I was heavily missing some real numbers here in terms of measured throughput/s throughput/inserter, fastest loading/unloading of chests and trains etc.
oh dang yea - could have used a spreadsheet. We determined in the last video that there is a definite winner in terms of throughput th-cam.com/video/vh2w5KbU8VM/w-d-xo.html the "King of Unloading" design is the only one that can really fill a stacked belt, and at minimum with uncommon stack inserters... then you can get one fully stacked turbo belt on one side with 6 inserters.
You're really butchering the two splitters side loading into a belt by having two less inserters than the other ones, that method is literally only limited on swing speed. They will be one of the best if you do it with 6 inserters like the other ones
@TheJarGames Honestly, it's not that more UPS intensive than the other ones, maybe at scale using thousands might yield some percentages worse in design. It's just not a fair representation to say that design is worse when you use 2/3 capacity and yet it almost beats the others in throughout either way
@@gabrielsamuelsson01 actually I tried the stacking 4 or 6 splitters pointing one way and it doesn't perform like the King. I posted in the discord, might make a short on it. It just simply doesn't keep up because the inserters can't put on both sides of the belt
Wait, which one or combination was the best to hit the theoretical max? I only saw you check numbers on like 2 of them unless I missed it on a hover? For your tests it might be easier to use lights or maybe that display item to just show the counts?
I’m confused why you don’t want to adjust the hand sizes. It’s the way to get a fully compacted belt since ye olden days when we didn’t have quality, turbo anything.
yeah I get it, it's just too tedious imo and not necessary you might be able to squeeze some extra ups out of a simpler unloading design by tweaking the hand size, but again, too tedious for too little reward. to each their own though, let me know if you find any interesting solutions with stacksize adjustments!
@@TheJarGames The whole "maximizing throughput for train unloading" thing is unnecessary when talking about space age with quality. Even chests at unloading stations are not necessary, you can have a train as part of the train unloader blueprint. Nowhere on my legendary megabase are there problems with throughput from unloading trains, and im using the 1st build to unload trains. It is because belts buffer so many items and you need way fewer items due to massive amounts of productivity you get.
I was heavily missing some real numbers here in terms of measured throughput/s throughput/inserter, fastest loading/unloading of chests and trains etc.
oh dang yea - could have used a spreadsheet.
We determined in the last video that there is a definite winner in terms of throughput
th-cam.com/video/vh2w5KbU8VM/w-d-xo.html
the "King of Unloading" design is the only one that can really fill a stacked belt, and at minimum with uncommon stack inserters... then you can get one fully stacked turbo belt on one side with 6 inserters.
You're really butchering the two splitters side loading into a belt by having two less inserters than the other ones, that method is literally only limited on swing speed. They will be one of the best if you do it with 6 inserters like the other ones
Yes I've seen that design, maybe I'll cover it in the next one, but it seems like it isn't UPS optimized and isn't as tileable
@TheJarGames
Honestly, it's not that more UPS intensive than the other ones, maybe at scale using thousands might yield some percentages worse in design. It's just not a fair representation to say that design is worse when you use 2/3 capacity and yet it almost beats the others in throughout either way
@@gabrielsamuelsson01 actually I tried the stacking 4 or 6 splitters pointing one way and it doesn't perform like the King. I posted in the discord, might make a short on it.
It just simply doesn't keep up because the inserters can't put on both sides of the belt
Wait, which one or combination was the best to hit the theoretical max? I only saw you check numbers on like 2 of them unless I missed it on a hover?
For your tests it might be easier to use lights or maybe that display item to just show the counts?
Check my other videos on these to get a bigger picture, you really only need the King Unloader, blueprint in the description. Nothing else compares!
I’m confused why you don’t want to adjust the hand sizes. It’s the way to get a fully compacted belt since ye olden days when we didn’t have quality, turbo anything.
yeah I get it, it's just too tedious imo and not necessary
you might be able to squeeze some extra ups out of a simpler unloading design by tweaking the hand size, but again, too tedious for too little reward.
to each their own though, let me know if you find any interesting solutions with stacksize adjustments!
@@TheJarGames The whole "maximizing throughput for train unloading" thing is unnecessary when talking about space age with quality. Even chests at unloading stations are not necessary, you can have a train as part of the train unloader blueprint. Nowhere on my legendary megabase are there problems with throughput from unloading trains, and im using the 1st build to unload trains. It is because belts buffer so many items and you need way fewer items due to massive amounts of productivity you get.
@bananycus379 brilliant! that makes sense, I don't think I have gotten that far yet.
Thanks for the perspective
the jar robot thing on the video is annoying, and probably ruined an otherwise decent video. sorry
thanks for your thoughts! will keep jar roboting.
the jar robot is fine