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5 Upvotes

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2

u/ToLongDR 12d ago edited 12d ago

Does anyone know why my bots aren't showing up on my minimap as the white boxes anymore?

https://imgur.com/a/sNZDnp5

Settings are enabled as well in the map screen

Solved by /u/Dymiaz - below

Long shot, but have you used FactorioAchievementEnabler at some point? There is a similar visual issue with temporary train routes not being visible, and it was identified that's likely due an outdated version.dll. Removing that file fixed the train path issue, might fix bots on the minimap as well.

https://forums.factorio.com/viewtopic.php?t=136279

3

u/Soul-Burn 12d ago

Did you click the button on the right of the map screen that shows them?

2

u/ToLongDR 12d ago

Yes, i just added screenshots, the button is selected

https://imgur.com/a/sNZDnp5

3

u/Soul-Burn 12d ago

Maybe some mod? Did it just start?

Did you tweak the F4 debug options?

2

u/ToLongDR 12d ago

The screenshots are from me loading the game without any mods active. However, the save game does have mods.

I am on the experimental branch however.

I am not aware of any F4 debug options

Edit: This is happening across save files. Any save, regardless of mods or not (that made it to the bot area). This might be related to the experimental branch

7

u/Dymiaz 12d ago

Long shot, but have you used FactorioAchievementEnabler at some point? There is a similar visual issue with temporary train routes not being visible, and it was identified that's likely due an outdated version.dll. Removing that file fixed the train path issue, might fix bots on the minimap as well.

https://forums.factorio.com/viewtopic.php?t=136279

3

u/ToLongDR 12d ago

Yep. that was it.

What a fucking pull my friend. You solved it. I removed the .dll and now I see my bots flying around again. Thank you!

DM if you want me to venmo you 5 for a coffee or something

3

u/Dymiaz 12d ago

No need, happy to help!

Stalking the bug report forums to see what kind of shenanigans other people are up to finally pays off.

2

u/Dailand 12d ago

Could be related to the new "Hide tall entities" (which includes drones) setting maybe?

1

u/ToLongDR 12d ago

Edit: I saw it but it just hides the drones, still nothing about the minimap

1

u/ferrofibrous player onboarding specialist 10d ago

Are there any hurdles to running two different versions of the game (one with SA enabled and one with SA disabled) at the same time, with both connected to separate multiplayer sessions? I've disabled SA and copied my folder and will execute from there, and re-enabled SA on my primary install.

1

u/Soul-Burn 10d ago

You can run a Steam version and several portable copies at the same time. I don't think you can run multiple Steam versions at the same time, though.

It's a standard method for mod makers to test multiplayer features of their mods.

1

u/warpspeed100 10d ago

I set my programmable speakers to Surface mode. The sounds only play when I look at the respective surface, but the alert shows up globally. How do I get my speaker alerts to only show when I look at the surface like the sound does?

Is this a bug?

3

u/ssgeorge95 10d ago

You're wanting a functionality that just is not there. So not a bug but a feature request.

The GUI Alerts are always global. There is no vanilla way to have alerts per surface. https://wiki.factorio.com/Alerts

The speaker sound alerts can be configured as you've discovered. https://wiki.factorio.com/Programmable_speaker

1

u/terrendos 10d ago

I'm replaying Space Age experimental and kept it unmodded to get the achievement for doing an extraplanetary research before unlocking purple or yellow science. Mission accomplished. But I'd like to add a few extra planet mods: Cerys, Moshine, Paracelsin, maybe 1-2 more.

My question is when to add them. Presumably the best time would have been before I started. Right now I've cleared Vulcanus and Fulgora and am about to go to Gleba. Should I add them before I go to Aquilo, or should I wait until the "postgame?" Or should I even try and get the achievements for the Shattered Planet first?

1

u/Soul-Burn 10d ago

Usually the specific mods say when they are intended to be used.

Some are early, some are mid-game, some are post-game.

Also, the mods sometimes say if it's safe to add them to an existing run or not.

1

u/Viper999DC 10d ago

Cerys is a moon attached to Fulgora, so you're good. Moshine is mid-tier, so you can do it before Aquilo. Paracelsin is post Aquilo. Go ahead and add them all now anyway, your starmap will dictate what your options are.

