Just an FYI, when you're setting up your example, when you are duplicating your initial setup (up to the point where you already have it built) and setting up the first arithmetic combinator, you don't set the "each" for the output. You must have this set in the actual example, but you don't open up the interface me to verify. This leads to the issues others are facing when it's not working and releasing more than expected. I was only able to figure out the mistake after you set up the removal portion of the logic, where you do show that you set the output to each.
Very well explained! This example provided my first time getting the sushi logic set up with an item successfully! Playing vanilla so just wanted it for science packs, grenades, ammo, and such. I got so confused initially with the inputs and outputs of the arimetic combinator, accidentally connected my inserter taking items off the sushi belt to the decider combinator; it was a mess, mentally. So, since im a visual learner, I aligned the combinator's arrow icons with the physical direction the items were going, in order to keep track of the wires. Im in my first playthrough, but really wanted the control the circuit networks provide, so tysm! Not to mention im currently cowering in my base surrounded by biters, so any real estate/resources saved by making fewer belts will help me continue aforementioned cowering.
Excellent tutorial! Although you don't actually need two separate green wires. You can run a red and green wire to handle signals if you manage the circuits correctly. Both Doshdoshington and Docjade have sushi videos where they quickly gloss over how to set things up.
Although I realize that this is a tutorial for sushi Circuits, I still think it’s incomplete without mentioning the simple pseudoratio design and when the circuit design makes sense. The circuit design is best if you have a very large number of item types and a very large belt; if you have a smaller belt, it’s simpler to just hook each tile of the belt to the circuit, set to “read constant” and do away with the memory cell: the input belts can be set to simply run when the item count is below a target value. If the number of item types is small (less than about 16) you can feed the supply belt directly onto the sushi belt and just add circuits to a small section of belt including the tile the input belt feeds to with the section of sushi belt set to “read constant” and the last tile of input belt set to “enable if less than” and the target value. The second system is better for small systems because it can be cheaper to hook up all the belts than to hook up all the inputs and outputs to a combinator, with the added benefit of being more resilient: the system recounts on its own if a part of it is destroyed and rebuilt, where the combinator system would require a manual reset by the player. The third system is better than the other two for small numbers of items because it is extremely simple and will maintain the ratio of items on each section of the belt to the belt’s capacity. In other words, it will evenly distribute items passing onto the sushi belt’s input, which has two major benefits: first, it looks pretty when the sushi has some semblance of order and second it wont clog up, even if all the machines on the sushi belt somehow pull the same item off at the same time, you wont wind up with a section of “sushi” that is primarily dominated by one item, which can result in a machine waiting for a bunch of “empty” belt to go by before it can pick up the item it needs. So, for example, if you’re feeding science there are 7 types of science and each belt segment can hold 4 items per lane for a total of 8 items, so it makes sense to use the third design. If you’re feeding a complex pre-robot mall, you need as many items on the sushi as you have intermediate ingredients. Since that number can be extremely high for complex modpacks, the combinator design may be better. That said, for modpacks that include space exploration specifically, I recommend always finding a way to use the second or third design because in my experience a meteor strike will always eventually make it past your defenses, so it makes more sense to build robust than to focus on conserving circuit wires.
This is a great explanation of other methods of sushi and their applications, I do prefer my method specifically because of the mod complexity (especially with K2 and SE combined) but all of the things you listed have their edge cases where they are much more efficient. Lucky for me, the sushi mall served well until I could properly transition to a bot mall.
I really like the way you explain! thank you! One of the first contraptions that i wanted to make was a setup that measured how many items came in on a belt with pulse, send that to a memory cell that kept it in memory for 1 minute. Then after one minute it clears the memory cell and sends the highest number to something that keeps that number in mind until the next minute where it overrides the last number with the current. Basically just a little machine that checks items per minute... And it turns out i took water waaayyyy over my head as my first ever circuit network build... But i would really like to see your take on it, do you think you could build something like that or give any suggestions of what i can do?
There's an error at 7:44. You forgot to set the arithmetic output as "Each". You then disassembled that combinator so that error didn't crop up again. The condition was correctly set in the old build at 8:13, but never explained. Worth adding a caption or something to the video to point that out? Rest of the video was good, thanks for the help!
Ok so, I've encountered an issue that my memory is always reloading to the constants. I changed the colour of connection const->*-1 to green and it started working. No idea what I did wrong but I hope that would help someone who builds the same way as me
@@Benjip892 so very much, bc of you I finally understand this sushi circuit. Everywhere else I looked for it, I did not understand or solution for this were not sufficient enough. This was so very helpfull
20:01. Is there a way where you can set a constant so that the 50 you can each item to affects all. So constant combinator 1 has the materials you want to control, the second one controls the number - 50 in this case. The point would be that you change 1 value, instead of 4. in bigger systems. This can be a time saver.
I actually used that in the Reddit community map of May. What you can do is have the constant combinator with your items (value of one) and then multiply it in an arithmetic combinator by a constant *before* entering the memory cell. Hope that helps!
Doing some troubleshooting. So, for some reason, the green network that is supposed to create the red network defecit is just counting up a deficit on the green network, but it doesn't count towards the red network? The red network works fine up until the cap i placed on it, then it disables, as it should. However, as my green net inserters take stuff off the belt, the red net still thinks there are items on the belt, so my red net inserters remain disabled permanently 😂. I triple checked my inputs and outputs and rewatched the vid a few times. Not sure what to do besides adding more decider combinators and a switch or something.
Hey there, the tutorial was very cool. Is there any way to, instead of reading what the inserters are taking out, reading what the belt is sending back? This would not be in real time but would allow for less pain when setting up
Maybe? I haven't played around with designs for sushi other than this one since it made the most sense to me. There would have to be a way to know the time it takes the belt so that you know what section of belt to read, and a way to compare to what it used to have. Not to mention this would only work for a single belt sushi, rather than a system like my SE save had
So to clear things up, when you wire up a belt, it doesn’t actually read the contents of the belt, it only reads how much have passed the scanner. Because it can’t actually tell if things have been picked up from the belt in front of it on its own before setting up the inserter wiring, correct?
Yeah that's right, the wired belt only reads what is being added to the system, all the inserters read what is being taken off (or put back on if you go that route)
Hi, has this continuously worked for people? I've done the same thing a couple times and after a few hours the belt has errors - it ends up releasing much more Red science than the others even though the values and setups are the same.
I have had this issue, through it is often because a wire or two is not connected. This means that the items are being put on the belt and not being sent to memory, or being taken off and not being taken out of memory. Just check your connections
Kind of a nitpick, but I think it would have a made a cleaner tutorial if you turned off the mods for filming. Otherwise good info on obscure Factorio play methods.
trying to get this to work, sure wish you had a diagram to refer to. I get nothing at all happening. Here's what I have. RED decider-OUT to decider-IN; RED decider-OUT to input-arithmetic-IN; RED input-arithmetic-OUT to constant to power pole to each input inserter in series; GREEN input-inserters in series to power pole to decider-IN; GREEN removing-inserters in series to separate power pole to removal-arithmetic-IN; GREEN removal-arithmetic-OUT to first power pole (which is already connected to decider-IN). Both arithmetics are * * -1 input and * output. decider is 0=0 output * input count. desired values in constant. input inserters are enable/disable, read hand contents, pulse and resource > 0. removal inserters are all none, read hand content and pulse. Nothing happens at all, the first power pole shows the constant signals. Any idea what I'm doing wrong? I'd really like this to work.
All I had to do to get this working was fix the distance on my input inserters. Still a noob. Just got my self contained red circuit module working great. I meter in copper plates, iron plates and plastic and the copper cable and green circuits are generated and consumed in the loop. I extract the completed red circuits right into my logistics network. I'm going to have to rig in some metering of green boards because the production rates aren't quite match and it fills up with green boards eventually.
Alright, how do you reset the values in the decider? I'm trying add production metering (stopping the inserters) for the green board because they over run the setup. I think I need to delete the input inserter and rebuild the network.
If you ever have to reset the darn thing, you need to deconstruct and reconstruct the memory cell AFTER you clear off the entire belt. I had to do this a few times because I forgot inserter wiring, it is a real pain.
Eh, I try to cater to all types of viewers just in case. But most people should for sure know what alt mode is (though I did see someone on the reddit with 500 hours not know so)
Just an FYI, when you're setting up your example, when you are duplicating your initial setup (up to the point where you already have it built) and setting up the first arithmetic combinator, you don't set the "each" for the output. You must have this set in the actual example, but you don't open up the interface me to verify. This leads to the issues others are facing when it's not working and releasing more than expected.
I was only able to figure out the mistake after you set up the removal portion of the logic, where you do show that you set the output to each.
I didn't even notice that I didn't open the darn thing, my bad good catch!
Very well explained! This example provided my first time getting the sushi logic set up with an item successfully! Playing vanilla so just wanted it for science packs, grenades, ammo, and such. I got so confused initially with the inputs and outputs of the arimetic combinator, accidentally connected my inserter taking items off the sushi belt to the decider combinator; it was a mess, mentally. So, since im a visual learner, I aligned the combinator's arrow icons with the physical direction the items were going, in order to keep track of the wires. Im in my first playthrough, but really wanted the control the circuit networks provide, so tysm! Not to mention im currently cowering in my base surrounded by biters, so any real estate/resources saved by making fewer belts will help me continue aforementioned cowering.
