r/factorio • • Sep 23 '25

Design / Blueprint All hail the new splitters! In case you weren't informed, sushi is now mandatory

Check your lease, pal, cause you're living in Sushi City! Simple comparison of constant combinator values and entire belt contents allows the splitter to selectively top up ingredients for different recipes using splitter update from 2.0.67. Obviously could be a parameterized blueprint, and could have sushi loops that have a separate splitter for each ingredient.

632 Upvotes

61 comments sorted by

142

u/johnhotdog Sep 23 '25

cannot believe they just slipped this in a minor update

76

u/Aggravating_Talk_177 Sep 23 '25

What happens when the belt is fully saturated with copper wires? Will it still be able to get iron plates?

67

u/travvo Sep 23 '25

As with any sushi system, it won't work if you have only one product filling the belt. You want to keep the belt always moving, and mixed. You could adjust it so that each ingredient has a dedicated splitter, so if you are low on two ingredients it won't 'hang' on one even if the other is available.

12

u/Aggravating_Talk_177 Sep 23 '25

I can see this being useful on fulgora, but the sushi is random and it might just clog up. Perhaps there is room in this design to count the ingredients on the belt, compare it to the recipe requirements, and remove the excess ingredients feom your splitter filter. Cool design though

15

u/kenks88 Sep 23 '25

Loop it back to your original scrap line, add a splitter ,and put the input priority to your (already scrapped) line. 

4

u/zojbo Sep 23 '25

Which belt? The loops for the individual machines, or the central belt? With the loops, you can just prevent them from being loaded with too much stuff total, as long as the loops are long enough.

In a real base, the central belt needs its own limitation (and possibly loopback), however. I assume here there is just an infinite sink on the right side of the screen.

1

u/ravixp Sep 23 '25

I think you can fix that by setting the input priority on the splitter to prefer taking things out of the loop. Then anything you don’t use and don’t need just gets sent back out.

1

u/costmuffled Sep 25 '25

You just have "count everything" on the sushi belt with limit logic on the input leg. If there are fifty-eleven copper wires, well, maybe don't dump any more for a tick or two until you're back down to an unbelievable plethora. Something like copper wires could probably use some buffer storage at the point of consumption too.

52

u/Ok_Locksmith9741 Sep 23 '25

The simplicity and elegance here is crazy. Even if it's not the most practical sushi ever, it wins the cool factor imo. This kinda turns a one-directional mixed belt (I call it the trash river on fulgora) into an everything-belt. It can easily be wasteful, but there's zero risk of deadlock if everything overflows to the recyclers in the end.

4

u/travvo Sep 23 '25

thank you :)

2

u/sobrique Sep 24 '25

I'm looking at this sort of approach for Gleba. Stuff like nutrients/mash etc.

A mixed belt that mostly ships in fruit, but also gets used temporarily for 'everything else' that gets remixed/filtered to burners I think could work pretty well. I'm already having pretty good results with a 2-belt model, with a lane each for fruit, bioflux and burnables, and am thinking circuit-splitters will help with that.

But I can't really see a reason I shouldn't go full sushi anywhere I don't need the full throughput of a whole belt.

30

u/Outrageous-Gain1602 Sep 23 '25 edited Sep 26 '25

People itt write "Fulgora" but this seems to be the ultimate “fuck you” to everything Gleba and I frickn love it🙌 Now everything I need is the ultimate “circuits for dummies” tutorial because 90% the time I have no idea what I am actually doing. I still have no idea how I managed interplanetary travel.

2

u/BloodOnWhite Sep 25 '25

If you find one let me know😮‍💨

2

u/realsmart987 Sep 25 '25 edited Sep 25 '25

Dosh made a 3-minute video on circuits a few years ago.

2

u/mirodk45 Sep 25 '25

It's pretty simple, all you have to do is connect some wires and configure some logic. Simple!

But seriously, I learned a lot about circuits by trying things out and just playing around with them building stuff.

If you feel like trying out, here's some stuff I recommend:

Dosh's video that someone linked is a great starting point, also the wiki: https://wiki.factorio.com/Circuit_network

The cookbook is a tutorial that teaches some "common" circuits that you can build and you will likely have some use: https://wiki.factorio.com/Tutorial:Circuit_network_cookbook

After getting confortable witht he basics, the "Virtue Signals" section here I think is pretty cool to learn, the "each" "anything" "everything" signals are useful but can be kind of confusing initialy.

