Perfect 1:6 splitter

Circuit-free solutions of basic factory-design to achieve optimal item-throughput.
Involving: Belts (balancers, crossings), Inserters, Chests, Furnaces, Assembling Devices ...
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Circuit-free solutions of basic factory-design to achieve optimal item-throughput
User_Name
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Perfect 1:6 splitter

Post by User_Name »

Ladies and gentlemen, I present to you OCD-grade train loading station!
Drop a stack of 90, each box will get exactly 15.

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User_Name
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Re: Perfect 1:6 splitter

Post by User_Name »

End result.
All 12 boxes on both sides of the track have equal amount of copper.

Image

Top/bottom sides will come out of sync eventually when the ore patch start to deplete unevenly. Can be fixed using extra splitter to balance them.
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Saadli
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Re: Perfect 1:6 splitter

Post by Saadli »

In your first picture, the splitter which still still has the one copper left in it - why is it there? You're only using one output so why not just replace it with belts?

LordFedora
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Re: Perfect 1:6 splitter

Post by LordFedora »

Speed mostly, it's faster to have the spliter move something laterally then for the two turns with belts

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Re: Perfect 1:6 splitter

Post by User_Name »

Yep, just a nicer way to shift line 1 tile to the side without affecting the throughput
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DaveMcW
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Re: Perfect 1:6 splitter

Post by DaveMcW »

You can make it more compact. :D
1_6_splitter.jpg
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Re: Perfect 1:6 splitter

Post by User_Name »

DaveMcW wrote:You can make it more compact. :D
Wow! Awesome design, thanks!

btw your inserters might steal things that are not quite intended for them. I ran into this issue in my early prototype, fixed it with additional spacing (perfect place for power pole btw)
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Re: Perfect 1:6 splitter

Post by Layarion »

I just wanted to show a cleaner image of this, because all previous examples were missing lanes.

0eNrVmM1u4yAQx1+l4mxXBoy/1NO+xqqyiE22aDFYQKJGUd692Km2aTYuxj75iDG/4T8zmRnnDHbiwHrNpQXVGfBGSQOq32dg+B9JxfDMnnoGKsAt60AEJO2GlVCN6pTlRwYuEeCyZe+ggpfIe9BY2vyNuTRMW6ZvDqPLawSYtNxydr3CuDjV8tDt3JsVnGJEoFfGHVNysOpQcVmkzyQCJ1BlSfJMnJGWa9ZcX0mHW96xUQibhLHxDZsxETdvzFjPpaEDP0Cls1HEhyIhilGY4iyEjcPY+WwXIJ8Litko7EOVIYqTMMUwCYHDQDic7YTE5wSIZrOgl/X1q9lTY2OrqTS90jbeMeFLeTzBTIOZqZdJllUl9F9wIuBqr9VK1Dv2Ro9c6eFcw3Vz4LZ2e+0/2J5rY2tPoeVayVjpsT4PVd3SocSTYdH1VFM7GAAv4/ankU61rFb7WvXM7Y/G8EPR2bJyuW3ReXD2YG/2FMFM5GWWyyr7poODkmUtZ9uiYXD2QF/2IBTMTLxMvKw7bjs46bKuvW3R5Hv2mF5wO9kXPhWnE1mTrZgAyAQzD7jfV7POvkcke0QuAsjYo7wMYKGfFeNkRdci97n4SDmGAbeFPyvHaEXMs1kfY2vmyvzeAnpkYc2UOc8CWZBr2YTHsxUTSD7BXDMpTTHXTErFwHyNrnWwuvnHIwKCuvPu2S8qqGxY++TAXD4JRdvRoUemzTUQBUzzEuW4zGEOXfX7AEVGqsg=

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Last edited by Layarion on Thu Jul 15, 2021 9:39 am, edited 6 times in total.

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ssilk
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Re: Perfect 1:6 splitter

Post by ssilk »

Is the final 6 belts really needed? Can’t you pick up directly from the splitter?
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Re: Perfect 1:6 splitter

Post by coppercoil »

ssilk wrote:
Wed Aug 18, 2021 6:04 am
Is the final 6 belts really needed? Can’t you pick up directly from the splitter?
Picking up items directly from the splitter looks ugly :). As well as picking up from the underground belt. I never do this, YMMV.

BTW the single belt tile also works as a little buffer which may be needed for some high performance designs.

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disentius
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Re: Perfect 1:6 splitter

Post by disentius »

No. the extra ends even slow down pickup speed.
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pickup from splitters.gif
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Re: Perfect 1:6 splitter

Post by coppercoil »

Yes. Try uncompressed belts with random items distribution.

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Re: Perfect 1:6 splitter

Post by quyxkh »

haha, my usual ishas been the third from the top, no point splitting a belt six ways when you can unload it with four, it had never occurred to me to try unloading direct from the splitters (or perhaps that didn't used to work this well and I just forget having tested it? yeah, that's it)
snap@T5817633=1584x1584+100590.25+100379.5,z2.jpg
snap@T5817633=1584x1584+100590.25+100379.5,z2.jpg (210 KiB) Viewed 10574 times
But Markov chains are fun math, that 1:6 splitter is a thing of beauty on its own.

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disentius
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Re: Perfect 1:6 splitter

Post by disentius »

coppercoil wrote:
Wed Aug 18, 2021 8:55 pm
Yes. Try uncompressed belts with random items distribution.
You mentioned "high performance" I assumed full belts...:D

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Re: Perfect 1:6 splitter

Post by coppercoil »

disentius wrote:
Thu Aug 19, 2021 7:34 am
You mentioned "high performance" I assumed full belts...:D
Do you have any factory feeded by full belt and running at 100% speed?
Every full belt becomes uncompressed very soon while traveling through the factory ;)

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disentius
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Re: Perfect 1:6 splitter

Post by disentius »

Only reason i see for using a 1-6 is train loading... :mrgreen:

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Re: Perfect 1:6 splitter

Post by FuryoftheStars »

ssilk wrote:
Wed Aug 18, 2021 6:04 am
Is the final 6 belts really needed? Can’t you pick up directly from the splitter?
Is it possible for an inserter to grab an item from the input side of a splitter if you don’t have that extra tile of spacing? That’s what this other person was mentioning:
User_Name wrote:
Tue Nov 25, 2014 8:15 pm
btw your inserters might steal things that are not quite intended for them. I ran into this issue in my early prototype, fixed it with additional spacing (perfect place for power pole btw)
Or was that an old bug/issue that’s since been solved?

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disentius
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Re: Perfect 1:6 splitter

Post by disentius »

not happened in my test yet, so i assume its not possible

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Re: Perfect 1:6 splitter

Post by mrvn »

My version of the 1to6 splitter for balancing buffer chests for train loading:
1to6-splitter.png
1to6-splitter.png (590.04 KiB) Viewed 7134 times
As belts get split you need less throughput. No need to have blue splitter/belts all the way.

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Re: Perfect 1:6 splitter

Post by Scarab »

I got interested in creating a 2-6 balancer for myself and actually came across a more compact version of the 1-6 thats upgradeable to 2-6 just by abusing splitter throughput and priority outputs. Though I'm sure this only works at maximum throughput (1-2 Blue Belts input)

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EDIT: These are also only abusing belt throughput.

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