Excellent tutorial! Although you don't actually need two separate green wires. You can run a red and green wire to handle signals if you manage the circuits correctly. Both Doshdoshington and Docjade have sushi videos where they quickly gloss over how to set things up.
All explained well, gonna leave a comment to boost your interactions
Thanks! I was just looking for a video on this and couldn't find one
That's exactly why I made this! I couldn't find anything on sushi except DoshDoshington's video and a reddit post. I'm so glad this helped you out!
Although I realize that this is a tutorial for sushi Circuits, I still think it’s incomplete without mentioning the simple pseudoratio design and when the circuit design makes sense. The circuit design is best if you have a very large number of item types and a very large belt; if you have a smaller belt, it’s simpler to just hook each tile of the belt to the circuit, set to “read constant” and do away with the memory cell: the input belts can be set to simply run when the item count is below a target value. If the number of item types is small (less than about 16) you can feed the supply belt directly onto the sushi belt and just add circuits to a small section of belt including the tile the input belt feeds to with the section of sushi belt set to “read constant” and the last tile of input belt set to “enable if less than” and the target value. The second system is better for small systems because it can be cheaper to hook up all the belts than to hook up all the inputs and outputs to a combinator, with the added benefit of being more resilient: the system recounts on its own if a part of it is destroyed and rebuilt, where the combinator system would require a manual reset by the player. The third system is better than the other two for small numbers of items because it is extremely simple and will maintain the ratio of items on each section of the belt to the belt’s capacity. In other words, it will evenly distribute items passing onto the sushi belt’s input, which has two major benefits: first, it looks pretty when the sushi has some semblance of order and second it wont clog up, even if all the machines on the sushi belt somehow pull the same item off at the same time, you wont wind up with a section of “sushi” that is primarily dominated by one item, which can result in a machine waiting for a bunch of “empty” belt to go by before it can pick up the item it needs. So, for example, if you’re feeding science there are 7 types of science and each belt segment can hold 4 items per lane for a total of 8 items, so it makes sense to use the third design. If you’re feeding a complex pre-robot mall, you need as many items on the sushi as you have intermediate ingredients. Since that number can be extremely high for complex modpacks, the combinator design may be better. That said, for modpacks that include space exploration specifically, I recommend always finding a way to use the second or third design because in my experience a meteor strike will always eventually make it past your defenses, so it makes more sense to build robust than to focus on conserving circuit wires.
This is a great explanation of other methods of sushi and their applications, I do prefer my method specifically because of the mod complexity (especially with K2 and SE combined) but all of the things you listed have their edge cases where they are much more efficient. Lucky for me, the sushi mall served well until I could properly transition to a bot mall.
I really like the way you explain! thank you!
One of the first contraptions that i wanted to make was a setup that measured how many items came in on a belt with pulse, send that to a memory cell that kept it in memory for 1 minute.
Then after one minute it clears the memory cell and sends the highest number to something that keeps that number in mind until the next minute where it overrides the last number with the current.
Basically just a little machine that checks items per minute...
And it turns out i took water waaayyyy over my head as my first ever circuit network build...
But i would really like to see your take on it, do you think you could build something like that or give any suggestions of what i can do?
Since we will soon be in space and have limited room up there this will make the upcoming patch/dlc/whatever, much more fun.
Legend, I was not able to fix mine and this helped me 100%
And all the old tutorials are wrong
I’m glad it worked for you! I had to piece together a bunch of scattered info, so I’m glad having it all in one place helped you out.
thnx, this helped me.. I was also playing the same mod as you do :)
most of the other youtubers videos regarding sushi belts were outdated..
That’s kinda what I found too, and any recent videos on the topic didn’t go in depth about the specifics. I’m glad it helped you out!
Thank you, you really helped me
There's an error at 7:44. You forgot to set the arithmetic output as "Each". You then disassembled that combinator so that error didn't crop up again. The condition was correctly set in the old build at 8:13, but never explained. Worth adding a caption or something to the video to point that out?
Rest of the video was good, thanks for the help!
Ok so, I've encountered an issue that my memory is always reloading to the constants. I changed the colour of connection const->*-1 to green and it started working. No idea what I did wrong but I hope that would help someone who builds the same way as me
thank you for this video
I'm glad it helped!