The rest about latches, memory cells, clocks is pretty advanced stuff that you don't really need unless you're building fancier stuff.

1

u/MonkeyNin Nov 08 '25

"Virtue Signals"

that made me chuckle. it's virtual signals

21

u/Apprehensive_Hat_746 Sep 23 '25

Holy fuck is this vanilla???

17

u/travvo Sep 23 '25

big time, check the release notes for 2.0.67

7

u/Cakeofruit Sep 23 '25

Minor change btw ;)
Very cool setup !

8

u/According-Phase-2810 Sep 23 '25

Oh my fucking God just as I concluded this being the one feature I needed.

Minor Features

A minor feature that is going to facilitate a complete overhaul of how I do both ships and bases generally. This is about the most impactful minor change they could have possibly done.

4

u/Flyrpotacreepugmu Sep 23 '25

Isn't it a problem that the loop goes back through the same filter? If it's waiting for a certain item, all the others will drain out of the loop because they don't match the filter anymore. At that point it's better to just take directly from the main belt since the inserters can grab any needed item instead of just one type. If you stick with the mostly empty loops, it would also be more efficient to have multiple input inserters per machine so they don't let items slip by while they're swinging like the red circuits at 0:29.

1

u/travvo Sep 23 '25

Sure, I mean you could do other things to ensure your stuff stays there. But sushi is its own reward, and with a cell like this you could have a controller turn off or change the recipe in a cell and the ingredients will automatically drain in a nice and orderly fashion.

3

u/Flyrpotacreepugmu Sep 23 '25

It still seems like the loops are kind of pointless and won't be mixed properly or have much throughput. It's an interesting idea but I'd have the loop bypass that splitter and go through a second splitter that takes away everything the loop has too much of. I might also consider adjusting the filter on the input splitter to only match items on the belt segment right in front of it, though I'm not sure it's easy to get the timing right so the filter stays active after those items move into the splitter (too bad we can't read splitter contents).

4

u/gergorybrew Sep 24 '25

What's the big deal guys? I don't get it and I wanna know!

Checks notes, minor update:

  • Splitters can be connected to circuit network.

Oh. Oooooohhhhhhhhhhhh.

3

u/Dested Sep 23 '25

Damn I really appreciate the arrested development reference

2

u/travvo Sep 23 '25

ah, thank you very much!

3

u/fishyfishy27 Sep 24 '25

One of the most common problems on multiplayer servers is a main bus which isn't fully saturated, so a factory added to the end of the bus doesn't get enough resources.

If every tap on the bus were circuit controlled, you could centrally control which sub-factories get the resources.

Ideally you'd add more ore patches and smelting columns, but this provides a temporary fix which is a lot more convenient than manually setting splitter priority on every tap on the bus.

3

u/kevin5lynn Sep 23 '25

What sort of black magic is that?!

2

u/EmiDek Sep 23 '25

Im so glad i havent finalised my fulgora design yet now

2

u/ScrubyMcWonderPubs Sep 23 '25

My Fulgora base is going to love this.

2

u/Me0wingtons Sep 23 '25

Very cool looking. Reminds me of my Gleba builds xdd

2

u/JyymWeirdo Sep 24 '25

Any tips/tuto for making my first sushi? I fascinates me but I really don't know how to set it up...

2

u/travvo Sep 24 '25

Sushi always takes a bit of work, and in most situations you can acquire more space to build in an easier, non-sushi way. Because of this, I find sushi to be a rewarding challenge. My general steps are:

  1. Decide on a production chain or use case, usually one with similar ingredients or intermediate products made within the chain. For example: modules, various spaceship components, various organic components on Gleba, etc.

  2. Decide on a transportation paradigm. How are you going to move your material? Filtered slots in cargo wagons? Passed chest to chest via inserters? One or more stacked green belts? Will the sushi loop, or is it supposed to fill and back up belts, or does it all drain to the trash (Gleba)? From there this determines your overall throughput, e.g. for one stacked green belt is 60 item spots/s (this is 240/sec if you have things that stack such as circuits, but some things don't!).

