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Belt Designs for ColonelWill

Posted: Tue Mar 10, 2015 2:40 pm
by MadZuri
Worked on this a bit lat night. I decided to post results. Enjoy: Image

Re: 4-lane lossless corner for ColonelWill

Posted: Tue Mar 10, 2015 3:14 pm
by MadZuri
addendum
and also a closer look. Those fast belts limit edge throughput and forces items into center.

Re: 4-lane lossless corner for ColonelWill

Posted: Tue Mar 10, 2015 4:23 pm
by MadZuri
edit: accidentally deleted this picture...

Re: 4-lane lossless corner for ColonelWill

Posted: Tue Mar 10, 2015 6:39 pm
by Piranha
Your Design with Percentage
My Simplified Design with Percentage
But would this not work also with far less material
Also, I feel like the last one could be improved with underground belts to make it more compact but MS Paint is hard enough already.

And lastly, I would have to guess a design that doesn't have a single percentage over 100 would be the best result because technically anything over 100% is actually just causing a small back log so although you have 100% compression it is a result of backing up the throughput at that specific point to force compression to be full again.. but I guess the corners are losing some compression.. so you do need a bit over 100.. if someone could figure out the exact number you are losing aka the compression percentage after a belt turn then you could tweak the design again to fully optimize the throughput.



If I am missing something here please let me know :)
I do not work on any of this in-game but enjoy reading these discussions on the forums. :D

Re: 4-lane lossless corner for ColonelWill

Posted: Tue Mar 10, 2015 7:50 pm
by MadZuri
Tested your designs:
Your compact design
Your fractions are off on your math. You're putting 2 different numbers for the 2 outputs of some splitters. Just add the 2 inputs and split them evenly. Also, compression loss is ~33% on corners, so anything above ~67% will hang up. The max output/input of any one side of the splitter is 100%, but back-calculating the uneven split is difficult.
Your first design
Your first one worked surprisingly well, only minor delays occasionally. The compression loss on the corners forces the entry splitters to force more out to the wings, decreasing the number of entry splitters required. I over-engineered that, and got the numbers to almost exactly 67% on all 6 lines that turn. I suppose that wasn't necessary, and you used basically the same exit that I did. Good job.

Re: 4-lane lossless corner for ColonelWill

Posted: Tue Mar 10, 2015 8:35 pm
by MadZuri
If you want a relatively cheap and effective corner, this will work:
Really
It relies heavily on that back-pressure mechanic, and works at about 95% throughput.

Re: 4-lane lossless corner for ColonelWill

Posted: Tue Mar 10, 2015 10:56 pm
by Piranha
Interesting results, thanks for testing :)

And your last one is the same as my last one just with the last 2 splitters reversed.. also interesting.. and that 33% is now a number I can think about.. Thanks :)

Re: 4-lane lossless corner for ColonelWill

Posted: Tue Mar 10, 2015 11:10 pm
by ryannayr140
I believe madzuri's design from last night would work best. The left is where the ore will attempt to go and the right is where I believe ore will go with corner bottlenecks in the center.

http://i.imgur.com/9EWQS15.png?1

Re: 4-lane lossless corner for ColonelWill

Posted: Wed Mar 11, 2015 7:38 am
by Xecutor
The best way to handle so much iron is to use boxing mod ;)

Re: 4-lane lossless corner for ColonelWill

Posted: Wed Mar 11, 2015 11:47 am
by ssilk
Definitely. It adds also a new type of game-play, cause you have to handle the empty boxes.

Re: 4-lane lossless corner for ColonelWill

Posted: Sat Mar 21, 2015 9:15 pm
by MadZuri
Some more designs for Will:
so many things
At first I didn't think that the combiner would work if I just literally put the splitter in reverse. After designing an entirely too complicated merger system, I tried it, and it works magnificently. There is a slight change, but I was surprised it worked. And yes, that 4 to 12 splitter system equally divides the stream. Ignore the thing to the right, don't know why I included it in the pic, just messing around with strange lossless belt designs.

Re: Belt Designs for ColonelWill

Posted: Wed Apr 01, 2015 7:30 pm
by MadZuri
16 Lane count-perfect rebalancer freaking finally
ant sized

Re: Belt Designs for ColonelWill

Posted: Thu Apr 02, 2015 6:48 am
by ssilk
That pic is barely readable. Turn on daylight/place lamps, before make screenshoots! :)https://forums.factorio.com/wiki/inde ... and_videos

Re: Belt Designs for ColonelWill

Posted: Fri Apr 03, 2015 1:56 am
by ColonelWill
I can see it perfectly clearly and from that pic recreated it for use in my mega base. cheers Madzuri !

Re: Belt Designs for ColonelWill

Posted: Fri Apr 03, 2015 10:14 pm
by Talguy
LMAO Madzuri, once again you have outdone yourself. I mean, wtf.

Re: Belt Designs for ColonelWill

Posted: Sun Apr 05, 2015 2:55 am
by MadZuri
anything I can do, I can do better....
compact
well lit

Re: Belt Designs for ColonelWill

Posted: Sun Apr 05, 2015 5:34 am
by Koub
MadZuri wrote:anything I can do, I can do better....
well lit
Hahaha love that one :lol:

By the way, you're a true psycopath :mrgreen: Beware : one day, you'll build a balancer so big it won't fit on screen, and you won't be able to screenshot it :p

Re: Belt Designs for ColonelWill

Posted: Sun Apr 05, 2015 5:56 am
by MadZuri
Koub wrote: Hahaha love that one :lol:

By the way, you're a true psycopath :mrgreen: Beware : one day, you'll build a balancer so big it won't fit on screen, and you won't be able to screenshot it :p
Well, nobody has asked for a 100 lane rebalancer, and I doubt anyone has ever had the need for one. I did complete the T junction I said I was going to build. It may look familiar:
2x4to8

Re: Belt Designs for ColonelWill

Posted: Mon Apr 06, 2015 8:49 pm
by quinor
This is mine 16-rebalancer, 24x35 tiles with 4 tiles of horizontal slide. I couldn't keep it such "small" without it :)
16-16 evener

Re: Belt Designs for ColonelWill

Posted: Mon Apr 06, 2015 10:39 pm
by quinor
Also, I just came up with some small (9x13 tiles) 8-rebalancer. Smaller 16-one feels quite hard...
8-8 evener