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If your problem is science packs run out and other packs take their slot ... ensure something else takes that slot.
Put in a priority splitter backed with a chest that has a sufficient supply of junk items to fill the entire sushi belt if needed. (I hear fish is popular as a junk item. Ironic, consider you're building a sushi belt.) Prioritize the input belt that has science packs, so that the junk items will only be put in when no science pack can be pushed in.
Right before the sushi belt re-enters the shuffler, put in a filter splitter to filter all the junk items off the belt again (and reclaim their slots). Just stock them back into the chest.
You read (pulse mode again) and combine that with the result of the previous multiplication into a memory cell (a +0 that connects its output to its input).
Now, set the inserters putting the science packs on the belt to also enable/disable and set the amount to how many you want to be on the belt.
I guess that's what the Combinators for? Because at the moment it sounds like chinese for me :S
That sounds like a funny workaround, I will give this a try until my brain is able to understand what Fel is trying to tell me :D
Sure!
At the moment it's just cable salad:
https://steamcommunity.com/sharedfiles/filedetails/?id=2463265372
I'll show you an example with screenshots but the base is that those incoming belts need to fill chests, 1 chest per colour.
Once that is done, here is how you set the inserters going from the sushi belt into labs:
https://steamcommunity.com/sharedfiles/filedetails/?id=2463277384
It's very simple, you pick "none" instead of enable/disable, then check the "read hand contents" and make sure the hand read mode is on "pulse".
What it does is sending a single tick when it picks items, telling what it took and nothing else.
The inserters taking from the chests mentionned above and putting on the sushi belt:
https://steamcommunity.com/sharedfiles/filedetails/?id=2463277759
This one needs to read and to be enabled/disabled.
For the read, it's the same as above.
For the enable condition you want to set the item that's in the chest on the left and the quantity you want at all times on the belt on the right (when you click there is an input at the bottom for amounts but only for the right side).
You might want to leave the condition for after you set everything else so that they don't start inserting before you are ready.
This is the combinator that does the -1 multiplication:
https://steamcommunity.com/sharedfiles/filedetails/?id=2463277556
Every single inserters going from the belt into labs need to be connected to the input (you can just chain them and/or go through a power pole if the distances are too big).
The symbol used here (the yellow *) is in the last tab and means "each", which makes it do this for every signal it receive separately (so for example if the wire has both red and green at that moment, it will do it for red and then for green).
Since we want to multiply it by -1 since it is removed from the belt but use the same symbol it had before that's how we do it.
For the -1, it's like the second inserter except you need to input the -1 manually since the scroll bar only works for positive values.
Last but not least, the part that will keep track of how many are on the belt (assuming the belt is empty before starting it up of course):
https://steamcommunity.com/sharedfiles/filedetails/?id=2463277643
This is similar to above except it uses +0 to output the exact same thing it gets as input.
For the wires, the output of the previous combinator and the inserters putting the items on the belt are both connected to the input and the output is connected to the input as well.
This is what we call a memory cell because all it does is keep the value in the cable for future use and the "pulse" messages end up being added/substracted on their own by being on the same cable.
You only need those two combinators (one of each) but all of the inserters need to be connected to the right place for it to work.
Still, it's a lot easier to work with this than pausing belts, plus having chests to store the science packs means that you have a bigger buffer for them, which can be nice and you can limit the number of stacks in the chests if you don't want thousands to be stored.
https://steamcommunity.com/sharedfiles/filedetails/?id=1979399001
+1 for the basic producer-consumer semaphore solution.
However, iirc that kind of thing won't retain the nice evenly distributed rainbow belt when one of the types of packs runs out, right? It will prevent another type from fully flooding the spare space on the sushi belt, sure - but it can still result in larger runs of the same consecutive color.
Might not be what the OP is after.
(And before anyone brings it up: yes, I realize my idea to use a surrogate item is also ugly to look at.)
But even that would not make a perfect solution for the rainbow because you would probably want to send the surplus back to the chest instead of leaving it on the belt, so not quite a sushi.
I meanwhile added purp science, too:
https://steamcommunity.com/sharedfiles/filedetails/?id=2463431021
that's an +1 in cable messiness and also a dead end by now, because I can't do this for yellow and white science, too. Cables simply don't reach that far.
Your solution sounds interesting, though, like RiO mentioned, it's not the Sushi I want.
So what I'm wondering about: I only need to link all those belts up, because there is (or seems to be) no way to add several conditions in a row.
For example: If you could connect a belt (enable/disable) to a belt (read) and not just say "if red science >10" but also "AND green science >10, AND blue science >10".
Like on train stations.
Is there no "easy" way to make this happen with the combinators? Adding/sum up conditions that all need to be fulfilled before an action occur?
Just connect the output of the ones you need to the belt you need to enable and tell it to enable if that signal is equal to the number of conditions you checked (3 in this case).
Why 25, and not 50? To ensure that the flasks would keep going around on the half of the belt. I'd put the flasks on the outside lane of the sushi belt, but at the corner before the new flasks get put onto the belt, I'd transfer (by side loading) the flasks to the inner lane of the belt. This would ensure there was room for the newly arriving science packs, but prioritize the older packs for insertion to the labs.
It worked, but ultimately I gave up on sushi belts as being inefficient and not suited for scaling up very well.
I still use sushi belts but only on a couple of items. I keep ammo going around a block of 10 turrets so that I don't have to have full turrets or even full belts to supply the turrets and so cut down on required resources in the early and mid game.
I also use it on my kovarex set up. I siphon off the excess U-235 but I keep one side of the U-238 belt empty and the other side full so that I don't run out of U-238 in the system but I still have a place to put the unused U-238 at the end of a cycle. When I get an excess build up of U-238 I shunt the surplus to nuclear fuel and uranium ammo production.