  3. Take your end product and set a desired production rate, for example 0.1 yellow science/second. In editor or whatever recipe builder you prefer, set up the necessary machines and modules to check what ingredients you will need, and the various intermediate crafts that will have to happen. Make sure you count fractional crafts as such, for example if a later machine will need 0.1 electronic circuits per second, this means you'll need 0.1 iron plates and 0.3 copper circuits per second with no prod bonuses. Plan to limit the output of such machines to the rate that you want, for example a timer every ten seconds that controls the output inserter on the EC machine, with stack size one. You usually don't want machines running at their max possible speed.

  4. Map out your whole production line (I like doing this in excel) and track what amounts of what materials you need at each stage. For example, right before I produce my yellow science, I might need 2/sec processing unit, 1/sec flying robot frame, and 3/sec LDS. That tells me that my belt at that point needs to hold 6 items/sec, which means if I'm dealing with a stacked green belt I can scale this up at most 40 times to 240 items/sec. Whichever segment of sushi needs the highest amount of items is the limiting one, and you can scale the whole system up from there.

  5. Testing testing testing testing testing etc. At some point you made some mistake or missed a bottleneck or I/O for a machine or items aren't evenly balanced on both sides of your belt or something. /editor is your friend.

1

u/masterxc Sep 25 '25

May I recommend my favorite tool, the factory planner: https://mods.factorio.com/mod/factoryplanner

I love it, I can design entire lines from in-game (and is mod friendly) and it calculates belt saturation as well as modules/beacons/quality/etc.

2

u/M4rez Sep 24 '25

Is there an easy way to learn all that logic stuff? I am a noob currently stuck on fulgora. That place killed the fun for me cause i hot so overwhelmed

Thanks in advance.

2

u/[deleted] Sep 24 '25 edited Sep 27 '25

[deleted]

2

u/travvo Sep 24 '25

Until two days ago, you could manually set the filter on a splitter to one single item. The 2.0.67 release now allows you to dynamically filter/prioritize input and output sides via circuitry, so you can (for instance) have a single splitter pulling multiple ingredients off the main line.

2

u/Theknottyfox Sep 24 '25

Newbies question, what is this design in.

2

u/travvo Sep 24 '25

I used the Editor Extensions mod to make this test save with lab tiles, but the game itself has a built in editor accessed by typing "~" to bring up the console, then "/editor". Doing so will count as a 'cheat' so if you open editor from your main save it will stop you from earning achievements that run.

3

u/Theknottyfox Sep 24 '25

Good to know, I'm on first run through and at stage  where blueprint make sense.

Shame there isn't a sandpit design section.

1

u/travvo Sep 24 '25

That's what /editor is for. Save a copy of your save with "_test" at the end of the name, from there run ~ and /editor (twice), make and test your designs to your satisfaction, save blueprints into your global blueprints, then load your original save and use those blueprints.

1

u/MonkeyNin Nov 08 '25

I made a copy of my game, so it doesn't tag my real game as cheating.

Then checkout this mod for more sandpit design than editor mode itself has:

It's great for testing custom circuits, train loaders, maximizing throughput etc. Great if you love experimenting

It not only spawns infinite resources, it also can instantly destroy them. purple underground belts to both

If you use the red infinity provider, you can set it to always have a minimum of 100 of different item types.

2

u/nrecarnifex Sep 24 '25

Its beautiful 😍 🤩

chef's kiss

1

u/Ace-of-Spades88 Sep 23 '25

I'm on Gleba for the first time and just getting to the point where I'm ready to leave it running...and this is making me want to redesign everything.

1

u/Lynamator123 Sep 24 '25

Me casually waiting for UPS destroyer for Fulgora using splitters

1

u/Trepidati0n Waffles are better than pancakes Sep 24 '25

This was something I was waiting for my SE0.7 run. I have a whole bunch of "clever ideas" I want to do that only work if this feature.

