#Sushi thread

1 messages Ā· Page 10 of 1

hardy fable
#

I just accidentally learned that you can flip a splitter with R

foggy junco
#

u mean rotate?

hardy fable
#

flip, I finally got the right term šŸ˜…

#

oh it's actually a 180° rotation

#

I wonder if we can do a mirror flip then

foggy junco
#

those things still look better than the solar bp i once designed though

#

gotta admit

pulsar lance
#

how would you tell the circuit to get a ratio of pi?
|| Right, as you can't enter all digits you need to first build a machine which calculates pi||
|| Then measure time and throughput and activate the belt for time/throughput<pi||
|| But afterall the correctness of pi you can calculate with is limited by the number of combinators (-memory) you use, which means: You only approximated it shoob ||

plain hare
#

Hehe you could approximate pretty close if you really wanted looks like

#

Shit you could maybe flow limit to an approximation of pi with splitters I think ChibiOhno

foggy junco
#

Guys

#

Dont give me ideas

#

Now i need an infinite sum that converges to some multiple of pi with only even terms

plain hare
#

1 - 1/3 + 1/5 - 1/7 + 1/9 -… = pi / 4

foggy junco
foggy junco
plain hare
#

You could but it would suck

foggy junco
foggy junco
hardy fable
pulsar lance
#

Yeah, but memory limited

hardy fable
#

as everything

distant gorge
#

Circuits, trains, belts, pipes

hardy fable
distant gorge
#

ā€œCities Skylines is Turing completeā€ is pretty vague, which specific thing do you mean?

#

It’s odd to me to call an entire game Turing complete, usually you refer to the specific mechanic that is

hardy fable
#

fine

#

then "cities skyline poop is turing complete"

distant gorge
#

Ah, lol

#

Makes sense

plain hare
#

@hardy fable I was hoping you could help with a sushi pipe thing. I was wanting to unload multiple fluids from the same rail line in a compact space and I think it could be good here. You think that’s possible?

timid cosmos
#

Someone made a functional sushi fluid loader a while back

#

i don't rmemeber who though

timid cosmos
#

The biggest issue is obviously clearing the pipes, I've had the thought that every fluid would need a main storage tank and an overflow handling tank, and I've also thought a global check reading storage tank might be needed?

You have your main tank for each fluid that you dont read and you don't care about, that pumps into each of your respective handling tanks which you do read until <X. When the train comes, I imagine you're using LTN to output the fluid signal you're calling for? That loads the train by pumping the right fluid into the shared loading pipes. You also read if a train is there, when it is gone T=0, another pump turns on to suck everything out of the loading area shared pipes, and stashes it in a single storage tank, whose output signal activates the respective handling tank secondary input pump, I would even add another 4 second timer to it somehow or something, so the pipes are certainly cleared once the tank signal is lost. I'm not ingame so this is all theory crafted but I'm pretty sure it would work

#

You could store the trash fluid storage tank fluid signal in a memory cell which resets when T>0, skip any timer crap

#

The trash storage tank idea could probably be circumvented entirely if you're clever, but my design would have one just to be sure

#

Also I just read you want to unload multiple fluids, not load multiple fluids, so that theory crafting is pretty much useless for you garlicdoggo

#

Unloading seems like it would be a lot easier

#

Since you can just used "Read Stopped Train" signal to turn on the correct pump to suck the right fluid out of the shared unloading pipe, you don't need LTN to output the fluid you need

#

as for making sure the pipe clears, you just use a larger buffer than the amount of fluid you're calling for

#

However I could foresee the memory cell idea being useful here again, to clear any potential fluid after the Stopped Train signal goes away, for certain

hardy fable
#

when you build the filter (the second pic) with bots, remove the top-most vertical pumps and rebuild them, to set the priority
if you build it by hand then just build those last
on the bottom-most pumps the condition is "enabled if anything < 24600", which will make the pumps right above bug (they won't empty their internal storage even if the tank isn't full) but it will work perfectly fine

hardy fable
red tendon
#

I can't reach the first message lol

hardy fable
#

not that having this many pumps is not required

plain hare
#

Any way to auto prime the pumps loading fluid tanks with fluid barrels?

hardy fable
#

a way to what?

