Used them for years - love them - I get around the saturation of 1x belt issue by having 5x sushi belts stacked up.... on a previous build, I had 12 sushi belts all winding around my factory..... I don't recommend that btw, but it looked "interesting"
@@DaveTingerz This doesn't address the issue, of a single item backing up both inputs as other empties on bottom belt. It might slightly reduce the occurence but won't eliminate. Especially if input is from trains which can have jncreasingly random schedules and thus capacities as engines wait for clear track as network gets congested. The best case recovery scenario is you throw away resources sinking things you'll need anyways. Again, low volume output to a mall or sorting gate (i.e. for trains), ok. If people emnjoy ghem, that's all that matters. But it's just not for me. I know Stin Archi made some sushi belts work for a programmable factory, but that's kind of an extreme exception, I think.
Love to see you finally recognizing the superiority of the Sushi Belt 😀 ! I use them in massive scale (35 ADS & TPM each, 50 Mio awesome points per minute). Mostly for assemblers and manufacturers, because of the compactness of the builds. If you ever get around to looking through the Fan factory applications, i uploaded my save there if you want to have a look. The true Sushi way I use for medium volume like the screw line is by the way to merge the additional belt at 2 to 3 places onto the main belt. Then you don't need elevatated belts at all and use every piece of belt's throughput optimally.
You also want to avoid any sort of storage along the way ideally (think mixed trains and truck stations) due to them being Last In First Out (LIFO) and using item stacks you can end up with really long stings of a single item. There are ways to make this less of an issue (think lots of headroom, using buffers after sorting, etc.) but it's still best avoided. Mixed storage containers are just a bad idea in general.
Yeah, wait for the 1.0 update. I belive you may have to restart then. If anything, go reminisce on an old save, build a small factory to buy time. Make blueprints of different builds, etc etc, there's so much you can still do to prep for it.
When I've used sushi belts I've not loved throwing away high value items into a sink. To address this I created a refeeder system that sorted the leftovers into a buffers which then reinsert to the front of the line. Since I was at the final stage I had a back stock of late stage items buffered. As production progressed my bottle neck shifted from one item to another, and another again as I retooled factories to different purposes. This also allowed me to easily change what the sushi belt factory was producing by clearing out the buffer inventory and changing the drone inputs. Obviously this is not done under a "perfectly efficiency factory" framework.
^This. When I saw him throwing overflow into an AWESOME sink, I cringed. Yes, it's the easy way out, but it's wasteful and DNA Capsules are worth way more in an AWESOME sink anyway. Individual buffers are the better way to handle overflow, imho.
@@Tantalus010DNA capsules require far more effort to go out and hunt aliens. And you don't need a very large factory for it to be supplying far more points than DNA capsules practically can. Further, resources (including power) are infinite, so their waste does not matter Finally, if you have an overflow, you already have excess production so you don't need to reclaim them. That doesn't mean you shouldn't reclaim anything, but it doesn't really achieve any efficiency unless you are under-producing something and have an overflow of it elsewhere in your factory. And, if you do reclaim things, you still should have a sink somewhere in any system with sushi belts to ensure that they cannot be jammed, ever.
~5 years ago I made a pretty cool mid-game sushi factory during my first playthrough. I still didn’t understand how a lot of things worked and approached it like a crash course with almost no planning. So naturally, I built it in a big basin which gave me no room to expand when I realized I’d shorted myself on space. Back when the game was really intense about collisions. My memories of troubleshooting that thing and getting it to work at various degrees of success are more fond than I would have imagined at the time. I ended up with 2 or 3 stages of loops I used to buffer things and give parts a second, third, fourth shot in case things were jammed up before they got recycled. I would fly around manually loading things more often than not, but I was able to re-configure it for a lot of different tasks. Screws and caterium wire were always way too much for it and led to its abandon once I was dealing with nuclear. I’m glad I spent the time with it. Later I followed templates more closely and it’s nice having everything work with a lot less fuss but I hope everyone digs themselves into a hole and chips away at the problem at least once.
You can use programmable splitters for sushi belts, and in the (admittedly rare) case they are worthwhile, you can prevent jamming. You select the output as what item you want (or all of them, but then the input can hang the machine), and in the "through" section, select "any undefined" AND "overflow". The end of the line goes either to an awesome sink, or to storage, with an awesome sink overflow. Works like a charm!
I use a lift with another round of smart splitters and then another lift bringing the msnifold back down into a closed loop. You get the same outputs but it also ensures that a stuck valuable piece won't get accidentally shunted to the sink. It will just loop back into the manifold.
I used sushi belts a couple times in my most recent playthrough. The most notable was my crystal oscillator factory. I had eight or ten (depending on need) manufacturers running off of two input belts. One was Quartz Crystals, which dead-ended and backfilled at the end of the manifold. The rest of the crystals then overflowed to the train station. The rest of the inputs came from a slightly offset factory, all merged onto one belt. Anything that got through made it to the train, but I kept the input resources precisely tuned so that none did. The other was my turbo motor factory. Those things produce _very_ slowly, so sushi belts worked great. There was one primary belt that started at the rubber refineries and looped through the entire factory. The input from the train station was sorted and went into its own storage containers. Any excess inputs (there was a lot of excess; it was all overflow from my other factories that had already filled my storage containers), however, merged onto the main belt. They then went through the rest of the loop and back out the factory output, where they were sorted out and sunk. Quickwire was not added to the sushi belt, however: it went directly into the quickwire stator assembler beneath it and was kept precisely tuned to the needs of the factory.
yeah true. I think the only acceptable case for sushi belts is storage as it massively reduces the amount of belts you need and if designed well you dont even see those belts anyway
I disagree. Nothing beats Sushi builds in terms of compactness. Also it is the only way to use your belts at 100% efficiency. 4 dedicated 780 belt for a manufacturer that uses like 60 items per minute is less than 2% efficiency ;-). I run 50 manufacturers producing Assembly Director Systems on ONE BELT :-)
Nice explanation Total. My largest sushi belt setup involves 196 manufacturer's, setup in 14 lines of 14, with each set of 14 having a single MK5 belt carrying all the rubber, quartz crystal and AI limiters needed. It makes a lot of Crystal Oscillators!
Great timing. I just finished experimenting with a sushi bus factory for iron stuff all the way to smart plates. The ingots would go on the bus and get distributed to other machines that would also put their parts on the bus. Some of them would go to a storage room, others to other machines. Here's some things I've learned. - belt capacity is king. Make sure you have enough belt capacity to carry everything. Otherwise things will clog. You can use multiple belts to carry things as you need so don't be too afraid to use it - You can have different categories of belts, one for parts for other machines, one for storage, and one for trash, for those items that you're producing in excess that make no sense going to storage. Obviously screws wouldn't go on the bus, I'd just make them behind the machines that needed them - Keep the belt clean. If there's some item that's not being used for later machines, if you clean it early it won't have to worry later about belt capacity too much. - The belt must flow. You always use it with sinks and make sure it never clogs. Overall it really allowed my factory designs to go to the next level.