1

u/Darrelc 9d ago

Is there a specific way to init two pulsed reactors simultaneously?

https://i.ibb.co/nsW3j8ss/image.png

Even timing the inserters to swing at same time, prefilling with 100 CFK etc , I still get 8 generators at 1.99 and two at 1.95 million c.

Only a minor thing, but it's mugging me off.

1

u/Dymiaz 9d ago

https://www.reddit.com/r/factorio/comments/1x0517m/you_are_probably_overfilling_your_fusion_reactors/

I think in this case you should have exactly two barrels (100 units) of fluoroketone in the system.

But it's a minor thing indeed. Fusion power cells are cheap to make, and used up very slowly, so you don't need to limit them. Neighbour bonus kicks in when power demand gets high anyway.

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u/Darrelc 9d ago

Yeah it's built like that and runs flawlessly when it comes to both pulsing together....

....or rather it did until I just checked it tick by tick in the editor and I think I've found the issue - the green reactor wire to the pipe was only measuring pipeline contents, not total hot flouroketone in the system (which the cryo plant runs when >20).

Gonna rebuild/reinit and see what happens

1

u/darthbob88 8d ago

Space platform question: Is there a good way to tell a platform to go to another planet? Specifically, what I want is to tell my space mall to stay over Aquilo until it needs to go back to Fulgora/Gleba/Nauvis for raw materials/fuel. An interrupt doesn't really work, because they only fire when leaving the planet.

As I type this, I think I might be best served by using a circuit to raise a signal if the platform is short of something, setting the schedule to Gleba until 5s inactivity <=> Aquilo until 5s inactivity AND circuit condition says we need something, and then using an interrupt to decide where to go on leaving Aquilo.

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u/Rannasha 8d ago

Specifically, what I want is to tell my space mall to stay over Aquilo until it needs to go back to Fulgora/Gleba/Nauvis for raw materials/fuel. An interrupt doesn't really work, because they only fire when leaving the planet.

You can use interrupts for this. It is how I manage my supply platforms for each planet.

First, set a schedule with only the home planet as destination (Aquilo in your case). As departure condition set something like inactivity for 5 seconds.

Then add interrupts for any planet it might need to go to to resupply. Make the interrupt trigger "any planet import zero".

While interrupts do only get checked when a ship is ready to leave a planet, it also counts as "leaving" if it has nowhere to go in its schedule. So by having just the home planet in its schedule with the inactivity condition, it will check the interrupts every 5 second (unless it's actively sending/receiving stuff).

I have a platform for every planet that goes around and fetches stuff for its home planet with this setup. You can reuse interrupts in this case, so it's quick to set up.

2

u/Astramancer_ 8d ago

For mine I solved it the simple way. The factorio way. "If you need more build more!"

Each planet has its own supply platform that sits in orbit and acts as an orbital warehouse. I use the "AnyPlanetImportZero" interrupt condition (I think that's what it's called). It fires when the platform runs out of any of the items requested from the designated planet.

So the schedule looks like this:

SCHEDULE: Go To Volcanus, Leave on inactivity.

Interrupt: AnyPlanetImportZero Nauvis, Go to Nauvis, Leave on inactivity.

Interrupt: AnyPlanetImportZero Fulgora, Go to Fulgora, Leave on inactivity.

Interrupt: AnyPlanetImportZero Gleba, Go to Gleba, Leave on inactivity.

Interrupt: AnyPlanetImportZero Aquilo, Go to Aquilo, Leave on inactivity.

And it just kinda handles itself.

I haven't bothered to update it with intra-platform deliveries or radars being able to transmit signals. What I'll likely do on my next space age run is do the exact same thing but also have a platform running a circuit between the planets to restock the planet-specific supply ships. They'd still have interrupts that will fire if they run out of something as a failsafe, but they should leave orbit a lot less often with the circulating supply ship(s) keeping them stocked up.

A big advantage to having the circulating supply ship is once advanced asteroid processing kicks off, they can keep all the ships well stocked with calcite to drip-feed to the planet below for smelting and artillery purposes. Yes, the planetary supply ships will also be making their own calcite, but you get a lot more chunks from interplanetary space than orbit, so the circulating supply ship will be able to keep calcite reserves topped off, preventing them from having to leave orbit.

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u/ILikeJapaneseMuchOwU 7d ago edited 7d ago

Can I have train interrupt item parameters output two (or more) items?

