![]() ![]() ![]() Updated the 3-2 balancer to be 1 tile shorter.Īdded new 6-3 throughput unlimited balancer, as a proof-of-concept of its construction method.įixed the output balance of the 9-4 balancer. The splitter priority technique used in the 1-3 and 1-6 has been extended to the 1-5, 1-7, and 1-9, making them throughput unlimited. Replacement (larger) yellow belt versions are included in a dedicated book for those where available.Ī few balancers had underground lengths shortened and extra regular belts added to make them compatible with lower tier belts compared to Raynquist's designs. Balancers requiring red/blue or specifically blue belt due to underground belt lengths are named "_red_blue" or "_blue" respectively. Includes inline variants of lane balancers for 2 and 4 belts, lane balancers duplicated in separate lane balancer book as well as integrated into individual input belt books.īook is configured for blue belt but most smaller balancers can be downgraded to yellow or red belt without issue. Balancers are included for all configurations from 1-1 to 9-9, plus some 10-x, 12-x, 16-16, 32-32, 64-64, and 128-128.Īlso includes lane balancers for 1, 2, 4, 6, and 8 lanes. ![]() ![]() It's only a prototype and has a few flaws I need to deal with as I have come across a few issues but by using combinators and 1 belt system for everything but iron and copper plates, I have a nice linear system setupCopy of Raynquist's Fall 2020 belt balancer collection, organized into nested blueprint books by number of input belts. Originally posted by B.O.T.S.:I taken the main bus design and compacted it a bit. This might need a seperate belt?ģ) It uses buffer chests :) But these are only temporary, just like in real life, warehouses.Ĥ) Have not designed a large mega base to test it with This can be modified as you need.ĥ) It's designed to support up to 4 items needed for production so it's ready for late game productsġ) Can get bottlenecked without a overflow system in place to keep the line moving (another buffer chest for temp overflow)Ģ) Gears and green circuits will quickly flood your system. If you have a land area which is large enough to fit the blueprint, free of obstacles, and not covered by any roboports, you can place the blueprint, delete the relevant ghosts, then make a new blueprint from that. For requesting chests, I stop requesting products when 50 items are in a chest and for producing chests, I keep mybe 2 slots worth of items so the asssembly can catch up with demands. There is currently no way to zoom within the blueprint editing GUI, as far as I know. Production is turned off when items are not needed and you have xx amount in storage. It's only a prototype and has a few flaws I need to deal with as I have come across a few issues but by using combinators and 1 belt system for everything but iron and copper plates, I have a nice linear system setupģ) It uses less 'buses' than a traditional main bus in that it uses 3 belts, 1 for iron plates, 1 for copper plates and 1 for everything elseĤ) It uses 'buffer chests' only to contol when items are needed. I taken the main bus design and compacted it a bit. Some people also modularize their production and use trains to cart it around. Man Bus designs tend to be more forgiving and allow overflow from lanes, etc. The upsides of spaghetti factories are that they look really cool! Also, the speedrunners use them since they can conserve resources by making exact ratios for things they are producing. Newer players tend to play in a spaghetti-like fashion. Originally posted by Sane:If most use a main bus, what does the other players use? What other alternative do we have? I've always wondered, since I've only used a main bus design. ![]()
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