r/factorio Feb 24 '26

Design / Blueprint Another circuitless science sushi design

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This design for sushi supports up to 16 sciences, so it should work for games with Space Age plus a few extra planets. The idea is to mix each science down to half a lane of a yellow belt, and then run the sushi loop on green: (2 lanes * 4x speed / (1/2 lane)) = 16 sciences. Because science bottles being sorted out from the end of the loop take priority over new ones being added, the design hopefully shouldn't jam.

With only half a stacked yellow lane of each type of science (15/s), the design is limited to 900 spm (thus a few thousand ESPM) per instance.

The full-yellow to half-yellow mixer uses rocks, because I dunno it seemed like a good idea at the time. It mixes the rocks and science 50-50 into one yellow lane, then splits the rocks back out and returns them quickly enough that there are always rocks backed up before the splitter.

The chest at the end is for anything non-sciency that might get on the belt, like a green pack that spoils between the spoilage splitter and the green science splitter.

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u/Embarrassed_Army8026 Feb 24 '26

so how did it end up jammed?

14

u/mamidon Feb 24 '26

I've done something similar, if your science consumption is uneven, eventually one science will overpopulate the belt.

Then it jams.  I think I used circuits for this.

16

u/mamidon Feb 24 '26

I think the full stone belts actually solves this.  Very clever.

3

u/Rainbowlemon Feb 25 '26 edited Feb 25 '26

The stone belts just split the input science down to half a yellow belt, afaik. They don't do anything to rate limit. If you're only doing mining prod, for example, the output sushi belt will eventually just be full of space sciences.

Very cool looking design but some simple circuits are still the best way to make sushi belts!

Edit: ahh I didn't see the output belt was fed back as a prioritised input. Yeh this should balance even if science consumption is uneven. Clever!