Re: Tips & Tricks
Posted: Sat Oct 11, 2014 7:12 pm
Interesting, though I have to wonder if it's better than simply joining belts, with only one side filled, with a splitter?
Well, I still mean, the right place for this is in the wiki and not forum, but I see also, that this is useful, so I made it sticky.Skellitor301 wrote:That is up to the modspyrolytic_tungsten wrote:Shouldn't this thread be stickied or something?
Thanksssilk wrote:Well, I still mean, the right place for this is in the wiki and not forum, but I see also, that this is useful, so I made it sticky.Skellitor301 wrote:That is up to the modspyrolytic_tungsten wrote:Shouldn't this thread be stickied or something?
No doubt, though I gotta say it would make game play a bit more interesting if you do this instead of just merging. if not for efficiency, then just for a complex appealn9103 wrote:Well, that's *how* it does it, but the inferred end goal was the combination of two items on two belts heading in opposite directions, into one belt that heads perpendicularly to the original two, with a throughput as high as possible.
*shrug* still useful in any case.
https://forums.factorio.com/wiki/inde ... %26_TricksSkellitor301 wrote:if anyone wants to start a wiki version they are more than welcome to
I would just use normal belts honestly, express belts would be difficult. But hey, looks cooln9103 wrote:The "Open Wall Defense" seems like a bigger PitA to get back in through, than it is to just go through a wall or two, (since there's a lot more that you have to take down for re-entry.)
I have 44 assembler 3s making advanced circuits on 1 line. The last time I added assemblers I was having issues with electronic circuits and plastic not getting to the end of the line with the simple merging I had done previously. I suppose if the the belts feeding the merge were perfectly packed on the bottom side (see screenshot) it would have been fine but that isn't practical. Assuming the merged belt moves up, items on the bottom side of the incoming belt will merge onto the belt blocking the items on the top side from getting on. Small gaps on the bottom side of the incoming belt won't be big enough to let items from the top side of the belt to merge on resulting in small gaps on the merged belt. With slower belts you can just have the belt at the merge be 1 speed faster but that isn't an option here. I suppose the other alternatives would have been to route new belts along the outside of the line and use long inserters or set up a whole new line but this seemed to be the best option. The animation I made was of a more idealized setup since the real thing is a bit more messy with unneeded optimizations, odd belt routing, and abandoned belts.Skellitor301 wrote:No doubt, though I gotta say it would make game play a bit more interesting if you do this instead of just merging. if not for efficiency, then just for a complex appealn9103 wrote:Well, that's *how* it does it, but the inferred end goal was the combination of two items on two belts heading in opposite directions, into one belt that heads perpendicularly to the original two, with a throughput as high as possible.
*shrug* still useful in any case.
My current advanced circuits line meets my needs and could probably take a few more assemblers on the end before the belts saturate. The line actually predates getting robots researched. I don't really see a problem with copper wire on a belt for advanced circuits given that each copper wire assembler currently feeds 11 red circuit assemblers. I'm not sure how well that would work if I wasn't using Dytech's very fast inserters. That said wire on a belt is a bad idea for green circuits since it takes 1.5 wire assemblers to feed a green circuit assembler and my green circuit line is packed with productivity modules and speed beacons. If you look in the upper left corner of the screenshot in my previous post you can see some of my green circuit line.n9103 wrote:Personally, I always move to a 2nd belt if I find that I can't get enough through on a fully compacted fast belt.
But since you're not doing direct insertion of copper wires (tsk tsk) I guess that's not an option without rebuilding the whole setup elsewhere.
That's something to consider though, I almost always have logistics going pretty well by the time I'm using so many advanced circuits that a full red won't supply them anymore. Then I'm in the process of a modular logistics setup for the circuits at least, if not plastics as well. Don't suppose that's an option?
That doesn't actually work for my setup even though I have all techs researched. The circuit assemblers are running at +40% or +90% speed with +40% productivity and I did my test with a pair of the +40% speed assemblers. Regular inserters between the wire and circuit assemblers make them pause frequently, fast inserters cause an occasional very brief pause, and very fast inserters cause no pausing at all. I don't currently have any mods installed that add additional assemblers or stack size bonuses. My only dytech mod is dytech inserters.DerivePi wrote: If you need to poke, you could tsk Tungsten for having Superfast inserters directly inserting into the Circuit assemblers since, with a stacking bonus, standard inserters almost keep up (at least until Assembler Level 7s replace the level 3s).
I am go to put it up.ssilk wrote:https://forums.factorio.com/wiki/inde ... %26_TricksSkellitor301 wrote:if anyone wants to start a wiki version they are more than welcome to
I'll answer any questions in the wiki board.
I do not think this is a good tip at all. Signals introduce more blocks and complications. The only time you can place one when you feel like it is on track you know will only have one way traffic, else it will mess up.Skellitor301 wrote: It's a good idea to put rail signals on the parts of a track that you will traffic across often, this will give you a heads up if a train is coming and spare you the annoyance of becoming railkill
I have a request.pyrolytic_tungsten wrote:How to join items onto 2 sides of an express belt faster than a T joining intersection.