#

ah the last tanks

plain hare
#

Ye

hardy fable
#

just send a train with the top fluid first

#

then the second, etc until the bottom one last

#

since it's not filtering out at first it will unload on the first tank it can

plain hare
#

That’s an option for sure but it’s basically manual… would be nice to have this get built by robot somehow

#

Maybe circuiting the pumps leading south to disable until some heavy oil is in

#

Could put 1 barrel assembler on each pipe connection down there… hm

hardy fable
#

I see, I'm gonna have a look rn engithink

hardy fable
plain hare
#

What exactly forces the filtering pumps from the sushi pipe from taking all the fluid instead of letting some go back down?

#

Or does the infinity pipe represent that we should loop the pipe around again?

hardy fable
#

by "go back up" you rather mean "partially continue going down the line"?

plain hare
#

Yeah early for me ChibiYelling meant down

hardy fable
plain hare
#

So like. How come no heavy oil ever ends up in the pipe segment before the petro gas tank? What if the southern pumps took priority over the eastern

hardy fable
plain hare
#

Well it has 2 pumps out - how does it know to go east and not south?

hardy fable
#

the single pump in can't have a higher throughput than one pump out, so the game just give everything to the one that has been built last

#

so you need to make sure of the build order

plain hare
#

Ah so it’s build order priority I was scared of that answer

#

That makes getting bots building this even harder hmm

hardy fable
#

when using bots I just cut and paste the row

plain hare
#

Tru that’s pretty easy at least

#

What if you did loop the pipe like we loop sushi belts?

hardy fable
#

you still need a filter

plain hare
#

Oh I guess none would make it east and it might loop endlessly through the south

hardy fable
#

with sushi belts it's easy since we have filter splitters (btw when they weren't a thing back in the days, I was making my sushi belts using filter inserters šŸ˜… )

plain hare
#

These sushi pipes are kinda cursed being build order dependent lol

#

I’ll have to decide if I want to use it or not

hardy fable
#

september 2017, that's a rare piece of history right there

timid cosmos
plain hare
hardy fable
#

feel free to experiment, I haven't found another way to do it yet but there might be, who knows

#

oh wait

#

@plain hare if your goal is just to have a blueprintable universal fluid wagon unloader, you can use my combinator one

#

this one doesn't require any initial condition

#

or build order

hardy fable
#

the main idea is to route the fluid depending on which one it is
and then once the buffer tanks are empty there's a big circuit that repeat the signal for a bit of a time so all the pipes are empty when the next train comes in

hardy fable
plain hare
hardy fable
#

they don't work the same way

plain hare
#

I thought we only had 1 sushi pipe build posted so far, and it’s build order dependent?

hardy fable
#

well well, depends on your definition really

#

I had this one lying around for some time but it's not really a sushi pipe since you can't have 2 fluids at the same time

timid cosmos
#

Another dude had an interesting design for a sushi loader that looked really nice

hardy fable
#

like it's one fluid, everything gets emptied, then the other fluid is loaded

#

it works for unloading stations but you won't run a refinery using only 2 pipes using that setup XD

hardy fable
timid cosmos
#

I dunno about max fluid throughput, but he was running all fluids in the game through it, it seemed

hardy fable
# plain hare That statement seems at odds with this one

anyway, the combinatorless filters fluids out using pipe priorities (build-order dependent) and pump content
the combinator one just routes the fluids depending on what's inside the storage and runs for long enough so every pipes are empty before the next fluid comes in the system

timid cosmos
#

No, I think this player had a white name, but I don't remember what it was

timid cosmos
#

found it

#

I remember now he used a cargo wagon with a fluid barrel to tell the pumps which fluid to load