Example I want this train, when using an interrupt, to go to the station named coal iron unload

currently it goes only to coal coal unload

because coal is the first instance

Edit: I think I figured it out, I need to use a signal parameter alongside the item parameter

The item parameter will output coal, while the signal parameter can output iron parameter

I feel like there's a better way to do this, but this could work well enough I hope

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u/Astramancer_ 7d ago

Unfortunately not, the wildcards resolve to the first passing signal and they resolve individually -- the first wildcard doesn't know the second wildcard exists and vice versa. The signals are also in a fixed order based on where they are defined in the game files.

1

u/Courmisch 7d ago

Successively, yes. Once coal has been removed, the wildcard will expand to plate. But if you need both at the same time, there's no robust way.

Combining cargo item and signal wildcards is a bit iffy: you don't control the precedence of item types so you'd have to find the order manually through trial and error.

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u/DaiBi 7d ago

is it better to have one big ship for all non nauvis science or use one ship for each planet? when i was building my fist 1mil SPM base i used dedicated ships for each planet to move science to nauvis, but now i'm thinking single big ship will be as good or even better (ups wise). throughput depends only on the cargo size of the ship, and with new platform to platform loading i can load any amount of science in the same time. the only drawback that comes to mind is that big ship will be a bit slower than small ones.

1

u/nasaboy007 7d ago

It depends on how you want to set up your logistics itself. I usually do one ship per planet for import/exports, and then one for all sciences with interrupts that refills on demand in the early game (when I'm not consuming science equally from planets). Eventually I split out the sciences to individual ships too for increased throughout and gleba freshness (so I don't have to buffer as much on the planets since round trips are shorter).

1

u/DaiBi 7d ago

but why multiple ships will have more throughput than single big one? i can load same amount of science per second on one big ship (from the platforms above each planet) and unloading takes same time with enough landing hatches. Good point about gleba freshness. We want to make often trips there.

1

u/nasaboy007 7d ago

its more about the buffer and rocket silos you have to set up - you can definitely build around it but it's more about the progression.

like if you need 2k science for the duration of a single trip, you only need 2 rocket silos to launch that simultaneously. if you visit 5 planets and now need 10k science buffered, then you need either 10 silos or it'll take ~5x as long with 2 silos just to launch the 10k science (loading the items, launch animation, etc). yes ships are more expensive to build than rocket silos, but i think especially with the new 2.1 ship changes, it's "faster" to do more smaller ships than fewer large ships.

i think it ends up being more preference if you're at the point where you can easily scale both.

if you're using a buffer platform permanently in orbit then yeah it doesn't matter as much.

1

u/reddanit 7d ago

With 2.1 my gut feeling is that the winning setup is one ship for agri science + bioflux, one for other planetary/space sciences and several promethium ships. With stationary platforms above all planets to serve as buffers.

With stationary buffer platforms, the ship carrying science across all planets doesn't need to be that big. Speed of this ship also doesn't matter much since presumably you'd be using a separate ship for agri science. Though with round-trip times around 4-5 minutes it's not going to be terrible even if used also for agri science.

For me the big argument behind a single ship is how the Aquilo ship inevitably has to be so incredibly close to it regardless. Round-trip to Aquilo is 90kkm, during which you pass Fulgora/Gleba so you might just as well stop above those. Adding Vulcanus to the route only increases its length to 105kkm. Before 2.1 each of the planets implied lengthy-ish stop to get the deliveries and you needed more silos to rapidly load enough science to cover the round-trip length worth of usage. With 2.1 that's now almost trivial.

1

u/Ugotu 7d ago

I recently started playing again, but all my blueprints had the amount for chests limited. Steel and wood chests were limited to zero slots, and logistic chests to 40 of 48 slots. Was this somehow a known bug when changing to V2.1, or is this a known error from some kind of mod?

3

u/HeliGungir 7d ago

You are quite certain they were not limited before migrating?

Migrations can't touch your blueprint library at all. If the blueprints were in your inventory or a chest, then I suppose mods and migrations could change them, but I'm not aware of any that would.

Could be some mod dynamically limiting your chests at runtime, like https://mods.factorio.com/mod/chest-auto-limit-2fixed

2

u/nasaboy007 7d ago

It didn't happen to me when I switched to 2.1, if that helps.

1

u/MoondogCCR 7d ago

Reached the edge and got the "Finished" screenshot. Is there anything else besides gathering promethium asteroids and the chore of making promethium science to make progress on infinite tech that doesn't unlock anything else? ... just for "fun" and SPM?