Sushi belts are great, but over time I’ve come to find out that sinking everything excess at the end of the sushi belt is wasteful of power, not because of the sink itself but because it keeps your factory running at all times. If things are allowed to backlog, then your factory stops consuming so much power, even after storage crates fill up. It makes it so that I don’t need such a large power plant, and the only thing I really lose is FICSIT coupons because the extra logistical challenge in not using a sushi belt is not that much harder than using a sushi belt to begin with :)
You could set it up so you turn off certain parts of the factory manually and use the buffer instead. Additionally, you can set those factories as a low priority for power.
I only use sushi belts in my central storage, where everything comes in via train or drone, merge onto 2 MK5 belts and split everything off via smart splitters into the proper storage container and have overflow going to a sink. And in early game, I use theml to bring all parts from a steel plant (which makes steel beams, steel pipes, encased industrial beams, motors and stators usually) to my starter factory to store them in my storage bins to reduce the amount of hopping between factories to gather materials, and later on to transport all produced stuff to a trainstation for export to my HUB. But inside a dedicated factory, I rarely use them to keep things simple and avoid deadlocks.
6:23 - Sushi Belt Example Build: At the end of the line you could have it first go to separate storages; one for circuit boards, one for plastic and one for cable in this case, before it goes into the sink. The last one for screws you could replace that splitter with a smart splitter that sends the overflow of the screws into storage and then into the awesome sink. (Note!; You could need a separate sink just for the screws because it could come many when all the manufacturers are full of screws.) Just an idea that came to my mind when I watched this whole video. Btw; I'm going to take that idea for solid biofuel and hog remains, maybe the one that sortes and sends all the items into the separate storages at your main base. Before it sinks. (When the storage is full, then it is going to send the items into sinks instead. Compared to just sinking the items.)
Im happy I found your channel. Ive gotten really into Satisfactory in the last month or so and your videos are entertaining and informative. Love seeing what you create and how inspiring it is. Cant wait for the 1.0 release!
I had good results with small sushi belt loops getting 60 items from storage, and feeding the surplus and the products back. In my next play-through I may try to split off 30 or 15 items from storage, if that is all that is needed, and feed the rest right back, so there's less worry about exceeding its capacity.
Yep, I use sushi belts, but not many, haven't reached late tier yet, but sushi belts really do have their uses Progrtammable splitters don't seem to get much attention, something about them might be a good ide
Basically programmable splitters allow you to split one sushi belt into two or three, whereas a smart splitter selects one or two items off a sushi belt at a time (among other use cases of course).
A friend of mine and I built a giant mixed belt factory, where we had I think 8 stacked belts running in a giant circle. We had all kinds of resources coming in and being smart-split into containers, then they came out into the giant loop. We then had all of our complicated manufacturing machines inside the loop with smart splitters pulling parts off the loop as needed. I did math on the backend obviously to make sure we were throwing enough of the right resources for the factory onto the loop, but it turned out really well. Probably the best and coolest thing we built in the game. (btw, our factory was in the northeastern desert)
I used a few sushi belts in my last build mid-game build (for motors, just like in you mentioned!) and it really worked out well! I tend to build too small and get myself bound up with no space and that solved a big issue I had.
I used it only for outputs of mid to high tier stuff. Lower tier factories tend to pump out stuff too quick for it to not clog up. This means the outputs from a large array can be funneled into 1 belt and go to warehousing rather neatly.
My preferred use for sushi lines is for storage, so long as there are splitters for overflow to the sink so it doesn't back up. But I will use sushi for a bus for the low quantity higher-tier production items. I'm not the sort to build my factories specifically to max out the belts, so my later output lines always have space. No reason not to merge them. And then that sushi line becomes special. Like an exclusive high-priority line, and adding items to it feels GOOD.
Great information, as always! I'd love to see a comparison of some of the train mechanics. Specifically, item-per-car vs item-per-train and raw vs ingot vs 1st stage (rods, plates, RIPs etc) vs end product transportation of goods and efficient ways to organize the connections from stations to storage. (with sushi belt to sink overflow, of course!)
I love this technique, and use it regularly for routing logistics between factory sections (with appropriate overflow sink), and for collating factory output (before splitting for transport). One thing I recommend is only do this for products built on-site, and not on products shipped in from another factory - otherwise a train might deliver a large pile of a component, and the excess will get sunk here, rather than potentially being delivered to another factory.
I always use sushi lines for end products from assemblers and higher grade manufacturers. They save so much room and with smart splitters it's pretty easy to keep them under control. Storage is for overflow and then I'll have another overflow line coming from storage to the sink. An efficient inefficient factory :D
Thank you for the video. I didn't understand the 'Priority Power Switch' technique you present at 3:49. Do you have a specific video to point me using it? It looks interesting.
you don't use the switch to prioritize, that's just its name. In this instance, he turns on or off one of the production lines, and guides the ressources past it to another production line that is always there, but does not always receive ressources. Think of it as actually switching where conveyor belts get split to, the game does just not have a splitter variant that you can remotely turn off
I had a mixed belt coming from my first oil production to get Plastic, Rubber, and Packaged Fuel over to a more central storage area, and honestly I could absolutely see myself using these more when I'm not making an absolute mess of my factory (will probably try using them more once 1.0 drops and I start my second save (only 300 hours btw))
I use a sushi-belt main bus, then use Modular Load Balancers (mod) to 'tap' my bus and extract only what's needed. Each production line that comes off of the bus then runs through a manifold that may be sushi or dedicated line, and any overflow at the end instead of being sunk just gets returned to the bus along with produced items. This lets me effectively eliminate the concept of a bottleneck on my bus - so long as my Bus has the overall capacity for items produced, bottlenecks are effectively impossible and I only need to worry about them at the production module level. For items that produce in higher quantities than base ingredients, like screws, I'll just move rods on the bus and produce screws locally in each module as needed. For other high-volume goods like iron plates, I might have dedicated lines on the bus and let any extras overflow into the normal channels. Two columns of my bus is a stack of reverse-facing overflow lines that run backwards through each tap before terminating in my storage array, which overflows into my Awesome SInks.
The one time I do use a mixed belt is in my biofuel complex. Programmable splitter separates the basic materials out (wood, leaves etc) from the alien protein, which are then filtered by smart splitters in two different sections of the complex, which then combine into a large biomass factory to become solid biofuel (then liquid biofuel.) To prevent saturation of the line I have a storage container buffer before the appropriate biomass constructors, so the thousands of leaves that might go in don't clog the input belt.
I've dabbled occasionally but every time I got myself into trouble somewhere along the line, so at this point I just don't *except for* the modest "organic bits in, solid biofuel and/or tickets out" single-bin dump system for exploration cruft.
I always use sushi lines when exporting spare goods to a nearby depot, where they are then sorted using a duel smart splitter manifold with overflow into a nearby sink. I then use a train to distribute the goods to other depots around the island so i always have materials nearby. I just hope for a universal sign post where it can change in multiple locations so i can properly track the inputs/outputs of items so i don't starve/congest the line.
i built one for steel. coal and Iron is 1 to 1, so i just had crates set up to feed mergers and it automatically gives perfect ratio, i had to get creative. i didnt have a lot of room to work with. and this build was very compact. or more specifically it better fit the shape of the area i had to work with.
