fractal 2048 belt balancer (and bigger?)
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Circuit-free solutions of basic factory-design to achieve optimal item-throughput
- olafthecat
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Re: fractal 512 belt balancer
So when I originally commented on this post, I was able to look at your amazing creations.
Now however, since I am currently using a lesser one, it basically crashed.
A question, how did you build this?
The lag must have been insane.
Now however, since I am currently using a lesser one, it basically crashed.
A question, how did you build this?
The lag must have been insane.
Gonna start playing again with 0.16 build.
That's all.
That's all.
- impetus maximus
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Re: fractal 512 belt balancer
i tried updating/converting the blueprint string of the 512 with this and it says "413 Request Entity Too Large"
Re: fractal 512 belt balancer
Instant blueprints. Nowdays it's a part of "creative mode" mod. Blueprints place real entities instead of ghosts, no conbots needed. The game still froze for a quite a while when placing the parts for the larger ones so it wasn't really "instant"olafthecat wrote:So when I originally commented on this post, I was able to look at your amazing creations.
Now however, since I am currently using a lesser one, it basically crashed.
A question, how did you build this?
The lag must have been insane.
And there's some plumbing that has to be done to align and resize the middle connector portion and all the extension belts which takes a bit of work.
The lag is even worse when you fill up the belts with items and all of them move at the same time...
But it's possible to build bigger, so one day it might happen?
Ha!impetus maximus wrote:i tried updating/converting the blueprint string of the 512 with this and it says "413 Request Entity Too Large"
Download the save file and remaking the blueprints in game with the 0.15 client.
I suggest you at least use a mod that lets you run faster (creative mode can do this) when selecting the bigger balancers. You don't want to lose minutes of holding down m1 and running around if you accidentally drop m1 or have to leave temporarily.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
- impetus maximus
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Re: fractal 512 belt balancer
thanks Qon
i'm avoiding loading saves until the devs fix blueprints being added to 'My Blueprints" from other players saves.
i'm avoiding loading saves until the devs fix blueprints being added to 'My Blueprints" from other players saves.
- olafthecat
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Re: fractal 512 belt balancer
Aha!
That makes sense.
That makes sense.
Gonna start playing again with 0.16 build.
That's all.
That's all.
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Re: 512 fractal belt balancer
allow me to be the first person to say: thank you for the design, but I need biggerQon wrote:No one says "Thanks, just what I needed". I wonder why that is?
the megabse I'm planning to make would consume 6522.5 belts of iron ore to make 25 belts of each science pack (even space science)
so I would need a 8192 balancer. would also consume 5135 belts of copper...
I think I have a LOT of work to do.
Re: fractal 512 belt balancer
You'll also need a pair of these :
If you want to be able to run the game with sugh a base
If you want to be able to run the game with sugh a base
Koub - Please consider English is not my native language.
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Re: fractal 512 belt balancer
well, who is stopping me?Koub wrote:You'll also need a pair of these :
If you want to be able to run the game with sugh a base
Re: 512 fractal belt balancer
If I made a 8192 balancer blueprint, would you actually use it? Well at least try open the bp in game, probably crashes before it's even made from the bp string...Red_Katana_001 wrote:allow me to be the first person to say: thank you for the design, but I need biggerQon wrote:No one says "Thanks, just what I needed". I wonder why that is?
the megabse I'm planning to make would consume 6522.5 belts of iron ore to make 25 belts of each science pack (even space science)
so I would need a 8192 balancer. would also consume 5135 belts of copper...
I think I have a LOT of work to do.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Re: 512 fractal belt balancer
I think you mean the 512 balancer needs 2.4k (2304 to be exact) or the 256 needs 1024 splitters.Qon wrote:[*] The 256 balancer requires 75k UG belt, 18k express belts and 2.4k express splitters.
2 belt balancer : 1*1 = 1 splitter
4 belt balancer : 2*2 = 4 splitters
8 belt balancer : 3*4 = 12 splitters
16 belt balancer : 4*8 = 32 splitters
32 belt balancer : 5*16 = 80 splitters
2^x belt balancer : x*2^(x-1) splitters
That's a 2^13 balancer, so 13*2^12 = 13*4096 = 53248 splitters needed.Qon wrote:If I made a 8192 balancer blueprint, would you actually use it? Well at least try open the bp in game, probably crashes before it's even made from the bp string...
