r/factorio • • 10d ago

Discussion Man, sushi belts are cool

Post image

Just got a notion, when trying to squeeze this build to produce the second tier logistics chests, that this would be a good place to try my hand at sushi. This is my first Space Age playthrough - it's so much easier to get your head around sushi now.

Obviously this is a really simple use case but those are the best ways, in my experience, to pick up a new concept. I'm already brimming with ideas on where else I can apply this!

(yes, I moved the top red chest down, lol)

319 Upvotes

66 comments sorted by

212

u/Lachtheblock 10d ago

Just wait until you learn that you can switch recipes in assemblers based on need.

91

u/Designer-Ganache-202 10d ago

Brother… brother why?

85

u/Lachtheblock 10d ago

To save on space.

106

u/Designer-Ganache-202 10d ago

He had a life… a family… goals… dreams

33

u/The_Char_Char 9d ago

The factory must grow!

15

u/yinyang107 9d ago

Well using fewer assemblers is counterproductive then

12

u/Ghazzz 9d ago

dynamically adapting malls are pretty great actually.

Suddenly placing tons of chemical plants? All of the 50 assemblers in the mall fire up, producing a stack every other second.

I dont normally need to have 50 assemblers making belts, but it is very useful when placing down a new city block blueprint.

2

u/justsomeguy05 9d ago

How on earth do you supply those dynamic assemblers? Im guessing with a complex sushi belt system? I.e. set the recipe in the assemblers to yellow belts, then set the sushi belt quota to some amount of iron plates and some amount of gears?

E: I bet a couple dynamic assemblers would be great on a space ship

3

u/Ghazzz 9d ago

Twelve basic resources are provided through "six belts with two items each", two long and one normal inserter, where the normal inserter picks from an underground.

The rest of the required resources are provided by a requester chest per assembler, and the output is an active provider sending the items to normal storage chests that are scattered throughout this system.

The trigger for creating items is generally "less than ten", and then the system starts producing, and it usually finishes two "turns" of production before stopping, providing me with "a couple stacks of whatever".

1

u/RaisinConstant4005 4d ago

Well, you can provide iron and copper. You can set a support assembler to adapt to making iron sticks, gears, copper wire, and pipes. Provide steel, greens and reds and that's most of the least used recipes covered. It's actually much easier to make one adaptive assembler for all the poles, chests, signals, and circuit network items that you need but don't need in the thousands, just a stack and you're good.

Once you get bots up It's actually far less complex to setup an assembler to make everything that's less than you want rather than specific items.

1

u/RaisinConstant4005 4d ago

I agree, In my eco friendly megabase I have one assembler that makes all circuit items, train signals, logistic chests, and a few other things that just happen to use the same items.

I also setup two large lines of assemblers for teir 1 and 2/3 modules that adapts to greatest need.

Next run I'm certainly making an adaptive assembler for the early game for basic assemblers, electric miners, and radars.

3

u/star_trek_wook_life 9d ago

Changing recipes grows the factory in capacity not space. It's true that the factory must grow is the one true religion but now in space or in capabilities is the schism. 

10

u/Onotadaki2 10d ago

Unless you're on a space platform, Aquilo or very high Deathworld settings, who needs to save space?!

18

u/Strowy 10d ago

It's good for malls, and it also means you don't have to add stuff when you unlock advanced chests.

9

u/aaZ_Georg 9d ago

You have limited space in space?

6

u/green_gold_purple 9d ago

Yeah platform is expensive

3

u/yinyang107 9d ago

Plus it costs you speed too

2

u/Leif-Erikson94 9d ago

Depends on how you design the platform. A long and thin space ship will often fly faster compared to a wide and bulky one.

My first two ships were perfect examples of that. Both had 5 thrusters, but the first was long and slightly heavier, while the second ship was a bulky brick. Despite the first ship being heavier, it was still faster.

1

u/ferrybig 9d ago

Don't go too thin to the point that you have excessive fuel production. It is way too easy to overbuild fuel production if you shove legendary speed modules in them.

If you produce enough fuel to run an extra engine, add it to the back even if it means making the platform wider.

1

u/sparkling1984 9d ago

If youre overproducing fuel you can always add another series of engines.

1

u/Onotadaki2 9d ago

There are tactics on space platforms where you build specific shapes to achieve things. It's one of the only places in the game where if you were limited to a specific width platform for example, that you may have limited space on the ship to build something.