In my last Satisfactory play I made a radioactive sushi that took on uranium fuel rods. Ran past all my power plants, delivering fuel cells and collecting the waste, then looping back towards the recycling machines. By ensuring the belt passes machines in a specific order and that I have excess processing of each recipe I was able design a system where I can ignore ratios and just let the material ride the belt around the loop until everything is processed. Once I got it properly designed it even had excess capacity to clean up from mistakes. I have a container in the loop I can just dump any radioactive items and it will eventually be delivered to get processed.
I setup some sushi manufacturers with a pair of smart splitters at a 45deg angle to two of the inputs when I was building the phase 3 elevator parts (mod engines, and ADCs). I'd figured out how much stuff was needed, and put them into feeder storage containers. I however didn't put the sink at the end, but instead had some crazy rube-goldberg setup to try and remix the belt so no single resource saturated the belt. It was a fun experiment, but I spent way too much time nursing it along. Would've been easier to just start with low-grade resources (plates, rods, etc), and do the entire build-up and sink the excess.
I've been working on a sushi tutorial for a bit, but the guy himself just so happens to release one huh? There are some extended topics not covered here like load balancing, parallel sushi belts, and mixing items on vehicles, but this is an excellent basic guide! Mixing items does not have to be scary!
another workaround if there is space is to have more overflow split off so it has multiple drain points, tho this is more usefull when you have multiple sinks in the same area to help cover overages if it still backs up with screws and those big wire items
Sure, if you don't mind wasting a random percentage of your resources, and you don't mind that your machines will sometimes stop because they run dry until the next tractor arrives, then mixed belts are really this simple. But if you have stricter requirements, designing and improving a mixed belt can be a whole lot of fun, full of interesting, unexpected challenges, with very varied possible solutions. My Phase 4 factory runs on a circular mixed belt, that moves 10 different parts. I think of it as a circulatory system, with parts of the factory being organs that use the main belt both as input and as output. There's even a slow side-belt at some point, that functions as a visual blood test, so that the health of the belt can be easily monitored. I could talk about that factory for a long time. It's probably my favorite factory.
Getting back into Satisfactory in preparation of 1.0. Designing a mega factory I'll be using in 1.0. Planning on having all production in one location. May or may not smelt the ore into ingots on-site or in the main factory. Have to see when I l get the foundation laid out and setup all the zones.
Man, your factories are so much more organized than mine. My factories are a mess of buildings half on the ground half on foundation with belts, lifts, and pipes clipping and going everywhere. Driven many a friend insane with my factories.
Sushi belts are great for (late game) distributed manufacturing in small to medium sized factories where they can save a good amount of space and let you fully utilize each belts capacity. For mega factories they're not so useful aside from collecting overflow and sending it to a central sink. If you go full Kibits you probably have belts for each resource stacked four wide ten high, so mixed belts would be a separate system and only add complexity instead of simplify things.
Tbh i use sushi belts for copper rotor recipe in the early game. 1 mk 2 belt all screws and then a mk 1 belt with 40 screws and 20 copper sheets. Then set the assembler to make 10/minute. It has never backed up. Works pèrfect every time!
The one thing that would make sushi belts even better would be if we had throughput limiters for belts. That way you could easily make ratios on belts. Would be great for feeding high tier machines.
I like sushi-belts. I have build a factory with nearly every item exept elevator parts with a central sushi belt bus. Overflow runs into the bus again and were aviable for other productions. The sinks are only at the end of my warehouse, sinking only items when storage is full. Why, because i can. Its fun to build a whole factory an turn it on all at once. Bigger factorys need to much resources for mixed belts, there some mass items must use separate belts.
It's actually kinda funny to hear the reason to not use sushi belts is to keep things simple when the entire reason I use sushi belts is to keep my factory logistics simple. I find having 8+ unique belts of items to move around your factory makes soooooooo much more mess than just one belt which you know has enough throughput for everything along with an overflow sink at the end.
A sushi belt, all the woes it created, and my inexperience with Satisfactory was the reason I abandoned my first save. Well, that and a thousand other things, but since then I've only used them to send stuff to the sink.
Лично пытался использовать суши для производства разного рода каркасов, разьёмов, компьютеров, резонаторов и пр. Так же, как и Автор, я быстро пришёл к выводу, что суши лента обязательно требует утилизатор в конце - иначе систему просто "заклинивает". В конце я пришёл к выводу, что лучше тратить 90 моторов / минуту на производство турбомоторов, чем тратить 90 моторов + около 30 моторов в минуту в утилизатор. (подача 120/ минуту - 90 = 30 в утилизатор). Когда турбомоторы готовы и склад полон - все 120 моторов и все остальные ресурсы, при простое цеха, большой весёлой и дружной толпой летят в утилизатор. Это СЛИШКОМ РАСТОЧИТЕЛЬНО!! Лучше я буду мучиться и делать четыре разные ленты, но зато тратить точное количество без утилизатора.
Looks like a fun challenge, although I worry about the efficiency of a system throwing out that many resources. Then again, perfectly utilizing outputs of factories is hard so maybe the combination of "interesting" and "functional" tops "optimal".
How do you mix the ingredients at the very beginning? If I dump computers, cable, and plastic into a storage container, it will output one full stack at a time. This can cause backups so I would rather it splits the outputs evenly, but I'm not sure how to achieve this.
It is as you said. Only thing to remember with sushi belts is to always use the overflow mechanic from the smart splitters. And of course, to have a sink at the end of that line or get rid of the surplus in some way or another. Putting it back in the system is not a valid way to do it.
@@vencam9498 the only problem is that any hiccup in the flow will mean one item saturates and block the system. Hence why overflow is needeed to every sushi belts, otherwise it's never ending of fixing everytime something doesn't work 100% smoothly. Again, theorically it isn't needed but in practice you want it because as soon as a problem arise you're in for a long time.
@@clnetrooper that's why it requires careful planning ahahah I'm not saying it's easy, just that the game allows for it (it's not just theory, as one can see in my channel).
The Sink certainly helps during the tuning process, but once you get all your clocking dialed in and everything is humming along, you shouldn't need it unless you are intentionally over-sending some resources for the reason or another.
On my last build, I though the whole planet is mine to exploit so why worry about compactness. So I, first input the goods to a storage then to the machines for all inputs. This way even if I made a mistake I can see the saturation in the containers cargo so I can ficit before the line itself saturates and stops the whole process. I also stopped putting buildings next to each other but leave a gap in between
Isn't it also possible to merge the overflow of the sushi line with itself, causing it to keep cycling forever, returning unused items to the start? And then have a second overflow smart splitter that only dumps items into the sink when the entire belt is saturated.
Honestly, I just want mark 6 & 7 belts. My factory can't keep up it's build process with the slow mark 5! LOL Like my bauxite has to run across the world with 6 mark 5 lines. Maybe you can go over your thoughts on the best way to get rid of liquids. I have close to 100 large liquid storage containers just to hold onto water because I make so much aluminum. I can't keep up with enough oil, to make plastic, to make empty containers, to fill with fluids, to send to the sink. It's VERY difficult and I have over 6k hours in my build!!
you placed mk3 belts between the smart splitters and the manufacturer, while having mk4 as the sushi line. This will overflow the splitter and send the material to the sink. If that wasnt by mistake and you wanted to have them send to the other manufacturers ig you could do that, but the last one will still send some to the sink. I always just have the same belt and let the first manufacturer overflow, so the others can get the material.