Re: fractal 512 belt balancer
It could be either way. Large balancers might not be perfectly efficient in terms of splitter usage - when you have something that big, the challenge is to make it work. To make it work with the least possible amount of splitters...
There are 10 types of people: those who get this joke and those who don't.
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Re: 512 fractal belt balancer
well, after investigating your design, I can see the pattern in it so I could just make blueprints of little parts and then use them to make the bigger one so it won't crash the gameQon wrote:If I made a 8192 balancer blueprint, would you actually use it? Well at least try open the bp in game, probably crashes before it's even made from the bp string...Red_Katana_001 wrote:allow me to be the first person to say: thank you for the design, but I need biggerQon wrote:No one says "Thanks, just what I needed". I wonder why that is?
the megabse I'm planning to make would consume 6522.5 belts of iron ore to make 25 belts of each science pack (even space science)
so I would need a 8192 balancer. would also consume 5135 belts of copper...
I think I have a LOT of work to do.
Re: fractal 512 belt balancer
Here is the new Factorio v0.15 blueprints. Sizes 8 to 1024! And it includes node.js code to generate any size if you have enough RAM.impetus maximus wrote:thanks Qon
i'm avoiding loading saves until the devs fix blueprints being added to 'My Blueprints" from other players saves.
http://www43.zippyshare.com/v/0T0vvXeB/file.html
These are also better looking and more fractal all the way down to the 16-balancer which is made from 3 8-balancer. The old ones had some unaligned UG belts and didn't include 3 of the previous generation until size 64 (The smaller ones had 2 from the previous generation and custom made mixing after that). While them being more fractal makes them use slightly more space (32 balancer and up) and a bit more splitters, the new ones have much less entities total becasue of the new UG skip distance for express belts.
My computer can't generate bigger balancers than 1024 with 7GB of RAM available. And I can't really test balancers that are larger than 256 even with instant blueprints. Factorio freezes for a long while whenever the blueprint preview is rendered or the placement preview is shown. And trying to actually place one as a single blueprint requires more RAM than I have available. I could qoncievably generate the larger balancers in parts to be able to place down blueprints that are even larger. But if each part is as big as a 256 balancer then the 1024 balancer would be about 16 parts, which is a quite a lot of work. And thats basically the limit. 2048 would be about 64~ish 256-balancers in size. That could take a couple of hours to place with instant blueprint...
If anyone with a beefier PC wants to help that would be nice. If you have 16 GB RAM and a few minutes you should be able to generate the 2048 balancer. 32 GB ram is probably needed to generate a 4096 balancer. To place these blueprints in game as 1 piece requires probably about 2 or 4 times as much. The generation time is not that bad as long as you don't run out of RAM. Takes 20 seconds to create the 1024 balancer from the 512 balancer on my machine.
Code: Select all
npm i victor nomnom factorio-blueprint prettyjson
node --max_old_space_size=65536 .\balancer.js 2048
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Re: fractal 512 belt balancer
Or you can do it with map mode zoom into one corner start the selection zoom out and zoom into the other corner blueprint selected in seconds (it's how I BP my XL balancers (and even a whole base from MP on more than occasion)Qon wrote:Download the save file and remaking the blueprints in game with the 0.15 client.
I suggest you at least use a mod that lets you run faster (creative mode can do this) when selecting the bigger balancers. You don't want to lose minutes of holding down m1 and running around if you accidentally drop m1 or have to leave temporarily.
Also 24GB on my computer I'll give the bigger balancers a go ^_^
My Mod ideas - https://forums.factorio.com/forum/vie ... 49#p107558
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Re: fractal 512 belt balancer
whenever I try to open the program it says that there is an error on line 7, charachter 7 hope you can fix thisQon wrote:Here is the new Factorio v0.15 blueprints. Sizes 8 to 1024! And it includes node.js code to generate any size if you have enough RAM.impetus maximus wrote:thanks Qon
i'm avoiding loading saves until the devs fix blueprints being added to 'My Blueprints" from other players saves.
http://www43.zippyshare.com/v/0T0vvXeB/file.html
These are also better looking and more fractal all the way down to the 16-balancer which is made from 3 8-balancer. The old ones had some unaligned UG belts and didn't include 3 of the previous generation until size 64 (The smaller ones had 2 from the previous generation and custom made mixing after that). While them being more fractal makes them use slightly more space (32 balancer and up) and a bit more splitters, the new ones have much less entities total becasue of the new UG skip distance for express belts.