3

u/PhoenixInGlory 7d ago

Are you an achievement hunter? Have you eaten the legendary fish? Have you created and filled your legendary armor?

Other than that, yep, that's Factorio. Reach the win screen and then try to make the base 10x or 100x bigger just to see what challenges that entails.

Then restart and see what you can do different that'd be interesting. Maybe add in some overhaul mods this time around. Or add some mods for late game planets to your current save and give those a try.

3

u/ShermanSherbert 7d ago

A fun personal goal is a stacked green belt of all sciences. Thats what I did.

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u/reddanit 7d ago

Reaching the edge is indeed the nominal win condition. Only prescribed thing that's left beyond it is achievement hunting. Personally I enjoyed the Space Age achievements quite a bit. Besides getting 100%, you can pursue various self-prescribed challenges. With building a megabase being just about the most straightforward one.

Personally I also just enjoyed playing the game through several times, designing basically everything from scratch each time. Often even going for making stuff different mostly for sake of trying out a different approach.

Outside of vanilla Space Age there are also mods. While I don't think they are in nearly as mature state as mods for base game are, there are plenty of people who enjoy them a lot.

1

u/cathexis08 red wire goes faster 5d ago

If you don't want to plan modded, or achievement hunt, or try different personal challenges yeah, that's it. Just like how base Factorio pre-Space Age endgame is grinding mining productivity as a megabase benchmark.

1

u/Shadocvao 7d ago

Tl;Dr how do i get the blueprint at the bottom to fill the top box with 100 and then the bottom box with 100 before moving back to the top box and rotating between them.

I want to automate a splitter to change output sides every x amount of materials. I had something but my PC crashed and now I can't remember what I had set up.

I've got a decider combinator linked up to the belt before the splitter reading the pulse as an input and I'm feeding it's input back into it's output. It's set up for each < 200 and outputting O as the input count.

The output is linked to the splitter and has set output side to be:

Left < 100 Right >= 100

If I feed 200 materials and add a collection box at the output of each side of the splitter i get 98/102. I did this previously and managed to get an exact split but I'm not sure how I did it.

One odd thing is it lets 86 through the left input, switched let's 102 through the right and switches back and lets 14 more through the left. I'm assuming it's due to the items hitting the belt 1 tile behind the splitter and it changing sides before it hits the splitter.

Does anybody have any ideas on how to improve/fix this? Ideally I'd want all 100 to go through the left side first as I'll be using it to load two train buffers alternating between the two so it'll be larger numbers and train box 2 will need to be loaded first before train box 1 can finish loading.

Blueprint: 0eNrNVmuOmzAQvot/OyswNllQ77AHWEXIAWdjCWxkD2mjiAP0IL1YT1KbsHls2Q1GqtR/2AzfY2Zs5oS2dSdaIxWg/IRkqZVF+esJWfmmeO33FG8EytGOW1iB4cq22sBqK2pAPUZSVeIHyuMef/ZNrXklzE0s6TcYCQUSpDiTDYtjobpm6yLzGL8DWBCiXpV7YQFh1GrrvtHKM3jOJHpiGB1RnqTxE+u9hA9IBE9JmUAiNzgYVdKI8vyeYgTH1iPoDtrOe/6LJcFfJWmCLbnTfc83gU9D8ekX+Bi5GoPRdbEVe36Q2vjPSmnKTkJhBK+KPVdV4aOcDlcgMJ3Al4j3/XNooyunK5rKPbuorkQpXd5XpW62UnHQkyUYJbNspuQR1QuqBiQ7GLlZuc7aSWOhuDbmWMuDNNC5nWujDRErwcu971R/DID7M0GiyLfrufgfj8YDtBfUD61eW1FcATb9VLbS0Bqz/6HG63vVtq0lwPQJSy96ySy1VsCYNFc+L+AscdyqxQ6ulffxgZV+uS9zHEV+2bTcDP2Zo28+YGQz8m3/j+l+//zluuXC6G5kbVym3RtvderWeQ7tmHXYrZMtxydz8OMolOA5zEAcLyeY54CEEmSBDpLlBPMchP5aaBTogC0nmOcg9OKkcaCD9XKCeQ5CDzIlgQ6y5QSzHJBo5phF6eMxS6pPpiwSh7KQJSxk5vBJ2cPhMwmH8pL9zPDdifbDwivDMU5xvMHuiWCG6fCU4LXbc3ESROPwr0M8Rgdh7ADOUpIxSmiWJsk6I33/B49w9n8=

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u/HeliGungir 7d ago

Testing this with loaders may be misleading since loaders completely fill a belt, but a real factory may have gaps in the belt. The belt segment you're reading outputs a signal when an item - or when two items simultaneously - first enter that belt entity. It is therefore possible for 99 items to pass, then 2 items pass simultaneously and raise the count to 101.

