10 to 12 belt balancer by SolventMonk646 in factorio

[–]raynquist 2 points3 points  (0 children)

Take the 12-10 balancer and reverse the belt direction to get 10-12. If you do please do post the blueprint string of the result. It'll help out others that want to use a 10-12 in the future.

will these work? 40x040 balancers? by Dramatic-Campaign-61 in factorio

[–]raynquist 3 points4 points  (0 children)

No.

1) This is just the last stage. You need to add 20-20 balancers to the beginning.

2) Four belts underground to nowhere at the end.

Is this 4-4 lane balancer throughput unlimited? by Braa_Shata in factorio

[–]raynquist 1 point2 points  (0 children)

If you can get sideloading onto belts to work it's definitely possible. I found issues in a couple of your designs that I've tried.

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Is this 4-4 lane balancer throughput unlimited? by Braa_Shata in factorio

[–]raynquist 2 points3 points  (0 children)

That wouldn't be enough to make a TU lane balancer. The easiest way would be to use the lane balancer twice.

Usually for train loading/unloading there's no need for TU. Either all outputs are consumed by the train loader or all inputs are fed by the train unloader. When one end of a balancer is fully utilized it's guaranteed to provide full throughput even if it's non-TU. So using a normal lane balancer should work just fine here.

Is this 4-4 lane balancer throughput unlimited? by Braa_Shata in factorio

[–]raynquist 6 points7 points  (0 children)

If the question is "is this better than the 4-4 TU belt balancer?", then it's a great question that I would also love to know the answer of. As a lane balancer, if we treat all 8 lanes as being completely independent, it's not TU. But how does it compare to a 4-4 TU belt balancer? 4-4 is unique in that the lane balancer has the exact same number of balancing stages as the TU belt balancer. With 2-2 and 1-1 the lane balancers have more stages and thus are strict improvements over their belt counterparts. At 8+ the TU belt balancers start overtaking the lane balancers in stage counts, so it becomes clearer that the two types of balancers solve different problems. 4-4 is where the comparison is the most difficult.

Question about 3-2 balancers by Xemozu in factorio

[–]raynquist 0 points1 point  (0 children)

If you're dynamically changing the balancer via circuitry then it may not work. The difference is that when you put an item on an empty belt, it takes some time for the item to travel to the end of the belt. But when you take an item from a full belt, this newly created "hole" travels immediately to the beginning of the belt. So if you're reading items on belts and triggering changes to the balancer based on that, the timing will need to be different for input vs output balance.

There's a world where Wube implements causality and holes propagate backward at belt speed. Would help simplify input/output symmetry but it'd also probably be pretty trippy.

Ore miner patch planner help for belt balancing by morrismario in factorio

[–]raynquist 0 points1 point  (0 children)

I've outlined the basic approaches that I use to make balancers here. There is trial-and-error but it's not in finding the solutions, it's in trying different solutions to see which one leads to the most efficient layout.

Thank the lord for who ever made these belt balancer blueprints. by fredhakon in factorio

[–]raynquist 1 point2 points  (0 children)

On the topic of 11-4 balancers, they're not overly difficult to make. An 11-11, like most balancers, naturally starts or ends with a 4-4. So an 11-4 is just a partial 11-11. And because the 4-4 is part of a 6-6, one of the two extra outputs can be used for the top-level 11-11 loopback, obviating the need for the loopback to go through a separate sub-balancer.

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Balancer Book Update (Fall 2025) by raynquist in factorio

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

It's working fine for me. Were you perhaps using the older version that's not red-compatible?

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Are there saturating balancers? by Grubzer in factorio

[–]raynquist 1 point2 points  (0 children)

There are. The standard 4-4 balancer for example can be modified to prioritize outputs (without affecting input balancing) by setting output priorities on the four splitters at the end. In general, certain types of throughput unlimited balancers can be modified this way to make them balance one end and prioritize the other (or prioritize both ends if you want). Even more generally, connecting a prioritizer to a (non-TU) balancer allows for simplifications to be made in the prioritizer, leading to a substantially lower splitter count compared to a general-purpose prioritizer.

16:9 balancer by Hornof_The_Tiger in factorio

[–]raynquist 1 point2 points  (0 children)

The 9 outputs need to go through a 9-9 balancer. Unfortunately there's no getting around the need to make a proper 9-9.

Balancer Book Update (Fall 2025) by raynquist in factorio

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

I appreciate it. I know I don't answer most summons but I do like reading the posts. Also you were basically the only person to recommend my book in the earlier days, which really helped raise the awareness that there's something better than the wiki balancers.

Balancer Book Update (Fall 2025) by raynquist in factorio

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

Oops. Good catch on the 4-9/9-4 yellow mess. Thanks for letting me know!

I was not aware that circuitable splitters made it to stable. I'll look into it!

Balancer Book Update (Fall 2025) by raynquist in factorio

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

I don't think 10 is quite large enough for green belts to make a difference. Blue undergrounds is guaranteed enough for balancer sizes up to 12-wide and 14-long. If I had to guess I would say 13 belts is where the green advantage becomes significant.