My computer can't generate bigger balancers than 1024 with 7GB of RAM available. And I can't really test balancers that are larger than 256 even with instant blueprints. Factorio freezes for a long while whenever the blueprint preview is rendered or the placement preview is shown. And trying to actually place one as a single blueprint requires more RAM than I have available. I could qoncievably generate the larger balancers in parts to be able to place down blueprints that are even larger. But if each part is as big as a 256 balancer then the 1024 balancer would be about 16 parts, which is a quite a lot of work. And thats basically the limit. 2048 would be about 64~ish 256-balancers in size. That could take a couple of hours to place with instant blueprint...
If anyone with a beefier PC wants to help that would be nice. If you have 16 GB RAM and a few minutes you should be able to generate the 2048 balancer. 32 GB ram is probably needed to generate a 4096 balancer. To place these blueprints in game as 1 piece requires probably about 2 or 4 times as much. The generation time is not that bad as long as you don't run out of RAM. Takes 20 seconds to create the 1024 balancer from the 512 balancer on my machine.
I'll update the first post later. Would be nice if I get some submissions of pics and blueprints of larger balancers and can include those at the same time.Code: Select all
npm i victor nomnom factorio-blueprint prettyjson node --max_old_space_size=65536 .\balancer.js 2048
Re: fractal 512 belt balancer
It works on my machine. Maybe you can post the whole error message so I don't have to guess what it saysRed_Katana_001 wrote:whenever I try to open the program it says that there is an error on line 7, charachter 7 hope you can fix this
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
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Re: fractal 512 belt balancer
it says that it expects an Id, row of charachters or a number, at code 800A0404, and scource compilationsmistake microsoft javascriptQon wrote:It works on my machine. Maybe you can post the whole error message so I don't have to guess what it saysRed_Katana_001 wrote:whenever I try to open the program it says that there is an error on line 7, charachter 7 hope you can fix this
Re: fractal 512 belt balancer
When I said post I meant paste, as in copying the exact message and posting it here.Red_Katana_001 wrote:it says that it expects an Id, row of charachters or a number, at code 800A0404, and scource compilationsmistake microsoft javascript
Are you even using node.js? Microsoft has nothing to do with node...
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
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Re: fractal 512 belt balancer
it appearantly uses windows script host, no idea if this is the correct one or how I can change itQon wrote: Are you even using node.js? Microsoft has nothing to do with node...
Re: fractal 512 belt balancer
Well you did quote me giving you the instructions...Red_Katana_001 wrote:it appearantly uses windows script host, no idea if this is the correct one or how I can change itQon wrote: Are you even using node.js? Microsoft has nothing to do with node...
Red_Katana_001 wrote:whenever I try to open the program it says that there is an error on line 7, charachter 7 hope you can fix thisQon wrote:I'll update the first post later. Would be nice if I get some submissions of pics and blueprints of larger balancers and can include those at the same time.Code: Select all
npm i victor nomnom factorio-blueprint prettyjson node --max_old_space_size=65536 .\balancer.js 2048
I didn't know what WSH was before. The balancer.js is a node.js program, not a Microsoft WSH "Active Script". I'm guessing you double clicked the js file and windows tried to execute it with WSH.
I know how to change it. Download node.js from https://nodejs.org. After a full install you are ready to run node and npm. I'm using version 8.6 but version 6.11 LTS will probably also work.
Then <windows key> + R and type in "cmd" (no quotes) and press enter.
type
Code: Select all
cd <balancer folder>
Then type in
Code: Select all
npm i victor nomnom prettyjson
Typing
Code: Select all
node --max_old_space_size=65536 .\balancer.js 2048
--max_old_space_size=65536 gives node the ability to allocate 65536 MB of RAM. Otherwise the default limit is 1.4 GB which is only enough for a 512 balancer.
node .\balancer -h will give you some extra info on commands, if anyone is curious.
The --size or -n option is the same as the undocumented anonymous size option. (node .\balancer --size=512 is the same as node .\balancer 512)
The -c flag will output the blueprint string to the console instead of files, and it will only output the one balancer you requested instead of all sizes up to that one.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser