just increase the distance between the boxes. more distance = more travel time = more bots in the air at one time + longer flight time = more energy used. that was the first thought after your 1st loop.
Best DNU (do nothing unit) to deal with excess hydrogen is to use particle colliders to convert it into deuterium and then burn deuterium for power (assuming a separate grid and a minimum of power to start process)
I have a way to avoid Hydrogen overload. Use the new Reforming Refine tech. Your Red builds won't produce any hydrogen. Then place 4 Orbitals prior to Green Tech. The Hydrogen from the Orbitals is only provided as needed and will never cause excess. i get sub 10 hours every playthrough and I never have hydrogen problems like I used to.
I know you made this awhile ago but you can now insert into the storage box by simply placing the storage box over a splitter and get insertion at belt speed (no need for multiple inserters pushing and pulling). As for the behavior I would guess instead that it is a distance calculation and the reason this is complex is because the center point of the logistics distributor isn't the models dead center. since this looks more like a 2x2 sized object the center for distance caculations might need to be closer to one of the specific corners. But remember you destinations might all have this issue too. So not only is center point (for distance calculations) not centered on the source distributor but it wouldn't be centered on the destinations either. It might be really difficult to test this properly.
You are correct, this was made prior to the patch that added the feature. Additional testing with PLS showed more of a round robin behavior. Still not 100% how they make up their minds.
Favorites in this game are based on order in which they were built. Like you said in the video. I have some plans that based on where I'm standing when i build it will determine which sorter is built first and determine its function.
I think either my recording or editing software may have been having trouble keeping up, didn't notice until you mentioned it. The bots are also cranked up to the max on their speed, so even at 60 fps they still look jittery.
This was a way to fix bottleneck problems when at small scale. But you will eventually run into the problem of 1 source being used more than others and running out. But this happens much later then the impact from supply side. Just make sure to not have bots in the supply node at all!!!
The TL:DR -- Hypothesis: Multiple Distributors are prioritized in the order in which they are created, and blueprints preserve this information. Odds are this may just be something the devs need to optimize. Also, they aren't a very good way to burn off excess hydrogen.
This seems like a simple coding "optimization"... usually you have something like "targets.find(target -> target.hasCapacity)" (Javascript), which would loop through all possible targets and IF the predicate hits the first element, it returns the element. And as the "targets"-array is not shuffled, it will always loop through them in the same order and mostly the earlier will return. This is just a very simplified explanation on how I think this might happen.
Have too much hydrogen? Instead of trying to "burn it off" just make sure you have an overflow line that would feed to ILS's. Then you can take extra titanium and produce Hydrogen Fuel rods, you send some to fractionators to produce Deuterium to make various things that rely on Deuterium such as the Fuel Rods. If you are far enough into the game and you're able to craft Antimatter send it there as the highest priority. There's always ways to get rid of too much hydrogen.
Many of those features are unavailable early game. Either way, you can't have issues with excess hydrogen clogging the system if you never produce excess hydrogen
This is primarilly intended as a solution until you get to the real hydrogen hogs like purple jello. Too many times I have had production stall out while Im working on my first few long term ILS configs, so I decided a set it and forget it approach was warranted.
just increase the distance between the boxes. more distance = more travel time = more bots in the air at one time + longer flight time = more energy used. that was the first thought after your 1st loop.
There are better ways to burn off excess energy, just exploring not intented alternate capabilities
that bottle necking issue might be related to the grid projected on a sphere. some squares are smaller than others.
Best DNU (do nothing unit) to deal with excess hydrogen is to use particle colliders to convert it into deuterium and then burn deuterium for power (assuming a separate grid and a minimum of power to start process)
I have a way to avoid Hydrogen overload. Use the new Reforming Refine tech. Your Red builds won't produce any hydrogen. Then place 4 Orbitals prior to Green Tech. The Hydrogen from the Orbitals is only provided as needed and will never cause excess. i get sub 10 hours every playthrough and I never have hydrogen problems like I used to.
I know you made this awhile ago but you can now insert into the storage box by simply placing the storage box over a splitter and get insertion at belt speed (no need for multiple inserters pushing and pulling). As for the behavior I would guess instead that it is a distance calculation and the reason this is complex is because the center point of the logistics distributor isn't the models dead center. since this looks more like a 2x2 sized object the center for distance caculations might need to be closer to one of the specific corners. But remember you destinations might all have this issue too. So not only is center point (for distance calculations) not centered on the source distributor but it wouldn't be centered on the destinations either. It might be really difficult to test this properly.
You are correct, this was made prior to the patch that added the feature. Additional testing with PLS showed more of a round robin behavior. Still not 100% how they make up their minds.
Favorites in this game are based on order in which they were built. Like you said in the video. I have some plans that based on where I'm standing when i build it will determine which sorter is built first and determine its function.
are you recording at 15 fps ?
I think either my recording or editing software may have been having trouble keeping up, didn't notice until you mentioned it. The bots are also cranked up to the max on their speed, so even at 60 fps they still look jittery.
Have you tried demand/pull only?
I haven't taken this idea much farther yet.
This was a way to fix bottleneck problems when at small scale. But you will eventually run into the problem of 1 source being used more than others and running out. But this happens much later then the impact from supply side.
Just make sure to not have bots in the supply node at all!!!
The TL:DR -- Hypothesis: Multiple Distributors are prioritized in the order in which they are created, and blueprints preserve this information. Odds are this may just be something the devs need to optimize. Also, they aren't a very good way to burn off excess hydrogen.
Capped* request boxes? Haven't watched it all yet but, this immediately popped up in the head. Edit: Spelling.
@@eddsson With 1 supply and 2 demand only a consistent and repeatable pattern of imbalance emerges.
@@BadPeteNo Right right sry! Thanks for the video as always though!
This seems like a simple coding "optimization"... usually you have something like "targets.find(target -> target.hasCapacity)" (Javascript), which would loop through all possible targets and IF the predicate hits the first element, it returns the element. And as the "targets"-array is not shuffled, it will always loop through them in the same order and mostly the earlier will return.
This is just a very simplified explanation on how I think this might happen.
@@draco2k729 I was thinking along similar lines
what game is this for?
Dyson Sphere Program, a factory management simulator similar to factorio or satisfactory
Have too much hydrogen? Instead of trying to "burn it off" just make sure you have an overflow line that would feed to ILS's. Then you can take extra titanium and produce Hydrogen Fuel rods, you send some to fractionators to produce Deuterium to make various things that rely on Deuterium such as the Fuel Rods. If you are far enough into the game and you're able to craft Antimatter send it there as the highest priority. There's always ways to get rid of too much hydrogen.
Many of those features are unavailable early game. Either way, you can't have issues with excess hydrogen clogging the system if you never produce excess hydrogen
@@BadPeteNo True, but there's always a way to handle any potential overflows. They can be easier to deal with than your shortages...
This is primarilly intended as a solution until you get to the real hydrogen hogs like purple jello. Too many times I have had production stall out while Im working on my first few long term ILS configs, so I decided a set it and forget it approach was warranted.