Sparse belts
Posted: Sat Feb 08, 2020 2:17 am
There is a simple circuit trick that can be played with belts and that I have found useful for a number of different jobs. I've not noticed it discussed anywhere here (but doubtless will now be pointed to a large number of previous posts). I call it a 'sparse belt'.
It's just a line of several belts hooked up into a circuit network, with all except the first one set to read the belt contents (in hold mode), and the first one enabled if 'Everything' is less than a threshold value. Typically I use 4 belts and a threshold of 2, but there is nothing magical about these numbers:
Its behaviour differs from a plain belt in two ways. Firstly, if the belt is backed up, then instead of there being 4 items per lane per cell sitting on the belt, there are only (say) 2 every 4 cells. For example, here is a sparse belt feeding ammunition to a line of turrets: With a plain belt, there would be 10 cartridges in each turret, plus another 16 sitting on the belt; the sparse belt reduces that to 10+2. Since the ammunition is the great majority of the cost in this case, that reduces the overall cost of the wall by about a factor of 2. (Note that the turret inserters are placed at the end of each section of sparse belt, so that the 2 waiting cartridges are ready to hand.) This was the application that led me to the idea in the first place; I've also used the same approach to supply rocket or nuclear fuel to train stations.
Secondly, if the belt is not backed up, the throughput speed is reduced by the same factor as the backed-up storage. This might not immediately sound useful, but I've recently realised that it can be used to make a supply-controlled sushi belt: Here, the sparse belts are just 2 segments long, with a threshold of 1, so that the maximum possible throughput speed for each flavour is a quarter of the usual yellow belt rate (in practice, it's more like a fifth), and all seven fit comfortably in one lane of a red belt.
It's just a line of several belts hooked up into a circuit network, with all except the first one set to read the belt contents (in hold mode), and the first one enabled if 'Everything' is less than a threshold value. Typically I use 4 belts and a threshold of 2, but there is nothing magical about these numbers:
Its behaviour differs from a plain belt in two ways. Firstly, if the belt is backed up, then instead of there being 4 items per lane per cell sitting on the belt, there are only (say) 2 every 4 cells. For example, here is a sparse belt feeding ammunition to a line of turrets: With a plain belt, there would be 10 cartridges in each turret, plus another 16 sitting on the belt; the sparse belt reduces that to 10+2. Since the ammunition is the great majority of the cost in this case, that reduces the overall cost of the wall by about a factor of 2. (Note that the turret inserters are placed at the end of each section of sparse belt, so that the 2 waiting cartridges are ready to hand.) This was the application that led me to the idea in the first place; I've also used the same approach to supply rocket or nuclear fuel to train stations.
Secondly, if the belt is not backed up, the throughput speed is reduced by the same factor as the backed-up storage. This might not immediately sound useful, but I've recently realised that it can be used to make a supply-controlled sushi belt: Here, the sparse belts are just 2 segments long, with a threshold of 1, so that the maximum possible throughput speed for each flavour is a quarter of the usual yellow belt rate (in practice, it's more like a fifth), and all seven fit comfortably in one lane of a red belt.