@@Benjip892 so very much, bc of you I finally understand this sushi circuit. Everywhere else I looked for it, I did not understand or solution for this were not sufficient enough. This was so very helpfull
@@oldnight5337 That was my experience as well, nobody else really has any in depth breakdowns so I reverse engineered it and wanted to explain it.
20:01. Is there a way where you can set a constant so that the 50 you can each item to affects all. So constant combinator 1 has the materials you want to control, the second one controls the number - 50 in this case. The point would be that you change 1 value, instead of 4. in bigger systems. This can be a time saver.
I actually used that in the Reddit community map of May. What you can do is have the constant combinator with your items (value of one) and then multiply it in an arithmetic combinator by a constant *before* entering the memory cell. Hope that helps!
Doing some troubleshooting. So, for some reason, the green network that is supposed to create the red network defecit is just counting up a deficit on the green network, but it doesn't count towards the red network? The red network works fine up until the cap i placed on it, then it disables, as it should. However, as my green net inserters take stuff off the belt, the red net still thinks there are items on the belt, so my red net inserters remain disabled permanently 😂. I triple checked my inputs and outputs and rewatched the vid a few times. Not sure what to do besides adding more decider combinators and a switch or something.
Or, add a filter to the slitter to send an unused item to the empty lane.
great vid, helped me understand how it all waorks (y)
Always glad to hear that it works for people, it served me well for like 150 hours of my K2SE save
Hey there, the tutorial was very cool. Is there any way to, instead of reading what the inserters are taking out, reading what the belt is sending back? This would not be in real time but would allow for less pain when setting up
Maybe? I haven't played around with designs for sushi other than this one since it made the most sense to me. There would have to be a way to know the time it takes the belt so that you know what section of belt to read, and a way to compare to what it used to have. Not to mention this would only work for a single belt sushi, rather than a system like my SE save had
So to clear things up, when you wire up a belt, it doesn’t actually read the contents of the belt, it only reads how much have passed the scanner. Because it can’t actually tell if things have been picked up from the belt in front of it on its own before setting up the inserter wiring, correct?
Yeah that's right, the wired belt only reads what is being added to the system, all the inserters read what is being taken off (or put back on if you go that route)
Hi, has this continuously worked for people? I've done the same thing a couple times and after a few hours the belt has errors - it ends up releasing much more Red science than the others even though the values and setups are the same.
I have had this issue, through it is often because a wire or two is not connected. This means that the items are being put on the belt and not being sent to memory, or being taken off and not being taken out of memory. Just check your connections
Kind of a nitpick, but I think it would have a made a cleaner tutorial if you turned off the mods for filming. Otherwise good info on obscure Factorio play methods.
Noted for next time, I'm sure eventually I'll do something else tutorial related
trying to get this to work, sure wish you had a diagram to refer to. I get nothing at all happening. Here's what I have. RED decider-OUT to decider-IN; RED decider-OUT to input-arithmetic-IN; RED input-arithmetic-OUT to constant to power pole to each input inserter in series; GREEN input-inserters in series to power pole to decider-IN; GREEN removing-inserters in series to separate power pole to removal-arithmetic-IN; GREEN removal-arithmetic-OUT to first power pole (which is already connected to decider-IN). Both arithmetics are * * -1 input and * output. decider is 0=0 output * input count. desired values in constant. input inserters are enable/disable, read hand contents, pulse and resource > 0. removal inserters are all none, read hand content and pulse. Nothing happens at all, the first power pole shows the constant signals. Any idea what I'm doing wrong? I'd really like this to work.
All I had to do to get this working was fix the distance on my input inserters. Still a noob. Just got my self contained red circuit module working great. I meter in copper plates, iron plates and plastic and the copper cable and green circuits are generated and consumed in the loop. I extract the completed red circuits right into my logistics network. I'm going to have to rig in some metering of green boards because the production rates aren't quite match and it fills up with green boards eventually.
Alright, how do you reset the values in the decider? I'm trying add production metering (stopping the inserters) for the green board because they over run the setup. I think I need to delete the input inserter and rebuild the network.
If you ever have to reset the darn thing, you need to deconstruct and reconstruct the memory cell AFTER you clear off the entire belt. I had to do this a few times because I forgot inserter wiring, it is a real pain.
It's not working for me bud, sad
20:30 no shit, we know what is alt mode if we watching sushi belt tutorial
Eh, I try to cater to all types of viewers just in case. But most people should for sure know what alt mode is (though I did see someone on the reddit with 500 hours not know so)
Five minutes into a video and still nothing about a subject
Yeah I kinda ramble a bit, there are sections for different parts however
That's a weird way of thanking a person for taking the time to address this topic.
Do better next time.