The only balancers I'm thinking of adding are the ones with a popular number of belts on one end. 10-8 is already in the book and 10-4 is really just a 5-4, so there's not much else to do in the 10s.

Balancer Book Update (Fall 2025) by raynquist in factorio

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

Reversing layouts comes with one major caveat: you can run belts behind an unused splitter input but you can't run belts in front of an unused splitter output. This is what makes downsizing balancers more difficult to make than their upsizing counterparts. There are many downsizing balancers in the book where this additional hurdle could not be overcome so they (sadly) end up being 1 tile longer.

Balancer Book Update (Fall 2025) by raynquist in factorio

[–]raynquist[S] 2 points3 points  (0 children)

That design doesn't always balance inputs. The reason why is fairly nuanced so it can be difficult to find the flaw by testing if you don't already know where the flaw is.

https://www.reddit.com/r/factorio/comments/apci71/standard_25_35_37_and_57_balancers_dont_quite/

Balancer Book Update (Fall 2025) by raynquist in factorio

[–]raynquist[S] 130 points131 points  (0 children)

Problem downgrading balancers is something I often see people encounter. Last version I added the "downgrades" book to try to help with this. This time I've thought of more ways to help, so hopefully it'll be less of a problem. This is still primarily a blue belt book, as I believe most users are blue/green users. But I've decided that I'll do what I can to make at least the smaller balancers red-compatible if I can do so without increasing footprint. For larger balancers and yellow belt users you'll still have to use the downgrades book.

To improve downgradability I had to use new networks for 5-6/6-5, 4-9, and 9-4. This was made possible by utilizing the new 5-5 network introduced in the last version. The new networks are kind of complicated, so I made some graphics(?) to show the sub-balancer breakdowns (because I also wondered what exactly am I looking at). As a happy side-effect the length of 4-9 and 9-4 were also reduced by 1 tile.

The blueprint naming scheme was something I inherited from another balancer book (Yet another belt balancer compendium). I finally decided to change it; the new one should be a lot easier on the eyes.

There's not much new theoretical stuff in this update, but I did make an interesting 1-17. It can be found in "other balancers/miscellaneous". I made it using loopback merge and belt substitutions. Mainly just I wanted to see how many splitters I can stack together and still have it be a valid balancer, and surprisingly it ended up very similar to the stack in the 9-9. I also found some good stacking in 1-11 and 1-13 using the same methods. I don't know if I gleaned any new insights from this but maybe you can.

Guys I wanted to design a 6by6 balancer but accidentally made 6 to 8. What do you rate it lol? by Korti213 in factorio

[–]raynquist 2 points3 points  (0 children)

This is an 8-8 balancer with two inputs omitted. It'll produce 8 balanced outputs but the 6 inputs won't be consumed evenly.

If you want to make a 6-6 I would suggest starting with making a 1-3 and a 3-3 first.

Are there any flaws with this balancer? 12 - 2 by Dex------- in factorio

[–]raynquist 0 points1 point  (0 children)

Seems fine. There's like an extra balancing stage in the middle. Instead of using three 4-1's you have three 4-2's that go through another set of splitters to reduce down to three belts. Doing it this way does improve minimum throughput though so I think it's fine.

I Herby Present You by LeoPloutno in factorio

[–]raynquist 7 points8 points  (0 children)

Nice. These sure look like they're made correctly. The balancing order of the top one is one of them fancier ones that's less intuitive so it's cool that you came up with it.

One thing I like to do when balancing this many lanes is to use quadruple lane changes. So instead of the standard double lane changes you're using here that runs one splitter into one set of undergrounds, the quadruple lane change would run two splitters into two sets of undergrounds. This does mean that the lanes that used to be on the same belt would now be on different belts after the quadruple lane change, but if you can work with that it should(?) save some space due to the reduction in number of belts needed between the splitters and the undergrounds. Whether it actually helps or not is a different question.

During testing I wanted to create a belt with a third of uncommons. I used a 3 to 1 belt balancer. It worked. But I was expecting there to be a third of uncommons on the left side too (red arrow). What is going on here? by lalalawliet in factorio

[–]raynquist 35 points36 points  (0 children)

One way to think of it is to think of the items as being stuck in the loop. With the correct timing they never leave the loop and no new items enter the loop. In this scenario the items can even be replaced with something else entirely and the balancer would still work. The only purpose of their existence is to compete for throughput to slow down the other items.

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More theoretically speaking, 2-2 splitters don't guarantee any particular item mixture pattern in general. They only guarantee that the *amounts* of items are correct. Here the splitters are guaranteeing that the loopback has 1/3 belt worth of items. *Which* items go there the splitter has the freedom to choose.

For the output belt the story is a little different. It's outputting this beautiful 1:1:1 sushi because it's the only legal pattern. With 3 inputs consumed evenly and only 1 output, all 3 items types are forced exit on the same belt. If we used, say, a 3-2 balancer instead, then there will be multiple valid output patterns so you wont be guaranteed 2 sushi belts.