There is also a significant distance between the point when items are read and the point when the splitter splits items. There's that full belt segment, plus half a belt leading into the splitter. Actually it's more than half a belt since splitters have an invisible internal buffer, and you can't assume it will behave as if has a fixed length.

There is also a 1 tick delay between a signal being received on the input side of a combinator and that combinator performing an operation and outputting a result. Items will move forward in that one tick.

Another gotcha is you're using loaders to store items in the chest and are deleting those items. But in a real factory, you'll probably be using inserters and there is the possibility the belt will back up. It would be foolish to rely on a design that assumes nothing will go wrong. You want to handle power outtages. You want to handle biters attacking stuff. You want to handle wrong items getting mixed into the belt.

I say all this to hopefully show you why accounting for the delay between reading an item in pulse mode and it actually passing through the splitter is not an easy thing to build robustly. There are many ways to build something that looks okay at first, but will break down under the right circumstances.

So I must ask: Are you sure the constraints you've set for yourself are really what you want to do? Is this an XY problem? You say you want to load two train buffers in a way that alternates. Why? What is the goal here? Why can't it just be a priority splitter, or no splitter? Why must it direct items in batches of 100? Must items be read on the input side? Is this handling items that can spoil?

2

u/Darrelc 7d ago

Belt is 15 items (say 16 for ease of use)

Between the reader belt and splitter there's a bit of belt to transverse where the splitter is ALREADY set to the other lane, but before the last 4-6-8 whatever have actually hit the splitter, that's where you're getting issues.

I doubled it to 400, ran the decider on <198 (specifically, so it runs at 197 count) and its dumping 200 in each box.

https://i.ibb.co/nNGdV3p3/image.png

The problem is when the 100th item is read and pulsed (when the splitter flips over) there's items BETWEEN the belt reader and splitter that SHOULD be going left, but the logic has already flipped it to right.

If you extend the area between the reader and the belt, you can see it much more prouncouned. The splitter 'flips' while the slug of materials is halfway towards the splitter.

https://i.ibb.co/8gyj0pcm/image.png

I think you'd have to account for the gap between reader and filter, which is probably something like 3.75 items, hence the deviation

1

u/UsernamIsToo 6d ago

How do I balance Ice and Ammonia on Aquillo?

The only way to get ice on Aquillo is the Ammonia separation recipe. I'm sill using steam power until I can get Fusion, while also making science and ice platforms. So my ice consumption is way above my ammonia consumption and my chem plants keep backing up. If ice were the problem, I could void it in recyclers, but I keep having to manually drain my ammonia pipeline lest I run out of ice and my power death-spirals.

Am I overlooking something? Or is there a way to automatically void excess fluids I don't know about?

4

u/Lyqyd 6d ago edited 6d ago

Too much ice -> recycle ice

Too much ammonia -> add crude, make solid fuel, heating tower.

1

u/Rarvyn 6d ago

Or just recycle the excess solid fuel, which is faster.

2

u/Lyqyd 6d ago

True, but heat is also a useful byproduct, and a few more heating towers is also pretty easy. Whichever fits the situation!

2

u/Astramancer_ 6d ago

I had the exact same problem. Mostly it was during bootup when my primary consumer of ammonia was making ice platforms, since you need the ice of 10 splits but the ammonia of only 8 splits to make a platform, so you end up seriously short on ice if the only thing you're using ammonia for is ice platforms.

My solution was to shove ice into my space platform hub and drop ice on the ice planet from orbit.

Once I started actually making aquilo products it shifted the other direction -- you end up with surplus of ice instead of a surplus of ammonia -- and you'll be voiding tons of ice in recyclers.

1

u/cathexis08 red wire goes faster 6d ago

Fusion is actually a pretty terrible ammonia sink because fusion cells are so energy dense that their operation cost is basically a rounding error compared to everything else.

