Let's see your clever builds

Post pictures and videos of your factories.
If possible, please post also the blueprints/maps of your creations!
For art/design etc. you can go to Fan Art.

Neotix
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Re: Let's see your clever builds

Post by Neotix »

Alekthefirst wrote:
Neotix wrote: It have also simple overflow protection.
https://embed.gyazo.com/475b0184c5b79c5 ... 081127.gif
So this works with lines backed up?
That overflow protection works like that:
When output is overflowed, excess items are moved into back loop. Back loop have higher priority than input.
In that way, items in sorter will never cause deadlock. It is required because overflowed sorter will lose setup and stop sorting properly.

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Re: Let's see your clever builds

Post by reofarp »

I tried to optimize the sorter design for one belt of full density and with proper output side-balancing.
The first version without backlog protection has full throughput and is probably about as compact as it gets (fits within 9x4).
The second version with backlog protection is quite a bit larger (16x6) handles the full belt but only allows for about 75% throughput in the long term, there is probably room for improvement here.
I'm interested to see, if there is a way to do backlog protection without sacrificing half of the output.

PS:
Don't forget to set the signal for both sorting units correctly, otherwise these designs just work as huge splitters/balancers.
By setting the signal, you can chose the output side for every item type. This allows for sorting and rebalancing of more than just two types.
By default the signal is set so that every item type gets split equally.
Attachments
passive splitter, without backlog protection
passive splitter, without backlog protection
tmp1.png (662.79 KiB) Viewed 18136 times
passive splitter, with backlog protection
passive splitter, with backlog protection
tmp2.png (585.96 KiB) Viewed 18136 times

Keplergamer
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Re: Let's see your clever builds

Post by Keplergamer »

One day I'll get how this really works. Crazy

Neotix
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Re: Let's see your clever builds

Post by Neotix »

It's quite easy to understand but if not, then I provide explanation.

First splitter behavior is splitting :D
Image
Items move on left and right side equally.

Second behavior is working per item type.
This mean that first type move on the left output, second type move also on the left output, second item of the first tyle move on the right side etc.
Image

So the purpose of the first splitter is to split items equally on the left and right side of the belt.
Image

Next behavior is that items shift output belt but only for its type.
This is tricky part because many people can have hard time to understand it only by observation.
Each time, when item move through splitter, it shift belt output for that specific item type but it not shift belt side.
Example:
A1 from Left Side move to Left Belt - Left Side.
It shift output for item type A to Right Belt.
A2 from Right Side move to Right Belt - Right Side
It shift output for item type A to Left Belt.
A3 from Left Side move to Left Belt - Left Side.
It shift output for item type A to Right Belt.
B1 from Right Side move to Left Belt - Right Side (it's not affected by item A output shift)
It shift output for item type B to Right Belt.
etc.
Image

So when we move through second splitter one item, it will shift output belt for its item type.
Now it should be easy to understand why we need first splitter :D
Image

And entire proces.
Image

Belt in the middle can't stack or it will reset output shift and cause a mess.
Left side of that belt is slightly shorter and items reach second splitter before items on right side. It's very important because when two items of the same type will reach second splitter in the same moment, it will reset output shift.

Next is belt management. You have to split belt sides and connect sorted items in one output, and unsorted in another output.

I hope, that will help everyone to understand entire trick with belt sorter.

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Re: Let's see your clever builds

Post by Keplergamer »

Yeah, not for me right now. But I'll get to it one day. I love to make a belt only factory, so this is a must.

Ratzap
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Re: Let's see your clever builds

Post by Ratzap »

Not so much clever but I find it lovely: Main unloading station from an RSO game

Image

This is the second version. From the top: copper, iron, coal, concrete (3 wagons stone, 1 wagon iron). All cars empty at the same time and each side of the train comes off as one lane. The top 3 stops have parking lanes for 2 more waiting trains. Fuel cubes are fed in via logistics.

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Re: Let's see your clever builds

Post by Rockstar04 »

Ratzap wrote:Not so much clever but I find it lovely: Main unloading station from an RSO game

This is the second version. From the top: copper, iron, coal, concrete (3 wagons stone, 1 wagon iron). All cars empty at the same time and each side of the train comes off as one lane. The top 3 stops have parking lanes for 2 more waiting trains. Fuel cubes are fed in via logistics.
I don't see any signals on the exits of your waiting areas, they may not work as you are expecting.

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Re: Let's see your clever builds

Post by Ratzap »

Rockstar04 wrote:
Ratzap wrote:Not so much clever but I find it lovely: Main unloading station from an RSO game

This is the second version. From the top: copper, iron, coal, concrete (3 wagons stone, 1 wagon iron). All cars empty at the same time and each side of the train comes off as one lane. The top 3 stops have parking lanes for 2 more waiting trains. Fuel cubes are fed in via logistics.
I don't see any signals on the exits of your waiting areas, they may not work as you are expecting.
Correct, I took the screenshot when I finished laying it out then went back for more signals. Then watched the trains run a few cycles to make sure it all worked before taking the blueprint.

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Re: Let's see your clever builds

Post by Eulogi »

Tired of making snaking belts everywhere to craft the random stuff you need like poles, lamps, etc? I present to you the 8 material factory..

Image

That's all well and good some might say but it's not quite enough. I require more materials. No problem. Here is the 14 material factory.

Image

Does your oil area look like a pipe apocalypse? Try this stylish option that also makes sure you don't think your pipes are plugged in for hours only to find some random missing pipe when investigating your battery shortage.

Image

And a few more..