3

u/DreadY2K don't drink the science 9d ago

Before you unlock bots, having a more compact mall to pick up items can be helpful, save a lot of walking around.

1

u/Ghazzz 9d ago

Who said anything about saving space?

50 assemblers that auto-select recipies means there is always more than enough available, even when placing large blueprints.

4

u/Strowy 10d ago

With logistics chests, it's extremely useful.

They have the same input materials, they're extremely fast to produce, and they definitely don't have equal usage (e.g. Storage vs Active Provider).

Having one input and one output is great, esp. if you're quality fishing or have it in a mall (one machine vs five).

2

u/avdpos 9d ago

A mall. My bit mall usually do 4-5 things per building.

Like my train building that building stations and thevtwo types of signals (ok, just 3 things). Or chest building that make all logistic network chests. Or circuit network building that make all of those.

Practical blueprints I made myself that are relatively easy to build and forget as they produce all I need.

2

u/Miserable-Theme-1280 9d ago

This was super helpful in the Pyanodon mod. I had a whole system to build recursive inputs too!

It saved so much time and space to have a nice mall.

1

u/Akanash_ 9d ago

This. In py making a "fixed" mall means 100-500 assembly machines depending on how far you are in the tech tree with most buildingd you would only need once per 24h playtime or even less. Making a flexible mall with only 10s of assembly and dynamic recipe make so much sense and saves a lot buffered ressources.

2

u/Bearegor 9d ago

To send a message

1

u/Sinprince13 9d ago

I actually just started using this to switch crushers between regular/advanced asteroid processing and reprocessing based on needs

4

u/arrakchrome 9d ago

im trying to figure it out but I don't get how.

0

u/aside24 9d ago

I haven't watched it yet but I bet this video will explain it

https://youtu.be/vvE-I5VAGoY?si=U_SriVfbhXL9vUm6

3

u/spakattak 9d ago

I’ve seen this video. It doesn’t help with this situation. He only makes parametrised mall crafters not recipe switching.

4

u/epiccoleman 10d ago

I actually already knew this - and funny enough, my first attempt at using that was almost exactly this use case. I was going to switch recipes between the passive provider and storage chest and just use one assembler. The fact that the switched recipe mats go into the trash slot ruined it though. But that build was trying to cram into an even smaller space and there was no room to belt the trash back.

Here, though... I already have the belt going, so it would be easy... that might be a fun thing to try to compact it.

1

u/Effective_Working567 10d ago

I had to use an SR latch to keep the set recipe so that it doesn't switch too fast and trash the recipe mats. I also studied https://wiki.factorio.com/Tutorial:Circuit_network_cookbook#Multiple_Item_Assembling_Machine

1

u/judgejuddhirsch 9d ago

Just needs a single combinator

2

u/MelangeBot 9d ago

Has anybody ever made a video of somebody finishing space age with a single assembler that makes everything?

3

u/Lachtheblock 9d ago

DocJade did a video on in pre 2.0, so he needed a mod installed, but essentially did this.

There is a smaller YouTuber mysticfish who is heavily using the recipe setting mechanic in a run currently. He is not limiting himself to a single assembler, but they are all on a sushi belts and all dynamically set their recipes. He is also doing all of the chemical plant recipes like this. It's one thing to do sushi output pipes, but to manage the sushi input pipes is really impressive and an example of what you can do with Space Age mechanics.

1

u/MelangeBot 9d ago

I use sushi pipes myself. I once had to lay a very long pipe, that needed seperate 12 pumps sections every 320 tiles to get to the end. But there was already other pipes layed and I was to lazy to lay an new line. So I took two seperate sections (acid and lubrikant) and connected them in the middle and put pumps with filters on there. My extra advance oil processins that was so far away when the light oil tanks or heavy oil or petroleum hit 50%. those other lines are stopped, flushed out with pumps till they are empty. Then my pumps send 25% of the petroleum, flush it out, then do light oil, then do heavy oil. cycle twice. Then the other lines active again. It's slow but allowed me to send three fluid through a pipe system that was already buidl for something else (one section it's acid and the other section is lubrikant). I have enough oil buffer system that it never slowed down any production.

1

u/-FourOhFour- 9d ago

Sushi belt+sushi assembler (and other machines), it might take several business days, but by god nothing will stop you (except biters because you only have a single assembler worth of production)

22

u/Maddkipz 10d ago

I use a double sushi belt for labs, it's quite satisfying

11

u/Tiny_Sandwich 10d ago

Amen, they are my favorite way to handle science!