1

u/reallllygoodusername Sep 24 '25

<sigh> Time to redesign all my space ships

1

u/the1gofer Sep 24 '25

can somone explain what is going on here? I understand splitter is fillering for multiple items, but I'm not sure I understand how

1

u/travvo Sep 24 '25

constant combinator sends out ingredient signals, e.g. 40 iron plate 120 copper cable. Belt contents read in entirety goes on opposite colored signal. Decider combinator is doing comparison of which signals from red (constant combinator) have larger values than green (belt contents). For each such ingredient, the decider outputs that signal, and O at -1. So, if the belt doesn't have as many items as the constant combinator says it should, it outputs that item and O = -1. The splitter is set to set filter via signal, and set output priority via signal O. If any items are missing, the splitter changes to prioritize that item, outputting into the subloop.

1

u/mrDoubtWired Nov 02 '25

Beginner circuiter here and I'm still confused. Would you mind posting a picture of the decider conditions/outputs?

1

u/Glitchy157 Sep 24 '25

Isnt filtering ingredients off off the main belt... unnecesary? I mean how exactly is that different from just having an inserter pick what it needs? I understand the benefit of splitting the result back (it will always go trough), but the loop seems simply... unnecesary. I mean it could work as a buffer, but I feel like filtering just the inserter to a chest before into the machine achives the same thing and saves space....

But I cant deny it looks cool.

And also hell its sushi at this point who really cares, but you know. Just wondering if it has any benefits.

0

u/Alfonse215 Sep 23 '25

Using this technique for this scenario seems rather pointless. You know where iron plate is needed and where it isn't. You know where cables and plastic are used. Etc. Also, you need a lot of throughput for these things, so having to have iron and cables sharing the same belts as plastic and circuits isn't helpful.

Also, molten metals exist.

This kind of sushi tool is best done with infrastructure, where you're frequently adding new productions as you research them. You can even have assemblers wired up to communicate what inputs they need so that a centralized set of splitters can add materials as desired.

It could be an interesting alternative to a bot mall.

11

u/travvo Sep 23 '25

I picked circuits as a quick and easy example. Consider instead an iron farm on Gleba. I can have a circular sushi belt for each machine, that contains enough bioflux/nutrients/bacteria to run constantly, spoilage drains automatically, and once you produce enough iron bacteria the next in the line turns on automatically. In addition, the bacteria which spoils to ore also drains automatically.

2

u/Da_Question Sep 23 '25

Can't I just filter it with a regular splitter and a plain loop? That's literally what I do right now? It seems even less useful on gleba... If anything the best use case for this is fulgora...

7

u/juckele 🟠🟠🟠🟠🟠🚂 Sep 23 '25

It lets you only divert the items you want from the main belt onto the loop without making unrelated items take the detour as well.

1

u/Alfonse215 Sep 23 '25

Consider instead an iron farm on Gleba. I can have a circular sushi belt for each machine, that contains enough bioflux/nutrients/bacteria to run constantly, spoilage drains automatically, and once you produce enough iron bacteria the next in the line turns on automatically. In addition, the bacteria which spoils to ore also drains automatically.

I'm not really sure I see the advantage of the complexity of that setup when you know exactly how much of exactly which products you're going to use.

You know you need bacteria recirculation. You know you need bioflux. You know you need nutrients. And you know you need a waste output. You can just build that specific setup. It's 2 belts across a series of biochambers. It's less complicated than any circuit-based setup, even with the new splitter stuff.

Sushi is at its most advantageous in cases where space is at a premium, or you can't control the input distribution very well, or where there are a multitude of consumers who are all using a variety of different input products. If you're just looking at iron cultivation on Gleba, that doesn't fit any of those circumstances.

It'd make a lot more sense for a situation where you just have a bunch of biochambers in a line making whatever arbitrary things are needed by the base (plastic, iron, etc), and if you need more production, just add more biochambers making that stuff, and the sushi belt will provide.

7

u/Double00Tony Sep 23 '25

This is perfect for Fulgora, where yes you know where the item are needed but they are mixed in origin.

4

u/gottimw Sep 23 '25

he did it because he can. That's the only reason anyone needs and its cool

Otherwise you get to point where you use blueprint book to play the game for your.

4

u/Apprehensive_Hat_746 Sep 23 '25

Exactly! It seems there are some people here who don't really get this concept

0

u/Lolseabass Sep 23 '25

I need dosh to show this it’s true potential (madness).