Image

Image

Image

Image

Neotix
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Re: Let's see your clever builds

Post by Neotix »

While ago in topic about Outpost status display (viewtopic.php?f=8&t=19451#p124019) XKnight posted:
XKnight wrote: Mixing signals from different outposts is very painful and has many disadvantages...
Another approach is to use regular number to represent outpost's ID and a little bit complicated protocol:
1) base send 38 Blue
2) outpost compare Blue signal with its ID
3) outpost send its storage
4) base receive information about storage and do whatever you want
5) base send 39 Blue
As a result you will spend 1 tick per outpost.
and I started thinking :D
It took some time and it was painful for my brain, but in the end I did it.

Diagram to see all connections and calculations
THERE IS BUG IN THE DIAGRAM.
In memory cells in first row are combinators with arithmetic "Blue * Yellow -> Blue" and that's correct. Next rows have to be the same.
Image

Test setup to check if theory works :D
Image

Almost forgot about blueprint for test setup

Code: Select all

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EDIT:
Some optimization :D
On screen you can see connections between sections (blueprint below)
Image

Code: Select all

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Last edited by Neotix on Thu Apr 07, 2016 10:31 am, edited 2 times in total.

DaftFunk
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Re: Let's see your clever builds

Post by DaftFunk »

Eulogi wrote:
Image
This is a particularly clever build... would you happen to have a blueprint string for it? :D

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Re: Let's see your clever builds

Post by Eulogi »

DaftFunk wrote:
Eulogi wrote:
Image
This is a particularly clever build... would you happen to have a blueprint string for it? :D
Sure thing buddy.
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DaftFunk
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Re: Let's see your clever builds

Post by DaftFunk »

Eulogi wrote: Sure thing buddy.
Thank you :D

vanatteveldt
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Re: Let's see your clever builds

Post by vanatteveldt »

@Eulogi, why use belts between the engine -> electric -> frame? they all cost 20sec, so you might as well direct insert, no? I guess you save 1 space in between, but it makes the build wider (and more complicated) because of the extra belts?

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Re: Let's see your clever builds

Post by Eulogi »

vanatteveldt wrote:@Eulogi, why use belts between the engine -> electric -> frame? they all cost 20sec, so you might as well direct insert, no? I guess you save 1 space in between, but it makes the build wider (and more complicated) because of the extra belts?
Call it a style choice I guess. I run my bus to the west with all my builds south of the bus. I like smooth lines that are uniform. I don't mind a build being as wide as it needs to be if it keeps it from being longer than my other modules. As you may see in my other pics the builds are all roughly the same length. It makes, to me, an orderly factory that isn't as meandering and big as my earlier ones. Also I just like the challenge of using belts in builds. I could just use logistic bots everywhere but what is the fun in that. Anyway, I hope you like it.

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Re: Let's see your clever builds

Post by Sicnarf »

Was trying to find a way to get all the stuff off my trains and onto transport belts as quickly as possible without the use of Drones, this is what I'v come up with.
Will put everything onto belts as quick as the 12 longhanders can pull it off each carriage. Thats about 60 iron/copper a second I think(Stack bonus is maxed). Now I have to figure out how many mines I need to support that, how many furnaces it will take to process and then I have to create some sort of queue systems for the trains as I'll need them waiting to slot in the moment the train in front of them is unloaded. All this building is just creating more work and calculator time, but I still keep coming back to play. Love this game.
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CreeperDaReeper
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Re: Let's see your clever builds

Post by CreeperDaReeper »

Quick question; why aren't the inserters going from the center wagons to the side wagons fast inserters instead of long inserters?

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Re: Let's see your clever builds

Post by The Phoenixian »

CreeperDaReeper wrote:Quick question; why aren't the inserters going from the center wagons to the side wagons fast inserters instead of long inserters?
Looks like throughput issues: Fast inserters may or may not fit there, but the cars are only fed by 4 long inserters anyways, so there's no bonus for using faster ones.
The greatest gulf that we must leap is the gulf between each other's assumptions and conceptions. To argue fairly, we must reach consensus on the meanings and values of basic principles. -Thereisnosaurus

Sicnarf
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Re: Let's see your clever builds

Post by Sicnarf »

The Phoenixian wrote:
CreeperDaReeper wrote:Quick question; why aren't the inserters going from the center wagons to the side wagons fast inserters instead of long inserters?
Looks like throughput issues: Fast inserters may or may not fit there, but the cars are only fed by 4 long inserters anyways, so there's no bonus for using faster ones.
Main issue is that rails cannot be placed one tile away from another rail, either the rails touch or you have two tiles between them. So with using wagons to spread out the ore quickly I had to deal with two tile gaps so lots of long inserters required.

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Re: Let's see your clever builds

Post by The Phoenixian »

Sicnarf wrote:
The Phoenixian wrote:
CreeperDaReeper wrote:Quick question; why aren't the inserters going from the center wagons to the side wagons fast inserters instead of long inserters?
Looks like throughput issues: Fast inserters may or may not fit there, but the cars are only fed by 4 long inserters anyways, so there's no bonus for using faster ones.
Main issue is that rails cannot be placed one tile away from another rail, either the rails touch or you have two tiles between them. So with using wagons to spread out the ore quickly I had to deal with two tile gaps so lots of long inserters required.
Gotcha. It seemed obvious enough for the vertical spaces, but I wasn't sure for the horizontal gaps.
The greatest gulf that we must leap is the gulf between each other's assumptions and conceptions. To argue fairly, we must reach consensus on the meanings and values of basic principles. -Thereisnosaurus

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