#

No clue how it works

hardy fable
#

lmao he's using an entire wagon just to tell which fluid to load XD

#

one thing I'd do is to not fully unload the fluid wagon

timid cosmos
#

I think its a nice solution, I wouldn't know another way to select the right fluid without that, or LTN, or using the Train ID which is no fun

red tendon
#

i want to have stone bricks mixed with the iron ore any help ?

hardy fable
#

just to make sure we are not facing a XY problem, why?

red tendon
hardy fable
#

but stone is not required to make concrete

hardy fable
#

that's iron ore

red tendon
#

wait

hardy fable
#

you just need iron ore + bricks

red tendon
#

ooooooo

hardy fable
#

:D

red tendon
#

ty šŸ™‚

hardy fable
#

np

hardy fable
#

no initial condition, rightmost tank is the input

plain hare
#

That’s what I’m talking about!!! My man! hahayes

hardy fable
#

the downside effect is that you have to use 1 pipe per pump

#

I haven't tested with more but I can see how it might become an issue

plain hare
#

Hell yea you I think you could definitely strap this up to some kinda compact fluid unloading station

hardy fable
#

and it broke in the most unexpected manner XD

#

the led is green

#

yet it doesn't pump lmao

plain hare
#

Now that’s odd

hardy fable
#

oh no

#

it depends on the build order as well 😭

plain hare
#

Maybe you should time the pumps

hardy fable
#

which is obvious now that I think about it, it's like my combinatorless sushi pipe but with tanks intead of pipes engithink

plain hare
#

Clock them like inserters

#

Yeah leave the extraction / filtration pumps always on and then cycle the looping pumps to be sometimes on!

#

That should work I think?

hardy fable
#

hmmmm

#

it just goes blink blonk

#

I don't even think it can ever work because 0.0 (or even 0.2) fluid outputs nothing in the circuit network

#

which is not the case for trains, weirdly enough

plain hare
#

Hmmm I must be misunderstanding something why do we need to measure the fluid tanks for this one?

hardy fable
#

the logic is if [fluid] > 0 then enable pump

plain hare
#

Hmmm damn you fluids

hardy fable
#

I have achieved sushi pipe lmao

desert tide
#

just as long as heavy oil doesn't end up in that last pipe segment

neat idol
# hardy fable it depends on the build order as well 😭

Building anything "clever" with fluids is really pain in the ass thanks to this ":D"

(I even wrote a simple simulator when I was playing around with fluids: https://katiska.dy.fi/n/temp/factorio/code/flow.py https://replit.com/@warbaque/fluid-flow#main.py)

warbaque

A Nix (beta) repl by warbaque

clear latch
#

I made a circuit based throttler for moving average sushi. Moving average >that I used earlier< with no control beyond read belt pulse/disable belt will flood the belt until it finishes averaging out. For slower timescales like 3600 ticks/1 minute that can be a fair amount of items. I used to force a physical loopback with a splitter + disabled output but that required waiting a whole minute for it to "spin up".

This version checks the input belt for an item and then pulses that item's CC quantity to the MA with an edge detector to temporarily fake item satisfaction. In just a few seconds that decays and the real items start coming out. Any change to the input belt or CC is detected as a rising/falling edge and updated in the MA.

halcyon wing
clear latch
#

In my case the single belt would also be the bus šŸ˜„. So requests like 18, 36, 72, items/minute are common to represent whole vanilla belts

halcyon wing
#

Heh, this is for Space Exploration where there's a lot of weird items required.

#

Throughput requirements are relatively low.

timid cosmos
#

In my Sushi Village factory I read about 20 individual belt pieces spread around the whole factory and took their contents over ten seconds and divided by 20 for a factory-wide average and compared that against constant signals

#

but that factory had every single vanilla item necessary for progression on it

#

it was really slow to use sushi for the whole factory, but I learned that the item-over-time sushi is very robust because it repairs itself if players take items off the belt.

halcyon wing
#

Oh no.

