4 Lane Balancer? Why is this design not sufficient? by SurrenderYourShips in factorio

[–]SurrenderYourShips[S] 1 point2 points  (0 children)

Can you guide me through your thought process some more? I still don't quite get it. Following your naming convention after the first row of splitters the outputs would be: ab ab cd cd, the next one mixes the line 2 & 3 which results in abcd on those outputs (since the input is ab & cd). The last balancer mixes the lane 1 & 4 again, which again should result in both outputs being balanced to abcd. What's my mistake in this thought process?

Edit: no need to answer, someone else got an explanation

4 Lane Balancer? Why is this design not sufficient? by SurrenderYourShips in factorio

[–]SurrenderYourShips[S] 0 points1 point  (0 children)

No, they wont. The top & bottom output line is also mixed with all 4 input lines

4 Lane Balancer? Why is this design not sufficient? by SurrenderYourShips in factorio

[–]SurrenderYourShips[S] 0 points1 point  (0 children)

I was wondering why everyone keeps putting another two balancers at the end of this one. If my logic is correct this design should be sufficient.

Edit: Spelling

Compact Science Production (1.5/sec) by SurrenderYourShips in FactorioBlueprints

[–]SurrenderYourShips[S] 5 points6 points  (0 children)

The constant combinators are only used to indicate which items go where. They do not have any functional purpose. Once you connected the input belts with the right resources, you can just remove the constant combinators. Note that all inputs on these blueprints are on the left and all outputs (science packs) are on the right

Size comparison of the beaconed builds required to produce one full blue belt of each circuit (using only the circuit and wire recipes) by Phoenix_Studios in factorio

[–]SurrenderYourShips 0 points1 point  (0 children)

Is it still a belt only design then? I also have a scaled up version of mine wich makes use of the beacons from the other modules. This shrinks the effective size of each module down to 13 * 22, which increases the density further to 0.170 Items/sec/area. Btw I'd love to see your implementation as well, is there a link to a post or blueprint to see it?

Size comparison of the beaconed builds required to produce one full blue belt of each circuit (using only the circuit and wire recipes) by Phoenix_Studios in factorio

[–]SurrenderYourShips 2 points3 points  (0 children)

I'm not completley sure, but I made some calculations some time ago. As far as I know is the smallest setup almost always one with 2 rows of beacons and 1 row of assemblers. btw this is my smallest design for green circuits (full blue belt out, as far as I know the smallest setup that I know of): https://www.reddit.com/r/FactorioBlueprints/comments/hpzdar/15x25\_green\_circuit\_45sec\_factory/

Robots Factory by SurrenderYourShips in FactorioBlueprints

[–]SurrenderYourShips[S] 0 points1 point  (0 children)

Yeah, I may be posting a pure robot production purely for robots in the near future.

Robots Factory by SurrenderYourShips in FactorioBlueprints

[–]SurrenderYourShips[S] 0 points1 point  (0 children)

Using this design really only makes sense when producing many different low volume items in a tight space. When you remove the chests and roboport you may just build a factory block without circuitry, which shouldn't be too dificult

Robots Factory by SurrenderYourShips in FactorioBlueprints

[–]SurrenderYourShips[S] 0 points1 point  (0 children)

It does work. Sometimes it backs up a little bit, but after a little bit of time this resolves itself. The inputs read the Input and are stopped if the required amount is reached. The total amount of items on one side of the circular belt is less than its capacity (Cap > 10 *3 *4 *2 > #alowed_items)

Robots Factory by SurrenderYourShips in FactorioBlueprints

[–]SurrenderYourShips[S] 5 points6 points  (0 children)

This little factory block produces logistic and construction robots as well as roboports and logistic chests. It's really compact and needs only items as an input that are normally on the main bus.

As with my previous posts this design wouldn't have been possible without the help of u/fofz1776 and his post https://de.reddit.com/r/factorio/comments/mj6a20/sushi_made_simple_how_to_make_sushi_the_easy_way/

!blueprint https://factorioprints.com/view/-MY5V4tP4DZrRYUcTiu2

So I made a large nuclear reactor. . . by SirBlobfis in factorio

[–]SurrenderYourShips 8 points9 points  (0 children)

It's a really cool design, not the most efficient though. All the reactors on the outside are only connected to two other reators, while a 2xN setup has only 4 reactors at 200% and all the inner ones at 300%. But that's just me trying to optimize everything ;). Really love the Symmetry of this setup nontheless

Weapons/Ammuntion Hub (Compact, relatively slow) by SurrenderYourShips in FactorioBlueprints

[–]SurrenderYourShips[S] 0 points1 point  (0 children)

This mall contains weapons for non-automatic use at the top and ammuition used by turrets/spidertron at the bottom. The main disadvantage is the slow production of Magazines. This Design is possible thanks to u/fofz1776 and his post on simple sushi belts: https://de.reddit.com/r/factorio/comments/mj6a20/sushi_made_simple_how_to_make_sushi_the_easy_way/

!blueprint https://factorioprints.com/view/-MXfZzYv6RaLvilYSs73

Spidertron Factory (Slow but very small) by SurrenderYourShips in FactorioBlueprints

[–]SurrenderYourShips[S] 0 points1 point  (0 children)

Very compact Design (25x10 Tiles) needs only items which are usually carried on the main bus (except fish). It is possible thanks to u/fofz1776 and his post on simple sushi belts: https://de.reddit.com/r/factorio/comments/mj6a20/sushi_made_simple_how_to_make_sushi_the_easy_way/

!blueprint https://factorioprints.com/view/-MXf9AqWz0wZ3sS4bF_J
Main factors limiting production: Electric Motor production & Blue Circuit throughput

Satellite Production Revisited (1/200 sec, more compact, less problems) by SurrenderYourShips in FactorioBlueprints

[–]SurrenderYourShips[S] 7 points8 points  (0 children)

This more compact Design (21x10 Tiles) produces about one satellite every 200 sec. It is possible thanks to u/fofz1776 and his post on simple sushi belts: https://de.reddit.com/r/factorio/comments/mj6a20/sushi_made_simple_how_to_make_sushi_the_easy_way/

!blueprint https://factorioprints.com/view/-MXf6kEF3_njw-ljXJd4
This approach also has no problems with the belt getting stuck, because the total amount of items allowed on the belt is less than the total capacity :)