One thing: perhaps, it will be better if science pack comes to one line of belt, or perhaps not.
Re: Sushi laboratories without combinators, splitters and inserters
Posted: Wed Jun 19, 2024 3:11 am
by Nova
Your image doesn't load for everyone else because it's linked as localhost, not on a public server. You can upload pictures on the forum by just dragging them into the input field.
Re: Sushi laboratories without combinators, splitters and inserters
Your image doesn't load for everyone else because it's linked as localhost, not on a public server. You can upload pictures on the forum by just dragging them into the input field.
Yup, this. ^^
You can then also place that image inline in your post (vs an attachment) if you want by using the Attachments tab just under the post editor.
Re: Sushi laboratories without combinators, splitters and inserters
Your image doesn't load for everyone else because it's linked as localhost, not on a public server. You can upload pictures on the forum by just dragging them into the input field.
Thank you for correcting the wrong link, fixed the image.
Re: Sushi laboratories without combinators, splitters and inserters
Posted: Wed Jun 19, 2024 8:18 pm
by mmmPI
Pretty cool stuff ^^
But you need to be careful when settings the numbers or adding labs, because the way science is inserted doesn't guarantee open room for science pack all the time, sometimes "green" and "blue" science may block "red" science.
A bloodbus (named after the Blood Belt mod) is a method for doing sushi-belts by wiring the entire belt on "read contents" and then controlling how many of each item is allowed on the belt as though it were a big chest.
As opposed to the other sushi-belt tracking method of having a memory cell and counting items on and off, it's simpler in concept and more robust, but much uglier until we get 2.0's "whole belt" mode.
Re: Sushi laboratories without combinators, splitters and inserters
method for doing sushi-belts by wiring the entire belt on "read contents" and then controlling how many of each item is allowed on the belt as though it were a big chest.
I didn't know the mod and can't speak for OP, i have used such things ( and several others ^^) , attempted to reduce the number of belt being wired to have better perfomance regarding update time spent on circuit vs update time spent on entity that produce things.
Wiring just the previous belt, as in the example, is the minimalist version, i like it. It has some tiny drawbacks that force you to think a bit of the different configuration of item on belts and lab consumption to estimate max throughput or average operation, which i think is very illustrating of the little intricacies of factorio.
I agree that 2.0's announced feature to "wire whole belt" will boost/replace those kind of builds.