#

I'm looking at mods and there's a lot of useful circuit mods.

#

Recipe as combinator. Satistics combinators.

#

I'm trying to figure out how I will set my sushi belt needs.

#

Recipe as combinator would let me use vanilla entities to transmit requests along power poles (easy enough to setup)

#

Satistic combinators could let me add items as they're consumed, which will reliably be guaranteed to be on one bus.

clear latch
#

Tested my new control circuit on a full set of stacked ore (x50) smelters. Each ore has its own flow-limited loop feeding back into the train chest; each output feeds into the main bus loop. Smelter power poles allow reading and disabling belts on opposite sides from one circuit. A few dummy variables separate the same ore with the same train stops used for different purposes (e.g. iron for steel vs for plate)

clear latch
#

A few months back I made a sushi item picker circuit. Each inserter read its own belt and picked faster due to never being stuck on unavailable items. CC output 1 + belt output 1 = 2 = set filter. Read: Pulse and Each = 2 saved an extra decider per inserter:
#930147588160782436 message
But if an item appeared on both belt lanes simultaneously, Read: Pulse = 2 instead of 1. This looked identical to CC output 1 + belt output 1 and eventually jammed chests.

I didn't want to sideload all items or add deciders. So I direct wired inserters to belts (no tick delays) and *-8 to cancel out filters, then tested Hold because the new circuit didn't use belt output anymore. Basically faster and always 6 combinators even with many inserters. It picked anything so I added a dynamic blacklist of items not in the CC. I also added failsafe wiring in case combinators were built after inserters. Missing signals disable input belts and force a splitter loopback upstream. Only my intersections have enough inserters to save combinators but it was fun figuring all this out

TL:DR; same flow rate and CC for all variants below, items left are out of 231 total

normal gulch
#

you beat me to it, i wanted to design smth like that

#

hm, is there recycling? @clear latch

#

I might not be 100% understanding what it is though

brisk carbon
#

Hi I'd like to scale up my science production. However I'm not able to get my second "feeder" to run without deadlocking my belt. As soon as I activate the top belt my belt get's literally flooded within 20 seconds

hardy fable
#

of course, there's no recycling

#

you're just shoving items into the loop it seems

clear latch
brisk carbon
#

what do you mean by "recycling?

hardy fable
#

from experience there is no point in having 2 "feeders" per loop anyway, just make 2 loops

normal gulch
#

a loopback, I misunderstood what its for.. still dont really know is it building a specific thing?

hardy fable
#

thus preventing jamming

clear latch
#

No the loopback and that one wired belt is blueprinted into the circuit because it's always necessary in every implementation of it I use

brisk carbon
#

erm doesn't the inserter count as recycler?

hardy fable
#

the one that goes into the lab? engithink

brisk carbon
#

jup I red wired them all

hardy fable
#

no

#

a recycler eats everything all the time

#

a lab will only consume what it needs depending on the research time per cycle needed and if a research is currently active

brisk carbon
#

just like a green inserter followed by an active provider chest?

clear latch
hardy fable
#

in red you have the recycler, in purple the mixer and in green the prioritizer

#

all sushi belts require those 3 components

clear latch
brisk carbon
#

I see yeah my approach was like get an constant combinator and set it to valu X and the belt will fill it self up until the threshold has been reached.

#

and it did work however since I tried to get another feeder in for more throughput my counter always goes into the negative values which I don't get at all.

plain hare
#

whats the throughput desired for your setup?

#

theres an easy no combinator one thats also cheap on resources for early game

brisk carbon
#

I want roughly 160 items on the belt

#

however my 12 labs are so hungry that my other 12 labs won't get any science at all

normal gulch
#

is it a mod that stacks items?

