffer is not empty, everything is alright
Condensed my sushi request circuit from +2 deciders for the reroute splitter and each added inserter to +1. It used to output 1 from unsatisfied requests and again from each inserter/belt segment pair, then set filter for each = 2. But just each > 1 implied a matching item on the belt so I use that now. Same for rerouting; output 1 from before the splitter to the exit segment, share the unsatisfied requests output 1, enable exit if everything = 1.
I remember trying this before and it failed because I read "hold" near the inserters and they just picked up arbitrary items. Pulse doesn't let them react fast enough to do that but somehow works when compared to satisfaction
Could probably make a more efficient design in term of combinators required if you want same output for all inputs
Wait, why am i rwqding messages that far back in the chat
Just realized
Wtf
You can use 1 circuit (like the moving average one with 4 arithmetics) to track and flow limit many different items. Just need a secondary loopback with a chest buffer that disables the merged output until the circuit finishes taking its first average (1 decider everything < small number). And it can still be somewhat clumpy, that's why I ended up reading belt segments instead of using 1 decider for requests
I added a smaller belt loop to the main belt to function as a mixer to fix the clumpiness problem
I don't see any wagon imbalance potential with my design am i missing something?
The imbalance I pictured was the first wagon picking up items along a belt first until full, then the second, etc. Also any kind of uneven unloading could leave some wagons constantly near full, and their inserters inactive
@clear latch
oh
oh i see. they aren't picking up til full, just until a specified amount. what i'm having is uneven unloading * from the mall *
because the constant signals don't cycle until a wagon is satisfied
it's not uneven in any way, just slow
Ahh so you're keeping track of individual wagons?
yeah
Kanos doesn't do that it just goes brrt everywhere
All inserters set filter at the same time
i like to use a constant combinator to specify what goes in each wagon.
here's a fleet on logibot fed construction trains
my design allows for me to change the cargo contents easily, if i don't like how i set it up, and stuff will be removed automatically into a 
That looks a lot more robust than the 1 CC I like to use (for the whole train)
1 CC per wagon
it also reads to make sure there is actually a train at the station before signals get passed around
so items aren't left in inserter arms
I ended up using a rail signal and 34 tick timer for that, for some reason train ID read the ID before the train was truly stopped. I know it's crude, there was a better way with a memory cell
Oh my
it's even hooked up for 2 trains lol (bottom combinators)
the top row reads the belt and pulls accordingly, the middle reads the chest to pull from the train, and the bottom activates the station when the chest gets low
I love the use of 4 yellow belts
That’s like the an artery tier bloodbus
the entire base is running off of sections of 4 yellow belts
i always build for 4 belts of throughput, because why not.
last night I figured out that using sushi belts for input items to make engines, eletric motors and robot frames is quite efficient
and the electric motor doesn't even require recycling
(I'm still trying to figure out if I can get rid of the recycling on the other ones using weird trickery)
With recycling you mean looping?
yeah, fetching what remains in the belt and reusing it (with priority over new stuff)
Have you tried clocking the output perfectly? So everything will get picked up? (That sounds horribly combinator intensive, as everything might need its own clock lol)
yeah I'm using perfect ratios
the issue is that the picking from inserters is pseudo random
thus after running for some time the last assembler will eventually get a long succession of an item while starving on the other
it doesn't happen with electric motors because there are only two items
so what I do is that I put circuit on the furthest lane, and a mix of engines and circuits on the other lane, and what happens is that inserters first pick all the circuit from the closest lane, and thus the last assembler gets one lane of circuit and one lane of engines, so it can't clog
what I am wondering and is that maybe changing the position of the items on the belt (i mean which item is mixed with which item on which lane) might introduce enough entropy to prevend the formation of a clog, I don't trust it too much but it's worth trying out
Make sure you try out for long enough with all edge cases… I once had a design which seemed to work, but finally failed
yeah for sure
I hop into the editor and crank the timescale to x64
I'm usually at 3800ups or so
for very short runs of assemblers (1 or 2) it works all the time for sure
oh hey ive experimented w/ that. sushi w/o looping/recying. and from my experience assemblers starving each other does happen even w/ 2 items (including electric motors) if you run the for enough time. so each assembler set needs to have a memory cell to track how much they take so they dont starve each other. w/ the last assembler being biased to pick up less so that its more lenient in picking up any leftovers
item positioning in my experience does not work and breaks at a large time scale. but honestly outside of sandbox situations where you run x64 times its usable w/o issues
here's my single belt no loop sushi setup that i didn't get around finishing for 3 items. goal was single belt. so w/ only 3 inserters available to handle 4 inputs/outputs, handling cycling of items was more complicated
stack filter inseters are only capable of only one filtered item while non stack filter inserters are capable of filtering multiple item... which somebody on reddit made me aware of when i posted my older build..... which was extremely helpful but i donto think i was capable of actually utilizing it effectively and resorted back to stack filter inserter
idk if anybody wants to expirement but i was at a point where i didnt know if i should proceed w/ cycling singular inputs through a stack inserter (which can only handle one input) through circuits or pushing multiple inputs to a filter inserter for them to figure out themselves and handling inbalances through circuits
That does seem like an awful lot of combinators for the production line
yea definitely
it gets signficantly more complicated when you only have 3 inserters w/ 1 reserved for outputs and 2 inserters for 3 inputs.
