Transport belts/Physics: Difference between revisions
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The [[belt transport system]] in Factorio is among the most detailed simulations in the game. Items in chests and other containers are stored simply as summed totals, and items on uninterrupted stretches of belts are [https://www.factorio.com/blog/post/fff-176 moved in aggregate] as an optimization, but in the end items on belts are simulated individually, especially when they get picked up or put down by inserters. This leads to some intricate behaviors, in particular when it comes to [[Inserters#Inserter_Throughput|inserter throughput]]. | |||
== Belt properties == | |||
* '''Density'''. How many items fit onto a certain length of belt, measured in items per [[Map_structure#Tile|tile]] per belt lane. This is 4 on a straight belt, regardless of the type of item and type of belt. The item density on belts can be different from what they take up when just dropped on the ground (using the Z key). | |||
* '''Speed'''. The speed of items on a belt is measured for practical reasons in tiles per second. Note that internally it is measured in positions (1/256 tile) per tick (1/60 sec). More on that below. The speed of a basic [[transport belt]] is 1.875 tiles per [[game-second]]. [[Fast transport belt]] is twice as fast, and [[express transport belt]] is three times as fast. | |||
* '''Speed'''. The speed of items on a belt is measured for practical reasons in tiles | |||
* '''Throughput'''. How many items per second that are moved from one tile to the next. That is density (items per tile) multiplied by speed (tiles per second), e.g. for a basic belt it is 4 * 1.875 = 7.5 items per second, for one belt lane. For both lanes it is doubled, i.e. 15 items per second. | |||
* '''Compression'''. If there is no empty space between items on the belt it is called ''fully compressed'', otherwise its compression is only partial and it does not have optimal throughput. Entities that put items onto belts - [[inserters]], [[splitters]], other belts coming from the side, mining drills, etc - make room for their item by [https://forums.factorio.com/viewtopic.php?f=3&t=57993 enlarging a small gap] until it is exactly big enough for the item. That means belts naturally become fully compressed before items start to back up. | |||
* '''Lanes'''. Belts have two parallel lanes, and the density and speed of each lane is constant and independent of the other one, regardless of twists and turns. So items in the inner lane of a turn exit it before those in the outer lane, since their speeds are equal and the inner lane is shorter than the outer one. | |||
== Belt speeds == | |||
Given the values above we can calculate the speed and throughput of the three types of belts. Measurements confirm these values. | |||
{| class="wikitable" | |||
! rowspan=2 | Belt type || colspan=2 | Speed || colspan=4 | Throughput | |||
|- | |||
! Factor || Tiles/sec || Single lane, items/sec || Single lane, items/min || Both lanes, items/sec || Both lanes, items/min | |||
|- align="center" | |||
| align="left" | {{Imagelink|Transport belt|Transport belt}} || 1 || 1.875 || 7.5 || 450 || 15 || 900 | |||
|- align="center" | |||
| align="left" | {{Imagelink|Fast transport belt|Fast transport belt}} || 2 || 3.75 || 15 || 900 || 30 || 1800 | |||
|- align="center" | |||
| align="left" | {{Imagelink|Express transport belt|Express transport belt}} || 3 || 5.625 || 22.5 || 1350 || 45 || 2700 | |||
|} | |||
== Items on belts == | |||
As mentioned earlier, items take space on belts in terms of density and compression. However, every item on a belt is logically ''on'' exactly one belt tile at any moment in time. | |||
For example, even though in a screenshot it might look like an item is halfway out from one tile and halfway onto the next, it will be accounted to exactly one of the two tiles: | |||
* If you stop the belt tile the item is on, it stops; else it continues moving - there are no in-between states. | |||
* If you connect the two belt tiles to a circuit network and get them to [[Belt_transport_system#Circuit_network|report statistics]] about the items they carry, you will see the item being accounted to exactly one of them. | |||
* An inserter can only pick up items that are logically on the tile in front of it, not items butting in from the neighboring tiles. | |||
In this sense it is useful to think of items as points with a certain minimum distance between them, rather than things with an area lying next to each other. For belt calculations and circuit networks involving belts it doesn't really matter where those "center points" are within the graphic of the item, but they appear to be in the middle: | |||
[[Image:Belts-with-one-tick-offsets.png|center]] | |||
In the image above the belts have been started at 1 tick offsets, then all the top row tiles have been stopped at once, causing the front-most stopped items to poke out by varying amounts. The items on the leftmost belt are almost halfway into the next tile, which means their center points are the closest to the edge of the upper stopped tile. | |||
Below is a schematic example showing some items moving over two straight [[fast transport belt]] tiles and what their read signals would be at each tick. Their center points are marked with <code>*</code>. (The space between belt tile 1 and 2 is only for visualisation - in the game there are no such gaps between tiles.) | |||
<pre> | |||
Tick Belt tile 1 Belt tile 2 Read belt tile 1 Read belt tile 2 | |||
|------------------------------| |------------------------------| Pulse Hold Pulse Hold | |||
0 <---*--> <---*--> <---*-- ><---*--> <---*--> 0 3 0 2 | |||
1 <---*--> <---*--> <---* --><---*--> <---*--> 0 3 0 2 | |||
2 <---*--> <---*--> <-- -*--><---*--> <---*-- 0 2 1 3 | |||