#

or am I misunderstanding that.. im thinking its 50x items in 1 slot on a belt

clear latch
brisk carbon
#

let me guess I'm kinda stupid I could just "split" the signal from those combinators and be feeding those feeders right?

clear latch
normal gulch
#

ohhh šŸ‘€

brisk carbon
clear latch
#

I imagine part of the problem is measuring item count rather than flowrate. Flowrate can be a fairly large number but belts can't physically hold all that many at once (8 items in straights, 7 in corners iirc) so rule out the obvious possibility that you're requesting too many (because it looks like thousands from that screenshot)

brisk carbon
#

nope I was requesting just 10 items.

#

and I did reset both counters beforehand. And it took roughly 20 seconds to literally shove ~200 items in

clear latch
#

Maybe you have two independent circuit controls and when one side of inserters swings it decrements the other counter even though the items are not from there šŸ¤·ā€ā™‚ļø . I'd try simplifying things with a single counter and wiring everything together as one network. If nothing works you could link a bp string of it for someone to look at

brisk carbon
#

ok this was my other attempt and the results where again devastating

clear latch
brisk carbon
#

thanks I didn't know about that

#

and I just droped 5 red bottles and this is the result

#

I just discovered something. For some unknown reasons my belt readers subtract the counter instead of adding the value

brisk carbon
#

I found a solution

#

I had to wire a second circuit which didn't connect to the inserter

clear latch
#

Yeah the minus was being counted because the two networks were bridged

halcyon wing
#

Is there a way to read the biggest signal on a circuit network?

#

My sushi cleaner isn't picking up something that is way overfilled.

#

I tried being creative and having one machine feed from and output to the same belt.

#

I thought the cleaner would just sweep off any excess but it didn't. 😦

pulsar lance
halcyon wing
#

I stopped outputting to the belt but...

#

There's still a lot of these green cards.

plain hare
#

What control mechanism are you using here?

#

I see many combinators :D.

halcyon wing
#

I use a timer. Each cell remembers 1 minute worth of items, then resets after 5 minutes (with 5 cells)

#

I take requests - seen and insert that onto the belt.

#

If requests - seen < -10, it's sent to the cleaner inserter.

#

I added a second one for requests - seen < -1000

plain hare
#

Definitely a new approach from what I’ve seen.

#

How do you ensure the belt doesn’t overfill? Or does it not really matter somehow?

halcyon wing
#

I haven't figured that out yet.

#

I'm using a mod that creates a constant combinator from a specific crafting machine's recipe (vanilla behavior, just a handy shortcut) and I wire that up to make requests.

#

Since each machine isn't requesting more space than it's footprint on the belt, it's not a problem.

plain hare
#

Could the total sum of machines request more than the belt has capacity for?

#

And also you’re tracking exact counts of items, right? Not their item per second rating on the belt?

halcyon wing
#

Yeah, I'm counting each item as it passes by.

pulsar lance
plain hare
#

Yeah that was my boi Tangled Up in Bluegrass sushi village

#

I helped them a little in the early stages of that planning

#

I think the rate limited belts sort of inspired them to use rates in a different way

#

I think that was a bit different but I’m not 100%

halcyon wing
#

Now I need to figure out how to get the dozens of items to the sushi belt.

plain hare
#

More sushi belts!

halcyon wing
#

I'm using bots right now and that works.

#

Space exploration is just weird because it just requires so much random crap everywhere.

#

Literally the perfect use case for a sushi belt.

plain hare
#

You know I love sushi belts so I hate to ask but

#

Why not just have the bots deliver to the machine if you already have them?

halcyon wing
#

1stly, bots crash in this mod.

#

2ndly, if I can get a working design I can tackle some of the harder mod packs.

#

My last attempt was 100% bots and I just treated the crashed bots as a cost of being in space.

clear latch
#

Definitely did not think this one through...I think I'll actually overhaul the belts so I can keep the central combinators, especially the CCs. It would be free (no insulators just change wire color to duplicate those without redundant requests if the inserters weren't already double wired