I think sushis would work better if there was a circuit and belt monitoring system (ala Factorio), then you could strictly control the ratio of items going into the sushi belt rather than the error correction happening at the very end with the Sink. I'm sure there is or will be a mod for it somewhere. Though the proper definition of a sushi is that the belt should try to return excess items to the start of the line before overflowing to the sink.
Circuitry Mod does let you automate stopping belts on a trigger condition (such as buffer full), but the learning curve is steep and the documentation underwhelming.
@@DenkkarI downloaded this mod because it seems to have cool capability. But there is essentially no information on how to actually use it. And it is super complex in game. I feel like it needs like a 100 page manual.
"... should return excess items to the start of the line before overflowing" I see that a lot, but don't quite get the logic behind. If you have a smart manifold, when an item has reached the end of it after overflowing from all machine-connected splitters, that item is, in all senses, excess which one WANTS out of the system in order to keep it flowing stably without being full of just one kind of item that keeps circling on it. Putting it back into the system (unless planned for it), should saturate the system with said excess as it's expected that more of the same item will be coming, while the system expects the excess to leave in order to make room for the inputs needed. In order to not have said item reach the sink, one can only make sure that said items are provided at the exact rates needed (load-balancing, clock-matching and so on), which in fact can make the Sink connection redundant/for-safety-only.
Absolutely but if you do that you run the risk of saturating the belt with items that aren't being used up which will stop fresh items that are needed entering
@@reapertemptations that was not my question. For that particular example, the screws where on a separate belt, ok. But now, every manufacturer needs 10pcs of item A, 15 of B and 20 of C. So how do you control, that the feed has almost that numbers? If you just combine them, you have 4 times as much of item A that doesn't get used. You would have to sink them to not clog the system. But what if I don't want to, because I don't want to waste so many resources? I would have to do a lot of awful balancing with splitters, different belts and so on to get roughly the amount needed. Or can you already program splitters for fractions? Then it would make sense.
@@spedi6721 you only have to sink them if you put too many resources so the answer is just control the amount put onto the belt and theres no issue, you cant control the spiltters number output but the machines is how you do that and you can control it down to at least 0.001 items per minute
@@spedi6721 lets say you need 60 plastic a minute on your sushi belt to feed all the machines, basic recipe for plastic produces 20 per minute so you merge 3 refineries producing 20 plastic each and there will only be 60 per minute on the belt so the machines will consume all of those resources and nothing should overflow into the sink. Repeat this for all other items flowing onto the sushi belt and all machines will be fed properly without overflow. In the case that the machines timers cause resources to back up in bursts out of the machine due to the timers and not the actual flow rate being too high you could also mitigate this by looping the overflow back onto the start of the belt instead of a sink so in those niche cases theres still no waste.
Thank you. I hadn't thought about sushi lines when I was making some of my factories, so the lines and everything took up a lot of space and were difficult to move around. This will be very helpful when I can play again.
One obvious problem with the example setup is that it's a worst-case manifold. Machine #1 has to be completely full before machine #2 gets anything, #2 has to be full before #3 gets anything, and #4 only operates when the first 3 are all completely full. This can be a real problem when the inputs are relatively low volume, and it takes a long time to get a full stack. A regular manifold with ordinary splitters sends 25% to machine 2, 12.5% to machine 3, and 12.5% to machine 4 immediately. It's sub-optimal, but not nearly as bad as the "smart" manifold. You can improve the "smart" manifold a bit by creating 2 pairs of machines instead of a sequence of 4. In that case, machine 2 doesn't have to wait for machine 1 to get full.
No need for a sink in every production line, or at all. Just loop the overflow back and split the resources back up. Their inputs on the mergers need priority, and all's good. Sinks take up a lot of space and use a lot of power, but belts are stackable and the return line can simply be laid on top of the feed line(s) and cross over splitters w/o looking too terrible.
Except when you get an infinite loop of the excess being fed back into the input container on the same stack that's leaving the container. Happens all the time.
I'm really confused by the need you have for the screws on their own line. Is it purely a throughput issue? Because surely if you have overflow on all the splitters they shouldn't get permanently clogged.
i've never had any success with sushi belts. i've always been able to just stack belts and make clever use of mergers and splitters into remarkably small spaces.
I tend to build my factories as simple as possible so I never use sushi. Any amount of unnecessary complexity will always end up with something going wrong for me, so I tend to avoid that.
I don't really use mixed belts simply because the people that do use them are very irritating about it and I don't want to be associated with them. Their answer to everything is usually sushi belts. They even put it as a prefix to their names. It gets pretty ridiculous some times.
honestly the game would be so much easier if we could use sushi belts all the time but i think we need 10k items pm belts to do that in the late game lol
Do you use Sushi Belts in your factory? and what should we cover in our next guide?
I think they're marginally ok for a storage mall with sinks. I think over long term, they always seem to block.
Used them for years - love them - I get around the saturation of 1x belt issue by having 5x sushi belts stacked up.... on a previous build, I had 12 sushi belts all winding around my factory..... I don't recommend that btw, but it looked "interesting"
@@DaveTingerz This doesn't address the issue, of a single item backing up both inputs as other empties on bottom belt. It might slightly reduce the occurence but won't eliminate. Especially if input is from trains which can have jncreasingly random schedules and thus capacities as engines wait for clear track as network gets congested. The best case recovery scenario is you throw away resources sinking things you'll need anyways. Again, low volume output to a mall or sorting gate (i.e. for trains), ok. If people emnjoy ghem, that's all that matters. But it's just not for me. I know Stin Archi made some sushi belts work for a programmable factory, but that's kind of an extreme exception, I think.
I use Sushi Belts for overflow into the AWESOME Sink.
Love to see you finally recognizing the superiority of the Sushi Belt 😀 ! I use them in massive scale (35 ADS & TPM each, 50 Mio awesome points per minute). Mostly for assemblers and manufacturers, because of the compactness of the builds. If you ever get around to looking through the Fan factory applications, i uploaded my save there if you want to have a look.
The true Sushi way I use for medium volume like the screw line is by the way to merge the additional belt at 2 to 3 places onto the main belt. Then you don't need elevatated belts at all and use every piece of belt's throughput optimally.
als long as u use smart splitters and always include a overflow sink at the end sushi belts work perfectly.
Eh, with good planning even the sink (and/or smart splitters) can be avoided :P
You also want to avoid any sort of storage along the way ideally (think mixed trains and truck stations) due to them being Last In First Out (LIFO) and using item stacks you can end up with really long stings of a single item. There are ways to make this less of an issue (think lots of headroom, using buffers after sorting, etc.) but it's still best avoided. Mixed storage containers are just a bad idea in general.
Man, all these Satisfactory videos been popping up in my feed again making me want to start a new factory 👀
Do it bro!
Same but still waiting for 1.0 before that
Same here, also waiting for 1.0 😅
Yeah, wait for the 1.0 update. I belive you may have to restart then. If anything, go reminisce on an old save, build a small factory to buy time. Make blueprints of different builds, etc etc, there's so much you can still do to prep for it.
Same
I always do them as challenge runs. In fact, when Satisfactory 1.0 comes out I'm celebrating with my BIGGEST SUSHI BELT EVER!!!
You have no idea.
How’s it going?