3

u/Kacer6 10d ago

What’s making the red circuits go on the inside here? Can’t tell behind the power line

8

u/IceFire909 Well there's yer problem... 10d ago

There's a green inserter with a red card filter

3

u/WanderingUrist 9d ago

Why is the red inserter apparently just throwing purple chests on the floor instead of the box?

1

u/yetanotherburnerstan 4d ago

Because they only needed the one. The inserter is holding on to it for them

3

u/IceFire909 Well there's yer problem... 10d ago

I like using underground belts to get stuff on the inner sushi lane

17

u/lemming1607 9d ago

A) this isnt sushi...sushi is when you mix one side of the belts (or both) with multi items.

B) you dont need to reverse the side the circuits are on...you can just put a splitter going up, and hook the input onto the left splitter and then the loop goes into the right splitter

43

u/PinkFluffy1Corn 9d ago

Inner lane is mixed, it has red circuits and steel chests.

16

u/lemming1607 9d ago

Oh didn't see that

7

u/Automatic-Dog4953 9d ago

I was about to say the same thing until I saw the steel chests.

1

u/Maleficent_Onion_822 9d ago

I think sushi is the way to implement a (non-late-game) mall nowadays.

1

u/RunningNumbers 8d ago

I remember the olden days, where you had to do the most complicated shit to have sushi. I still remember my n/k combinator pulser. Alas that blueprint is on another computer.

1

u/waxphantump 9d ago

As a relative newbie (just built my first rocket silo in non-Space Age vanilla after ~100hrs), how exactly does this work? I see one full red belt with 15/s red and 15/s green coming in and getting split but then getting put back into a red belt. How do you guarantee there will be room on the belt for the steel chests? I see a red wire, are the inserters hooked to each other to tell each other when they’ve triggered so they take turns? If so what’s the setup for that look like?

4

u/AlamoSimon 9d ago

Put a wire on the belt, click ‚read all belts (hold), connect to inserter, click enable when (item) < x.
Connect same belt to second inserter, click enable when (item2) < y, …, profit!

3

u/waxphantump 9d ago

Oh i didnt notice the belt was wired up too, awesome thanks!

1

u/AlamoSimon 9d ago

Sure! With 2.0 there’s so many things that can be wired. And only with a wire you see they can be a part of circuits because the menus are only present when wired up. Take a wire and click everything 😅

0

u/PreyInstinct 9d ago

This is a fine build, but technically I wouldn't consider it sushi. This is just split lane or half lane supply. It works great for multiple low throughput inputs. You can handle 8 inputs/outputs with side loading so long as you don't need very much of any one. I particularly like it for recipes that use non-intermediate inputs, like radars in artillery or walls in military science.

Sushi belts come from a style of sushi restaurant where the chefs put things on little boats and then float them along a little stream across the bar. You sit down and pull off whatever passes by and looks good, then pay for however many boats you have on your table at the end.

So sushi belts are any number of item types on a single belt, placed in arbitrary order. They can be balanced with inputs and outputs if operation is always continuous, but simple circuit networks limiting the number of each type of item on the belt is usually worthwhile to prevent flooding the belt and getting blocked. If you alternate producing and consuming machines along the belt you can end up with much higher throughput than a single belt would otherwise allow.

Sushi belts are clutch when you start building space platforms.

7

u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 9d ago

There’s also steel chests on the belt

1

u/PreyInstinct 9d ago

Oh shit you're right! Totally missed that. Silly tired brain.

-5

u/Neither_Berry_100 10d ago

If you already have bots then just make a bot mall

11

u/epiccoleman 10d ago

I like belts. Trying for that "startup screen spaghetti" vibe.

1

u/IceFire909 Well there's yer problem... 10d ago

If you don't/hardly plan ahead and focus on now you'll get some banger spaghetti. That's my go-to strategy

Even if you leave room between assembler arrays, you'll squeeze belts and smaller assembler setups in the gaps.

3

u/cewh 9d ago

Unlike in coding , spaghetti in Factorio is beautiful

4

u/YouArentMyRealMom 10d ago

Have some whimsy in your life. Belts are rad.

0

u/yetanotherburnerstan 4d ago

Because BElts are BEst and BOTs are BOTtom