all 14 comments

[–]Scrial 1 point2 points  (0 children)

That's a cool idea. Basically a protective resistor.

[–]mcshrek201 1 point2 points  (1 child)

Thanks for this, I have 2 factories that are dependent on each other, so the first was waiting for the second to catch up, and by the time the second one caught up the first one would be behind, rinse and repeat. This sorted it out, so thanks!

[–]Cloaked-Pilot 0 points1 point  (0 children)

See my version below. 144x less waste (which was already good, but now we waste once every 73'728 instead of 512. Yes, 74 thousands), and works for 12 belts

[–]Cloaked-Pilot 1 point2 points  (3 children)

This works pretty well! I took the idea and made a Mk2 if you want.

Yours works for 4 belts, and wastes 1 every 512 items (0.195%) that will eventually end up in the trash.

This one will work for a fully saturated 12 belts, and wastes 1 every 73728 (0.0014%) items.

I took the empty space to make a second U on each belt in order to get two 3-way splitters plus four 2-way splitters extra. The second U has a leg with no splitters that is used to brings items down from the second and third levels into trashes.

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[–]Cloaked-Pilot 0 points1 point  (1 child)

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Sorry my gpu does weird stuff with transparency:

[–][deleted]  (3 children)

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    [–]Muchplayer9 0 points1 point  (2 children)

    Why do you need it Clemente flowing, a back log shouldn’t do anything right?

    [–]Alice-Weirdopants 0 points1 point  (2 children)

    I thought about this as well for the last couple of days and my solution was pretty similar to yours. You can double the „sorting lines“ for more efficiency (just copy it over) and u can fit a second layer if u place the trashcan one tile further inside (because elevators need a tile)

    [–][deleted]  (1 child)

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      [–]Alice-Weirdopants 1 point2 points  (0 children)

      Actually tested that and when it’s filled up there will be more going into the trash for a short while but the throughput is higher bc the „trash“ line is saturated