When I've used sushi belts I've not loved throwing away high value items into a sink. To address this I created a refeeder system that sorted the leftovers into a buffers which then reinsert to the front of the line. Since I was at the final stage I had a back stock of late stage items buffered. As production progressed my bottle neck shifted from one item to another, and another again as I retooled factories to different purposes. This also allowed me to easily change what the sushi belt factory was producing by clearing out the buffer inventory and changing the drone inputs.
Obviously this is not done under a "perfectly efficiency factory" framework.
^This. When I saw him throwing overflow into an AWESOME sink, I cringed. Yes, it's the easy way out, but it's wasteful and DNA Capsules are worth way more in an AWESOME sink anyway. Individual buffers are the better way to handle overflow, imho.
@@Tantalus010DNA capsules require far more effort to go out and hunt aliens. And you don't need a very large factory for it to be supplying far more points than DNA capsules practically can.
Further, resources (including power) are infinite, so their waste does not matter
Finally, if you have an overflow, you already have excess production so you don't need to reclaim them.
That doesn't mean you shouldn't reclaim anything, but it doesn't really achieve any efficiency unless you are under-producing something and have an overflow of it elsewhere in your factory.
And, if you do reclaim things, you still should have a sink somewhere in any system with sushi belts to ensure that they cannot be jammed, ever.
~5 years ago I made a pretty cool mid-game sushi factory during my first playthrough. I still didn’t understand how a lot of things worked and approached it like a crash course with almost no planning. So naturally, I built it in a big basin which gave me no room to expand when I realized I’d shorted myself on space. Back when the game was really intense about collisions. My memories of troubleshooting that thing and getting it to work at various degrees of success are more fond than I would have imagined at the time. I ended up with 2 or 3 stages of loops I used to buffer things and give parts a second, third, fourth shot in case things were jammed up before they got recycled. I would fly around manually loading things more often than not, but I was able to re-configure it for a lot of different tasks. Screws and caterium wire were always way too much for it and led to its abandon once I was dealing with nuclear. I’m glad I spent the time with it. Later I followed templates more closely and it’s nice having everything work with a lot less fuss but I hope everyone digs themselves into a hole and chips away at the problem at least once.
Did we build in same basin? Iron and copper next to a lake surrounded by cliffs. A cave nearby with water in it, and a waterfall at its entrance.
You can use programmable splitters for sushi belts, and in the (admittedly rare) case they are worthwhile, you can prevent jamming. You select the output as what item you want (or all of them, but then the input can hang the machine), and in the "through" section, select "any undefined" AND "overflow". The end of the line goes either to an awesome sink, or to storage, with an awesome sink overflow. Works like a charm!
I use a lift with another round of smart splitters and then another lift bringing the msnifold back down into a closed loop. You get the same outputs but it also ensures that a stuck valuable piece won't get accidentally shunted to the sink. It will just loop back into the manifold.
I used sushi belts a couple times in my most recent playthrough. The most notable was my crystal oscillator factory. I had eight or ten (depending on need) manufacturers running off of two input belts. One was Quartz Crystals, which dead-ended and backfilled at the end of the manifold. The rest of the crystals then overflowed to the train station. The rest of the inputs came from a slightly offset factory, all merged onto one belt. Anything that got through made it to the train, but I kept the input resources precisely tuned so that none did.
The other was my turbo motor factory. Those things produce _very_ slowly, so sushi belts worked great. There was one primary belt that started at the rubber refineries and looped through the entire factory. The input from the train station was sorted and went into its own storage containers. Any excess inputs (there was a lot of excess; it was all overflow from my other factories that had already filled my storage containers), however, merged onto the main belt. They then went through the rest of the loop and back out the factory output, where they were sorted out and sunk. Quickwire was not added to the sushi belt, however: it went directly into the quickwire stator assembler beneath it and was kept precisely tuned to the needs of the factory.
This is like cursing in the church of logistic games! Next thing you will say that Spaghetti belts are preferable!
yeah true. I think the only acceptable case for sushi belts is storage as it massively reduces the amount of belts you need and if designed well you dont even see those belts anyway
I disagree. Nothing beats Sushi builds in terms of compactness. Also it is the only way to use your belts at 100% efficiency.
4 dedicated 780 belt for a manufacturer that uses like 60 items per minute is less than 2% efficiency ;-). I run 50 manufacturers producing Assembly Director Systems on ONE BELT :-)
I like spaghetti belts. Everything disappears into my crawl spaces so my factory looks tidy and you can get everything where it's needed with ease
I'll take one bolognese please
Yeah. What kind of pshyco OCD player spends actual days perfecting a factory for no one to see?! It's just a game. Meant to be enjoyable bruh.
Nice explanation Total.
My largest sushi belt setup involves 196 manufacturer's, setup in 14 lines of 14, with each set of 14 having a single MK5 belt carrying all the rubber, quartz crystal and AI limiters needed.
It makes a lot of Crystal Oscillators!
Great timing. I just finished experimenting with a sushi bus factory for iron stuff all the way to smart plates.
The ingots would go on the bus and get distributed to other machines that would also put their parts on the bus. Some of them would go to a storage room, others to other machines. Here's some things I've learned.
- belt capacity is king. Make sure you have enough belt capacity to carry everything. Otherwise things will clog. You can use multiple belts to carry things as you need so don't be too afraid to use it
- You can have different categories of belts, one for parts for other machines, one for storage, and one for trash, for those items that you're producing in excess that make no sense going to storage. Obviously screws wouldn't go on the bus, I'd just make them behind the machines that needed them
- Keep the belt clean. If there's some item that's not being used for later machines, if you clean it early it won't have to worry later about belt capacity too much.
- The belt must flow. You always use it with sinks and make sure it never clogs.
Overall it really allowed my factory designs to go to the next level.
Sushi belts are great, but over time I’ve come to find out that sinking everything excess at the end of the sushi belt is wasteful of power, not because of the sink itself but because it keeps your factory running at all times. If things are allowed to backlog, then your factory stops consuming so much power, even after storage crates fill up. It makes it so that I don’t need such a large power plant, and the only thing I really lose is FICSIT coupons because the extra logistical challenge in not using a sushi belt is not that much harder than using a sushi belt to begin with :)
I'd rather the factory run at a constant though so that we don't end up tripping the power when everything starts turning on
@@TotalXclipse Good point. It’s a tradeoff. 😁
You could set it up so you turn off certain parts of the factory manually and use the buffer instead. Additionally, you can set those factories as a low priority for power.
I only use sushi belts in my central storage, where everything comes in via train or drone, merge onto 2 MK5 belts and split everything off via smart splitters into the proper storage container and have overflow going to a sink. And in early game, I use theml to bring all parts from a steel plant (which makes steel beams, steel pipes, encased industrial beams, motors and stators usually) to my starter factory to store them in my storage bins to reduce the amount of hopping between factories to gather materials, and later on to transport all produced stuff to a trainstation for export to my HUB. But inside a dedicated factory, I rarely use them to keep things simple and avoid deadlocks.
6:23 - Sushi Belt Example Build: At the end of the line you could have it first go to separate storages; one for circuit boards, one for plastic and one for cable in this case, before it goes into the sink. The last one for screws you could replace that splitter with a smart splitter that sends the overflow of the screws into storage and then into the awesome sink. (Note!; You could need a separate sink just for the screws because it could come many when all the manufacturers are full of screws.)
