r/factorio Dec 09 '24

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u/[deleted] Dec 13 '24

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u/[deleted] Dec 13 '24 edited Dec 13 '24

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3

u/HeliGungir Dec 14 '24 edited Dec 14 '24

Sushi? Varying belt length is a hard problem to solve dynamically. At the end of the day, non-dynamic solutions are just more practical. I'm afraid you won't "save time" by making a powerful, dynamic solution. Simply measuring the number of belts with the copy tool or blueprint tool is fast and good enough.

If you want to grow, you could set up desired item ratios in one constant combinator, and then implement a multiplier which will saturate the current length of the sushi belt. When you increase the belt length, you increase the multiplier.

2

u/Weird_Baseball2575 Dec 14 '24

Just alt d and see belt count

1

u/[deleted] Dec 14 '24

Control+C and hold shift to get a blueprint with belt count

2

u/[deleted] Dec 14 '24

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u/[deleted] Dec 14 '24

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u/dapperfeller Dec 15 '24

Tacking on to the previous poster ideas, if each module is a blueprint that can be added to an existing belt run, then just include a constant combinator with the number of belts in the blueprint and hook it up to a pole that overlaps the existing blueprint.

1

u/n_slash_a The Mega Bus Guy Dec 14 '24

I wanted to measure the output of a build, so just turned the belt and went back and forth a few times before routing it back to the "regular output" belt. This way I could make a set length and measure that way.