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https://www.factorio.school/view/-ML5RsMXhj7tnbbzs02H comes up as one of the first ones for me, and that's not 5 to 8 years old.
3 sec google search
*looks through list*
That's... a lot of...
*sees 128 to 128*
WHAT THE @#!$ IS THAT?! O.O
Either way, thank. :)
In the old days, the most common usage of belt balancing was not "I want goods spread evenly between several belts" it was "I have goods spread between several belts and I want to pull some off to send in another direction".
The specific problem that tends to arise is that you wouldn't want to fix each junction to a specific belt from the group because you'd have to pay attention to the usage of each individual belt in the group. So you would include belt balancers as necessary to redistribute the goods between the belts and then have your junctions just pull from whichever belt is most convenient.
With the inclusion of priority, a much simpler system is available -- you simply use priority to shove all the goods as far as you can to one edge of the group of belts, and then have your junctions always pull from that edge.
But belt balancers still have use for ensuring train wagons get filled and emptied at equal rate.
https://github.com/raynquist/balancer
No, you actually can't. Not realistically - anyway.
Inserters favor grabbing from the near lane of a belt, but will still grab from the far lane if that's not possible. The result is that the very rhythm of the recipes completing in the assemblers straddling the belt and the rhythm with which inserters pick up more ingredient from the belt and leave gaps, dictate what inserters further down that belt will do: near, far, or mix of both.
Just mirroring your builds perfectly on either side of a belt won't cut the mustard either. Because then a stack inserter could, when it swings, still 'overfetch' from its near-lane - the near-lane not being full enough anymore -- and hit the far-lane. This would only work if both machines straddling the belt at the same advance along the belt, have their recipes exactly synchronized, to the tick, such that both mirrored inserters will simultaneously first exert their. near lanes and then won't have anything to grab from each other's far lanes. Otherwise, there will be inconsistencies. And they need to remain eternally synchronized; or those inconsistencies will compound into more steadily uneven draw.
It's pretty much intractable to solve, in any other way than inbound lane balancers.
(Which is not that UPS heavy. It's only two splitters for a 1:1 lane balancer.)
Feeding the mall, where consumption is anything but stable, is another case where balancers are quite handy, though less 'needed' than the mines. Using a bus to feed the mall helps, but that's really just hiding the balancer over several tiles rather than placing it as a discrete unit.
Most everything else, with attention to detail, can be handled without balancers. Even when not using buffer chests at train stations.
You can design for dedicated resource feeds that would halt when factory components go idle. Or you can design a self-balancing system where you let excess resources overflow into other factory components. Both ways make sense; I personally prefer the latter.
The demand for science packs is steady, they are all used in equal amounts regardless of what you're researching. That's the end run of your production and is where you most want to fully feed your factory. It shouldn't be treated like something intermittent like a mall.
Unless, I suppose, you've decided to limit yourself just to robot speed and mining productivity. Or some other combination of techs with equal distributions. (which, technically, is the sort of thing I mean by researching them in a fixed pattern; it's just a degenerate example)
FFF #376 highlighted the RCU when discussing other infinite researches, which is unfortunate as they're now RIP'd. Still, it needed no Utility or Military science but did need Space science. Somewhere in Reddit Kovarex was discussing that FFF and it was disclosed that there at least one productivity research, steel if memory serves, will be available pre-space, and I think it was even pre-blue. Still, more variety in the resource sink will be welcome and can keep even the end-game mega-base phase interesting.