Just an idea that came to my mind when I watched this whole video. Btw; I'm going to take that idea for solid biofuel and hog remains, maybe the one that sortes and sends all the items into the separate storages at your main base. Before it sinks. (When the storage is full, then it is going to send the items into sinks instead. Compared to just sinking the items.)
Im happy I found your channel. Ive gotten really into Satisfactory in the last month or so and your videos are entertaining and informative. Love seeing what you create and how inspiring it is. Cant wait for the 1.0 release!
I’m excited for that update too
I had good results with small sushi belt loops getting 60 items from storage, and feeding the surplus and the products back. In my next play-through I may try to split off 30 or 15 items from storage, if that is all that is needed, and feed the rest right back, so there's less worry about exceeding its capacity.
Yep, I use sushi belts, but not many, haven't reached late tier yet, but sushi belts really do have their uses
Progrtammable splitters don't seem to get much attention, something about them might be a good ide
Basically programmable splitters allow you to split one sushi belt into two or three, whereas a smart splitter selects one or two items off a sushi belt at a time (among other use cases of course).
This is going into my saved Satisfactory videos list :)
Next time I need a refresher after a long break these are great!
You have such a peaceful voice, in combination with the background music, it makes for a very relaxing and still informative video. Thank you!
A friend of mine and I built a giant mixed belt factory, where we had I think 8 stacked belts running in a giant circle. We had all kinds of resources coming in and being smart-split into containers, then they came out into the giant loop. We then had all of our complicated manufacturing machines inside the loop with smart splitters pulling parts off the loop as needed. I did math on the backend obviously to make sure we were throwing enough of the right resources for the factory onto the loop, but it turned out really well. Probably the best and coolest thing we built in the game. (btw, our factory was in the northeastern desert)
I used a few sushi belts in my last build mid-game build (for motors, just like in you mentioned!) and it really worked out well! I tend to build too small and get myself bound up with no space and that solved a big issue I had.
Oh hey, nice timing. Just finished my Oscillator factory yesterday and this was my solution for making those!
I used it only for outputs of mid to high tier stuff. Lower tier factories tend to pump out stuff too quick for it to not clog up. This means the outputs from a large array can be funneled into 1 belt and go to warehousing rather neatly.
My preferred use for sushi lines is for storage, so long as there are splitters for overflow to the sink so it doesn't back up.
But I will use sushi for a bus for the low quantity higher-tier production items. I'm not the sort to build my factories specifically to max out the belts, so my later output lines always have space. No reason not to merge them. And then that sushi line becomes special. Like an exclusive high-priority line, and adding items to it feels GOOD.
Cant you use overflow function to deal with saturation at production line?
Great information, as always!
I'd love to see a comparison of some of the train mechanics.
Specifically, item-per-car vs item-per-train and raw vs ingot vs 1st stage (rods, plates, RIPs etc) vs end product transportation of goods and efficient ways to organize the connections from stations to storage. (with sushi belt to sink overflow, of course!)
I like to run a loop back from the SL, then to an awesome sink if needed. Now do one with programmable.
Works well also with an all-items-sushi for your main storage. Just place it at the end before your awesome sink and enjoy the extra resources/points.
I love this technique, and use it regularly for routing logistics between factory sections (with appropriate overflow sink), and for collating factory output (before splitting for transport).
One thing I recommend is only do this for products built on-site, and not on products shipped in from another factory - otherwise a train might deliver a large pile of a component, and the excess will get sunk here, rather than potentially being delivered to another factory.
I always use sushi lines for end products from assemblers and higher grade manufacturers. They save so much room and with smart splitters it's pretty easy to keep them under control. Storage is for overflow and then I'll have another overflow line coming from storage to the sink. An efficient inefficient factory :D
Thank you for the video. I didn't understand the 'Priority Power Switch' technique you present at 3:49. Do you have a specific video to point me using it? It looks interesting.
you don't use the switch to prioritize, that's just its name. In this instance, he turns on or off one of the production lines, and guides the ressources past it to another production line that is always there, but does not always receive ressources.
Think of it as actually switching where conveyor belts get split to, the game does just not have a splitter variant that you can remotely turn off
@@kasemite619 Thank you for your reply. I finally got the grasp to what xcl was saying here due to your message. Very insightful
I had a mixed belt coming from my first oil production to get Plastic, Rubber, and Packaged Fuel over to a more central storage area, and honestly I could absolutely see myself using these more when I'm not making an absolute mess of my factory
(will probably try using them more once 1.0 drops and I start my second save (only 300 hours btw))
I use a sushi-belt main bus, then use Modular Load Balancers (mod) to 'tap' my bus and extract only what's needed.
Each production line that comes off of the bus then runs through a manifold that may be sushi or dedicated line, and any overflow at the end instead of being sunk just gets returned to the bus along with produced items.
This lets me effectively eliminate the concept of a bottleneck on my bus - so long as my Bus has the overall capacity for items produced, bottlenecks are effectively impossible and I only need to worry about them at the production module level.
For items that produce in higher quantities than base ingredients, like screws, I'll just move rods on the bus and produce screws locally in each module as needed. For other high-volume goods like iron plates, I might have dedicated lines on the bus and let any extras overflow into the normal channels.
Two columns of my bus is a stack of reverse-facing overflow lines that run backwards through each tap before terminating in my storage array, which overflows into my Awesome SInks.
The one time I do use a mixed belt is in my biofuel complex. Programmable splitter separates the basic materials out (wood, leaves etc) from the alien protein, which are then filtered by smart splitters in two different sections of the complex, which then combine into a large biomass factory to become solid biofuel (then liquid biofuel.) To prevent saturation of the line I have a storage container buffer before the appropriate biomass constructors, so the thousands of leaves that might go in don't clog the input belt.
I've dabbled occasionally but every time I got myself into trouble somewhere along the line, so at this point I just don't *except for* the modest "organic bits in, solid biofuel and/or tickets out" single-bin dump system for exploration cruft.
I always use sushi lines when exporting spare goods to a nearby depot, where they are then sorted using a duel smart splitter manifold with overflow into a nearby sink. I then use a train to distribute the goods to other depots around the island so i always have materials nearby. I just hope for a universal sign post where it can change in multiple locations so i can properly track the inputs/outputs of items so i don't starve/congest the line.
i built one for steel.
coal and Iron is 1 to 1, so i just had crates set up to feed mergers and it automatically gives perfect ratio, i had to get creative. i didnt have a lot of room to work with. and this build was very compact. or more specifically it better fit the shape of the area i had to work with.
In my last Satisfactory play I made a radioactive sushi that took on uranium fuel rods. Ran past all my power plants, delivering fuel cells and collecting the waste, then looping back towards the recycling machines. By ensuring the belt passes machines in a specific order and that I have excess processing of each recipe I was able design a system where I can ignore ratios and just let the material ride the belt around the loop until everything is processed.
Once I got it properly designed it even had excess capacity to clean up from mistakes. I have a container in the loop I can just dump any radioactive items and it will eventually be delivered to get processed.
Good video. With new MK. belts it will be optimal.