w/ only 2 inputs, inserters are fine to pick up extra cuz they just have to wait. but w/ 3 inputs and only 2 inserters. if they pick up extra, they clog up being able to produce a single product
Would you say there is a significant advantage to building sushi belts in this style? Especially compared to other approaches ?
no lol. honestly looped sushi is the simplest and often times the most effective.
i experimented w/ non-looped sushi in hopes of being more compact because i like compact builds
My plan if I want to not loop the sushi belt directly would be to throw a train station on the other side and loop it with the train network.
Also, I see what you’re going for with the compactness but doesn’t the combinator count kind of ruin any ability for this to be compact ?
yea that's definitely a big consideration
i think 2/ inputs you can try to compete as shown in my first vid
but w/ 3 inputs definitlely can not compete at all w/o compactness which is why i gave up
Each of those has a combinator hanging off the side though in the first one?
but it might be because my approach is wrong.
There’s a ton of ways to make sushi belts so I wouldn’t say there is a correct approach :D.
yes but you can tuck them in. i placed it outwards for visibility... i didn't calculate production/area but i woulnd't be suprised if it performed worse
Okay, makes sense. Yeah I was able to tuck 1 combinator per machine for my sushi smelter I made
for the record, the most serious i was was for compact oil where i calculated production/area
but it ended up not being compact so its more for enjoyment at this point
I have been making some new oil prints myself, not for that purpose exactly, but the goals align somewhat.
I found some very compact stuff
I found you can contain refinery pipes inside ‘low space usage’ lines - electric furnaces good for this
I’ll be taking these layouts and ideas into
at some point.
oh i meant for sushi oil lol
Ah lol yeah I haven’t messed with that yet
Suppose it could do better in width, though the reduced length might hurt I dunno.
i like the pic. wat stood out for me was handling of refinering to chem plant piping
but idk if its becuz of energy modules where the layout is feasible w/o throughput issues. but i think its a good reference
Yeah the energy modules mean it’s really not going very fast which allows the size
Though the layout itself can be adapted, perhaps might be shorter and / or require 2 sided input though
And they’re pollution modules *** feelsbad. Xd
Rn that’s at like 900 heavy oil per second so it’s nearing pipe capacity for that
And I think it’s near water capacity also.
I’d be curious to see your compact sushi oil setups
oh uve posted it already lol
ah, you're talking about short item starving, yeah it may happen
I've managed to make that stuff work by belt weaving the input into itself, up to the midway point
so basically what I'm doing is that after half the assemblers, I put everything on a single lane and put the feedback on the now empty other lane
works for the engines at least
my internet or the setup? I was sending text from work but my game and the screenshots are at home
optical fibers are weak af they broke for no apparent reason
but 900mbps sure is sweet
I see, if by flow limiting you mean using splitters to mix the belts into one, yes I do
I don't use any combinator here
more specifically, using spliiters to limit the maximum imput of each material, to ensure that e.g. if you have no circuits but you're feeding the system gears or engines or whatever that it doesn't fill up, leaving no room for circuits
memory cell sushi is always a pain
I guess I'm using neither then 
won't that one get clogged with one material if an input isn't saturated?
e.g. if you're running out of steel
absolutely

unless I add a wire to stop the output in case that happens
you can do the entire thing without circuits
with flow limiting only
as in, controlling the input rates
which is what I do in freeplay
i can send some example one second
yeah I know how to do that with 1:3 ratios
yes I guess so
ok now
the real question is
apparently this one does 1/3rd
now how does it work 
was just messing around

belt maths make my head hurt
it's 1/4 not 1/3
it's actually a perfect 1/3rd
you can let it run at any gamespeed and it'll perfectly saturate the yellow belt
Splitter Flow limits are fun https://cdn.discordapp.com/attachments/753031298368536577/895935037835456512/unknown.png
I think I got it
if I'm right this is 1/5
👌
Flow limited sushi is the best for its breaking resistant properties
now this seems like some really wonky ratio
actually nevermind now it stabilised at a full half belt
now the real question is, can you get an irrational ratio?
I think you can get basically any ratio you want with circuits
without circuits obviously
opinion on my beautiful 1:1 balancer?
i'll probably go use this just to trigger fireball
trigger? thats art
what
haha