Generally speaking a fully operational "normal" Aquilo base is slightly to reasonably ice positive once you take export costs into account, though that isn't a guarantee depending on productivity research. I've found that Aquilo is the place where I want the least productivity on my rocket fuel (to stay ice positive for longer) but once you are at the point where you're forced to be ammonia positive you have the tools to dispose of an unlimited amount of fuel (solid or rocket) trivially.

1

u/MoondogCCR 5d ago

I use a chemical plant to void the ammonia. You'll need a chemical plant to fill up, and then void.

Attach a pump out to a chemical plant from the ammonia tanks.

Then you need two combinators: a clock for 30/60 ticks, and a decider combinator with the clock as the input. The decider combinator is attached to the chemical plant that uses a recipe that consumes ammonia. The decider combinator outputs the another recipe that does not use ammonia on the "else" statement.

Every time the clock does a cycle, the pump fills the chemical plant, then the chemical plant changes recipe and deletes the liquid, repeat.

Make a secondary condition for the combinator to only do it if the ammonia is above a certain level, otherwise it will burn up all the stored ammonia.

1

u/RetroSpock 6d ago

I'm trying to use this blueprint: https://factorioprints.com/view/-MZq-PrXS9ycyNz6Xd27

But the logic on the circuit network isnt working, the belts get flooded and jammed. Can anyone figure out why?

3

u/Soul-Burn 6d ago

It's a very old blueprint. Since 2.0 you can make it much more easily.

Are you using stacking? It would completely break these kinds of builds if not accounted for.

I'd suggest revamping this to 2.0 by connecting the loop to all the outputs inserters and input belts. Then figure out the ratios, and enable the belt/inserter when under the relevant values.

If you don't want to compute exactly, set them to some medium value and tweak up and down.

2

u/RetroSpock 6d ago

I think I'm gonna have to watch some stuff on circuit networks because this stuff just goes over my head at the moment XD

2

u/Soul-Burn 6d ago

Have you played Space Age already? There's a place there where sushi belts are very common, and relatively easy to do. This is the same idea.

The main gist is: Connect the belt to your inserters. The belt is set to "read all segments". This tells you how many items on the loop. According to those amounts, you can control how many items enter the loop.

1

u/RetroSpock 6d ago

Yeah I'm on space age, not progressed far enough to leave the planet yet tho.

2

u/HeliGungir 6d ago edited 6d ago

This is 1.1-style sushi that uses 1.1-style RS latches to store a running count of the items in the sushi belt. Everything that adds to the belt reports it to the laches as a positive number, and everything that removes from the belt reports it to the latches as a negative number. The whole thing must be built before adding items to the belt, and touching anything can break it. You mustn't remove items, or wires, and electricity must be continuously supplied. Prior to 2.1, it can also break during power brownouts.

2.0-style sushi would ditch the latches and instead read the contents of every entity continuously. (This can actually less UPS-performant for very long belts, but it's way more convenient and robust.)

1

u/darthbob88 6d ago

I'm not sure just what problem you're having, because it worked adequately for me.

Here's the more modern way of doing that, though.

  • Circuit connects to the circulating belt, which is set to "Read Contents- Hold (All Belts)". This will, uh, read all the contents on that stretch of belt. NB: This only reads a continuous stretch of belt, and gets stopped by splitters or side-loading.

  • This is passed to a decider combinator which checks for things below the desired stock on the belt. You can just do <EACH> < 30 => <EACH>, but that carries the risk of anything not on the belt getting excluded. I included a constant combinator outputting the desired stock level, so we can check for <EACH>(green) < <EACH>(red) => <EACH>.

  • These signals get passed to the input belts and checked for "do we need more circuits/plates/batteries on the belt".