Turning to sushi belts now
I setup some sushi manufacturers with a pair of smart splitters at a 45deg angle to two of the inputs when I was building the phase 3 elevator parts (mod engines, and ADCs). I'd figured out how much stuff was needed, and put them into feeder storage containers. I however didn't put the sink at the end, but instead had some crazy rube-goldberg setup to try and remix the belt so no single resource saturated the belt. It was a fun experiment, but I spent way too much time nursing it along. Would've been easier to just start with low-grade resources (plates, rods, etc), and do the entire build-up and sink the excess.
Sushi belts are good if you produce in perfect ratios like with motors for example. They are also nice for storage systems or going into the sink.
I've been working on a sushi tutorial for a bit, but the guy himself just so happens to release one huh? There are some extended topics not covered here like load balancing, parallel sushi belts, and mixing items on vehicles, but this is an excellent basic guide! Mixing items does not have to be scary!
Never used them, but now. I really have to rethink this!!
another workaround if there is space is to have more overflow split off so it has multiple drain points, tho this is more usefull when you have multiple sinks in the same area to help cover overages if it still backs up with screws
and those big wire items
Sure, if you don't mind wasting a random percentage of your resources, and you don't mind that your machines will sometimes stop because they run dry until the next tractor arrives, then mixed belts are really this simple. But if you have stricter requirements, designing and improving a mixed belt can be a whole lot of fun, full of interesting, unexpected challenges, with very varied possible solutions. My Phase 4 factory runs on a circular mixed belt, that moves 10 different parts. I think of it as a circulatory system, with parts of the factory being organs that use the main belt both as input and as output. There's even a slow side-belt at some point, that functions as a visual blood test, so that the health of the belt can be easily monitored. I could talk about that factory for a long time. It's probably my favorite factory.
Getting back into Satisfactory in preparation of 1.0. Designing a mega factory I'll be using in 1.0. Planning on having all production in one location. May or may not smelt the ore into ingots on-site or in the main factory. Have to see when I l get the foundation laid out and setup all the zones.
Man, your factories are so much more organized than mine. My factories are a mess of buildings half on the ground half on foundation with belts, lifts, and pipes clipping and going everywhere. Driven many a friend insane with my factories.
Sushi belts are great for (late game) distributed manufacturing in small to medium sized factories where they can save a good amount of space and let you fully utilize each belts capacity.
For mega factories they're not so useful aside from collecting overflow and sending it to a central sink. If you go full Kibits you probably have belts for each resource stacked four wide ten high, so mixed belts would be a separate system and only add complexity instead of simplify things.
Tbh i use sushi belts for copper rotor recipe in the early game. 1 mk 2 belt all screws and then a mk 1 belt with 40 screws and 20 copper sheets. Then set the assembler to make 10/minute.
It has never backed up. Works pèrfect every time!
Instructions unclear, now owning an irl factory.
As a sushi belt fan boy, I approve of this video
I quite like them for low quantity items and transport from one factory to another. Very efficient 😁
The one thing that would make sushi belts even better would be if we had throughput limiters for belts. That way you could easily make ratios on belts. Would be great for feeding high tier machines.
I like sushi-belts. I have build a factory with nearly every item exept elevator parts with a central sushi belt bus. Overflow runs into the bus again and were aviable for other productions. The sinks are only at the end of my warehouse, sinking only items when storage is full. Why, because i can. Its fun to build a whole factory an turn it on all at once.
Bigger factorys need to much resources for mixed belts, there some mass items must use separate belts.
It's actually kinda funny to hear the reason to not use sushi belts is to keep things simple when the entire reason I use sushi belts is to keep my factory logistics simple. I find having 8+ unique belts of items to move around your factory makes soooooooo much more mess than just one belt which you know has enough throughput for everything along with an overflow sink at the end.
A sushi belt, all the woes it created, and my inexperience with Satisfactory was the reason I abandoned my first save. Well, that and a thousand other things, but since then I've only used them to send stuff to the sink.
Лично пытался использовать суши для производства разного рода каркасов, разьёмов, компьютеров, резонаторов и пр.
Так же, как и Автор, я быстро пришёл к выводу, что суши лента обязательно требует утилизатор в конце - иначе систему просто "заклинивает".
В конце я пришёл к выводу, что лучше тратить 90 моторов / минуту на производство турбомоторов, чем тратить 90 моторов + около 30 моторов в минуту в утилизатор.
(подача 120/ минуту - 90 = 30 в утилизатор).
Когда турбомоторы готовы и склад полон - все 120 моторов и все остальные ресурсы, при простое цеха, большой весёлой и дружной толпой летят в утилизатор.
Это СЛИШКОМ РАСТОЧИТЕЛЬНО!!
Лучше я буду мучиться и делать четыре разные ленты, но зато тратить точное количество без утилизатора.
Looks like a fun challenge, although I worry about the efficiency of a system throwing out that many resources. Then again, perfectly utilizing outputs of factories is hard so maybe the combination of "interesting" and "functional" tops "optimal".
How do you mix the ingredients at the very beginning? If I dump computers, cable, and plastic into a storage container, it will output one full stack at a time. This can cause backups so I would rather it splits the outputs evenly, but I'm not sure how to achieve this.
You merge items onto the line from different points
@@TotalXclipse big props for being a big creator and still taking the time to reply 👍👍thanks man
Isnt overflow function helps dealing with saturation?
Could you potentially loop excess items back to the start?
It is as you said.
Only thing to remember with sushi belts is to always use the overflow mechanic from the smart splitters.
And of course, to have a sink at the end of that line or get rid of the surplus in some way or another. Putting it back in the system is not a valid way to do it.
Interestingly, the overflow mechanich can be avoided with careful planning (no overflow made).
@@vencam9498 the only problem is that any hiccup in the flow will mean one item saturates and block the system. Hence why overflow is needeed to every sushi belts, otherwise it's never ending of fixing everytime something doesn't work 100% smoothly.
Again, theorically it isn't needed but in practice you want it because as soon as a problem arise you're in for a long time.
@@clnetrooper that's why it requires careful planning ahahah
I'm not saying it's easy, just that the game allows for it (it's not just theory, as one can see in my channel).
i will never have factories that look this nice ngl
Great video!
The Sink certainly helps during the tuning process, but once you get all your clocking dialed in and everything is humming along, you shouldn't need it unless you are intentionally over-sending some resources for the reason or another.
On my last build, I though the whole planet is mine to exploit so why worry about compactness. So I, first input the goods to a storage then to the machines for all inputs.
This way even if I made a mistake I can see the saturation in the containers cargo so I can ficit before the line itself saturates and stops the whole process. I also stopped putting buildings next to each other but leave a gap in between
Isn't it also possible to merge the overflow of the sushi line with itself, causing it to keep cycling forever, returning unused items to the start? And then have a second overflow smart splitter that only dumps items into the sink when the entire belt is saturated.
This a really good overview of when to and not to use sushi belts. I wonder if 1.0 will change something about using them?
Only time will tell
Honestly, I just want mark 6 & 7 belts. My factory can't keep up it's build process with the slow mark 5! LOL Like my bauxite has to run across the world with 6 mark 5 lines.