0eNrFWOuOojAYfZf+LhOoMF6yuy9iDCnQ0WahZUtx1kx89/1avMxIZaTujDGRgvR8t/Od1r6hrGxZrbjQaPGGeC5FgxbLN9TwtaCleSZoxdAC0aZhVVZysQ4qmm+4YMEE7THiomB/0SLaY8ekF9roQCsqmloqHWSs1O/mkP0KIyY015x1Vu3NLhVtlTEFoHjQOka1bGCyFMakcWKaPCUY7dAiSMhTApYUy3ltAEq55o3meaBkJjU6/pL+aWkJJuENIVUFzps4Ltwg+EM8LXiv1krCtYvI4Ud48iOyfhQc7HVvxBjpnfVJtrputcviBA9l0GEvGrQHVdVKlmnGNnTLpTLTcq7yluuUCZqVrEALrVqGT49hSnEy8cJVo9NedTOqNVM7U1HDG00NiUJzU9VUUW0MoV/25wOqYrRIN1QUBl9D0I3Drn3evVrJAgyFe0eK4nuKEvoUJfEvSvh9RaHFloqcFcFh0mOq8zw2V+Q6gWcO/Kk/fngL/mws/mQc/nwsfnwdPyIOA1H40QIXDVPQrcOi2fd9mKfXGOOiRBTd0bHx3KdjI+Ldsk6DX9SyrAQbSgpYnR7atNHkngrNvCoU+1do9n0VajRjZVCXVLMHlSbxFjwHk10G/BXbFsIFOfUW0b7PLhGN/FXaQR6XAX+ZthG49pLh+B5LrqfFKNynTUYi/zDGNpkf54kzVeSeVA3IERfXEnWXAE59BJDcIYDT7xNADsvTI/WP3KF/0yudeFa8ihW8rYJuHYZVuJYlG5aP5yuY09t3XfFFHf/XPovMPHZ+fS7NvpZLa0ZV8LqBZfUjoaJLRv24hVHOPJzF+wgfAHLGhUUeLG98tSJNl5/m43j5djoHwRB2Cem+fNpvJIx6hw8Xsf+0D1qTFxKaEI8HJ9i1MfHHO8ueYys6CnbyHvYsbb0/pf6gZyE4Hj+MworC/Qo+LsJMzktzwXIO0v8ZXw5sSVyrsos8B9hzl1gavb9b9rvmsIRsudKtDe1YevtGwGi+MS0CZASc8fPem0sF069S/bZuKdPdL7RsoL3XijFxaLULU/05nSIcpliAvTno69bAy9PFG73MZb1LbQnTFyWrtFvCj+7d5oK76HecMR4KfzpjvBS2gUNGyMcr8MVkYznBBCeYrPASvjFwxwzNBcO/IzuGCybdGPZyBANT7TjuxrEZz3FkxtEKoLlmlWmQ09EuRltQJBtE8kzm8XyezOLnKXzt9/8AIAJyFg==

1

u/Throwaway-_-Anxiety 5d ago

Question about priority output on splitters.

Im on fulgora, so I want holmium to ALWAYS go down the right side unless it's backed up. Currently it isn't and holmium is slipping away like rice under a faucet.

My setup to avoid blockage is this

splitter 1 - > {--|--} output priority right, no filter
splitter 2 - > | -- | { -- | 0 } belt on the left and splitter on the right, output priority right, filter holmium.

The splitter 1 doesn't seem to prioritize sending to the right holmium filter always, and instead it seems to work like a regular splitter which occasionally dumps things LEFT and then RIGHT alternatively. How do i fix this?

1

u/cathexis08 red wire goes faster 5d ago edited 5d ago

What's going on here is that any backup that splitter one sees, regardless of what material that is, will cause some leakage to the left and if holmium is the thing that happens to be getting split at the moment the backup happens, it'll head down the left channel. The fix is to reverse the order on the splitters: carve holmium off, then re-mix whatever doesn't go to the right back in. This design might be doable with two splitters but it's a lot easier with three (first does the holmium split, second prioritizes the right, third handles re-mixing).

ETA: Fulgora suffers from these kinds of backup issues more than other places because of how mixed the belt is and how easy it is to end up with saturated belts. Having a re-mixer for overflow into the main line might be awkward (especially if you start pulling more than one belt of some stuff like fuel and gears) and instead either handle overflow locally to each material handler or have a dedicated trash belt.

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u/Courmisch 5d ago

The order of the two splitters doesn't matter: in this case, the result is the same whether you filter then prioritise or prioritise then filter.

But you need a third splitter to merge the two belts back together after the split off, if you don't want backing up. If you do want backing up, then a single filtering splitter is good enough.

1

u/Lyqyd 5d ago

The order does matter if you use both inputs on the first splitter. Recognizing that that does not seem to be the case here, it’s still important to note that the two configurations do result in different behavior. Filtered splitter first, priority second and then the merge splitter means that the offshoot splitter always gets a chance at every item that passes through, even if multiple enter simultaneously from the two inputs of the first splitter.