Maybe you can go over your thoughts on the best way to get rid of liquids. I have close to 100 large liquid storage containers just to hold onto water because I make so much aluminum. I can't keep up with enough oil, to make plastic, to make empty containers, to fill with fluids, to send to the sink. It's VERY difficult and I have over 6k hours in my build!!
you placed mk3 belts between the smart splitters and the manufacturer, while having mk4 as the sushi line. This will overflow the splitter and send the material to the sink. If that wasnt by mistake and you wanted to have them send to the other manufacturers ig you could do that, but the last one will still send some to the sink. I always just have the same belt and let the first manufacturer overflow, so the others can get the material.
I've been playing this game for years but I somehow never thought about using a sushi belt to auto organize my inventory
I think sushis would work better if there was a circuit and belt monitoring system (ala Factorio), then you could strictly control the ratio of items going into the sushi belt rather than the error correction happening at the very end with the Sink. I'm sure there is or will be a mod for it somewhere. Though the proper definition of a sushi is that the belt should try to return excess items to the start of the line before overflowing to the sink.
Circuitry Mod does let you automate stopping belts on a trigger condition (such as buffer full), but the learning curve is steep and the documentation underwhelming.
@@DenkkarI downloaded this mod because it seems to have cool capability. But there is essentially no information on how to actually use it. And it is super complex in game. I feel like it needs like a 100 page manual.
"... should return excess items to the start of the line before overflowing"
I see that a lot, but don't quite get the logic behind. If you have a smart manifold, when an item has reached the end of it after overflowing from all machine-connected splitters, that item is, in all senses, excess which one WANTS out of the system in order to keep it flowing stably without being full of just one kind of item that keeps circling on it. Putting it back into the system (unless planned for it), should saturate the system with said excess as it's expected that more of the same item will be coming, while the system expects the excess to leave in order to make room for the inputs needed. In order to not have said item reach the sink, one can only make sure that said items are provided at the exact rates needed (load-balancing, clock-matching and so on), which in fact can make the Sink connection redundant/for-safety-only.
If you can keep the input belts saturated, you can get any ratio you want with the right merger setup.
Using the farming mod, I have a Sushi line running from the output of the farm to a biofuel line and three storage containers.
What if instead of the sink at the end, the belt loops back to the beginning of the machine line to go through again?
Absolutely but if you do that you run the risk of saturating the belt with items that aren't being used up which will stop fresh items that are needed entering
as long as you have low item count and manager your overflow, go for it
But how do you "usefully" feed the sushi belt. Just filling it to the brim and sink the overflow isn't efficient.
You can control the items sent onto a belt by simply controlling how many machines and their outputs go onto the belt
@@reapertemptations that was not my question. For that particular example, the screws where on a separate belt, ok. But now, every manufacturer needs 10pcs of item A, 15 of B and 20 of C. So how do you control, that the feed has almost that numbers? If you just combine them, you have 4 times as much of item A that doesn't get used. You would have to sink them to not clog the system. But what if I don't want to, because I don't want to waste so many resources?
I would have to do a lot of awful balancing with splitters, different belts and so on to get roughly the amount needed. Or can you already program splitters for fractions? Then it would make sense.
@@spedi6721 you only have to sink them if you put too many resources so the answer is just control the amount put onto the belt and theres no issue, you cant control the spiltters number output but the machines is how you do that and you can control it down to at least 0.001 items per minute
@@reapertemptations I don't see the solution there. I don't comprehend how this should be done
@@spedi6721 lets say you need 60 plastic a minute on your sushi belt to feed all the machines, basic recipe for plastic produces 20 per minute so you merge 3 refineries producing 20 plastic each and there will only be 60 per minute on the belt so the machines will consume all of those resources and nothing should overflow into the sink. Repeat this for all other items flowing onto the sushi belt and all machines will be fed properly without overflow. In the case that the machines timers cause resources to back up in bursts out of the machine due to the timers and not the actual flow rate being too high you could also mitigate this by looping the overflow back onto the start of the belt instead of a sink so in those niche cases theres still no waste.
I sushi belt factory output when it's low output then send it to a main warehouse and any extra gets sinked.
Yeah! Satisfactory again! 🎉 u ur gorgeous!
Thank you. I hadn't thought about sushi lines when I was making some of my factories, so the lines and everything took up a lot of space and were difficult to move around. This will be very helpful when I can play again.
Crazy how something that seems regressive at first glance can actually be an optimization. Cool video!
One obvious problem with the example setup is that it's a worst-case manifold. Machine #1 has to be completely full before machine #2 gets anything, #2 has to be full before #3 gets anything, and #4 only operates when the first 3 are all completely full. This can be a real problem when the inputs are relatively low volume, and it takes a long time to get a full stack.
A regular manifold with ordinary splitters sends 25% to machine 2, 12.5% to machine 3, and 12.5% to machine 4 immediately. It's sub-optimal, but not nearly as bad as the "smart" manifold.
You can improve the "smart" manifold a bit by creating 2 pairs of machines instead of a sequence of 4. In that case, machine 2 doesn't have to wait for machine 1 to get full.
Set it up and a smart manifold with smart splitters then it will only overflow once they're all full
@@TotalXclipse - Overflow isn't the problem. The machines not starting is the problem.
Lovely video. Your mic sounded a bit muddy though!
As any news come out about satisfactory coming out yet?
One must learneth they ways of the sorters
Im guessing a structure that specializes in packaging different materials togethr is very game breaking for factory games?
No need for a sink in every production line, or at all.
Just loop the overflow back and split the resources back up. Their inputs on the mergers need priority, and all's good.
Sinks take up a lot of space and use a lot of power, but belts are stackable and the return line can simply be laid on top of the feed line(s) and cross over splitters w/o looking too terrible.
Except when you get an infinite loop of the excess being fed back into the input container on the same stack that's leaving the container. Happens all the time.
I'm really confused by the need you have for the screws on their own line. Is it purely a throughput issue? Because surely if you have overflow on all the splitters they shouldn't get permanently clogged.
This video is the biggest essay on why they need to just add signals to this game like factorio has
I Built a whole self sorting storage Facility using 6 Shushi Belts from a Train Stop
Screws? In a TotalXclipse video? I thought that you avoided screws at all times Total.
Less spaghetti more sushi. Are there any other dishes that have belt layouts named after them?
i've never had any success with sushi belts. i've always been able to just stack belts and make clever use of mergers and splitters into remarkably small spaces.
"First we need to understand belting"
For a moment I saw Pa unbuckling. Ohh dear.
Because ^*!Aesthetics!*^
If you have the smart splitters then stuff starts to make more sense.
I took a shot everytime he said sushi...
how tf do y'all motivate yourself to make these cool-ass factories or even get past phase 1.5 of the elevator
It's just straight ocd wish fulfillment for me man
I take frequent breaks as it gets tiring, but I love the feeling of a completed, well thought out factory
I don't get the problem with them, yes you need to know what you are doing but I find them really useful
I tend to build my factories as simple as possible so I never use sushi. Any amount of unnecessary complexity will always end up with something going wrong for me, so I tend to avoid that.
I don't really use mixed belts simply because the people that do use them are very irritating about it and I don't want to be associated with them. Their answer to everything is usually sushi belts. They even put it as a prefix to their names. It gets pretty ridiculous some times.
The short answer: Because you've unlocked smart splitters.
honestly the game would be so much easier if we could use sushi belts all the time but i think we need 10k items pm belts to do that in the late game lol