3 <---*--> <---*--> < ---*--><---*--> <---* 0 2 0 3 | |||
4 -> <---*--> <---*--> <---*--><---*--> <-- 0 2 0 2 | |||
5 *--> <---*--> <---*- -> <---*--><---*--> < 1 3 0 2 | |||
6 --*--> <---*--> <--- *--> <---*--><---*--> 0 2 1 3 | |||
7 <---*--> <---*--> <- --*--> <---*--><---*--> 0 2 0 3 | |||
8 <---*--> <---*--> <---*--> <---*--><---*--> 0 2 0 3 | |||
</pre> | |||
== | == Belt positions and lengths == | ||
== | [https://forums.factorio.com/viewtopic.php?f=5&t=70055 Careful measurement] shows that the outer lane of a turn is exactly 1.15234375 times longer than a straight belt, or 295/256 in fractional format. That means each straight belt tile has 256 ''positions'' an item can be in, even though measuring the position with that precision can only be done indirectly. | ||
Here are the speeds and lengths of the various types of belt tiles in terms of these positions: | |||
{| class="wikitable" | {| class="wikitable" | ||
! colspan=2 | What || Number of positions | |||
|- | |- | ||
| colspan=2 | Basic [[transport belt]] speed, per tick || align="center" | 8 | |||
|- | |||
| colspan=2 | [[Fast transport belt]] speed, per tick || align="center" | 16 | |||
|- | |||
| colspan=2 | [[Express transport belt]] speed, per tick || align="center" | 24 | |||
|- | |||
| colspan=2 | Length of one lane of a straight belt tile, underground belt, and splitter || align="center" | 256 | |||
|- | |||
| colspan=2 | Length of the inner lane of a turn || align="center" | 106 | |||
|- | |- | ||
| | | colspan=2 | Length of the outer lane of a turn || align="center" | 295 | ||
| | |||
|align="center" | | |||
|- | |- | ||
| | | style="border-right: 0px" | Length travelled by an item sideloaded late on a straight belt or underground exit | ||
| style="border-left: 0px" | [[Image:Sideload-late.gif]] || align="center" | 68 | |||
| | |||
| | |||
|align="center" | | |||
|- | |- | ||
| | | style="border-right: 0px" | Length travelled by an item sideloaded early on a straight belt or underground entrance | ||
| style="border-left: 0px" | [[Image:Sideload-early.gif]] || align="center" | 188 | |||
| | |||
| | |||
|align="center" | | |||
|} | |} | ||
Given the figures above, we can deduce the speed of a basic belt: 8 (positions per tick) / 256 (positions per straight belt tile) * 60 (ticks per second) = 1.875 tiles per second. | |||
== History == | == History == | ||
Line 245: | Line 243: | ||
== See also == | == See also == | ||
* [[Belt transport system]] | * [[Belt transport system]] | ||
* [https://forums.factorio.com/viewtopic.php?f=18&t=33685 Factorio: a quantitative guide] | * Jan 04 FFF #276: [https://www.factorio.com/blog/post/fff-276 Belt item spacing & Script rendering] | ||
* Feb 03 FFF #176: [https://www.factorio.com/blog/post/fff-176 Belts optimization for 0.15] | |||
* [https://forums.factorio.com/viewtopic.php?f=5&t=70055 Accurate belt segment measurements] (discusses 0.17) | |||
* [https://forums.factorio.com/viewtopic.php?f=18&t=33685 Factorio: a quantitative guide] (discusses 0.14) | |||
{{C|Belt transport system}} | {{C|Belt transport system}} |
Revision as of 00:04, 1 May 2019
< Transport belts | Physics
The belt transport system in Factorio is among the most detailed simulations in the game. Items in chests and other containers are stored simply as summed totals, and items on uninterrupted stretches of belts are moved in aggregate as an optimization, but in the end items on belts are simulated individually, especially when they get picked up or put down by inserters. This leads to some intricate behaviors, in particular when it comes to inserter throughput.
Belt properties
- Density. How many items fit onto a certain length of belt, measured in items per tile per belt lane. This is 4 on a straight belt, regardless of the type of item and type of belt. The item density on belts can be different from what they take up when just dropped on the ground (using the Z key).
- Speed. The speed of items on a belt is measured for practical reasons in tiles per second. Note that internally it is measured in positions (1/256 tile) per tick (1/60 sec). More on that below. The speed of a basic transport belt is 1.875 tiles per game-second. Fast transport belt is twice as fast, and express transport belt is three times as fast.
- Throughput. How many items per second that are moved from one tile to the next. That is density (items per tile) multiplied by speed (tiles per second), e.g. for a basic belt it is 4 * 1.875 = 7.5 items per second, for one belt lane. For both lanes it is doubled, i.e. 15 items per second.
- Compression. If there is no empty space between items on the belt it is called fully compressed, otherwise its compression is only partial and it does not have optimal throughput. Entities that put items onto belts - inserters, splitters, other belts coming from the side, mining drills, etc - make room for their item by enlarging a small gap until it is exactly big enough for the item. That means belts naturally become fully compressed before items start to back up.
- Lanes. Belts have two parallel lanes, and the density and speed of each lane is constant and independent of the other one, regardless of twists and turns. So items in the inner lane of a turn exit it before those in the outer lane, since their speeds are equal and the inner lane is shorter than the outer one.
Belt speeds
Given the values above we can calculate the speed and throughput of the three types of belts. Measurements confirm these values.
Belt type | Speed | Throughput | ||||
---|---|---|---|---|---|---|
Factor | Tiles/sec | Single lane, items/sec | Single lane, items/min | Both lanes, items/sec | Both lanes, items/min | |
Transport belt | 1 | 1.875 | 7.5 | 450 | 15 | 900 |
Fast transport belt | 2 | 3.75 | 15 | 900 | 30 | 1800 |
Express transport belt | 3 | 5.625 | 22.5 | 1350 | 45 | 2700 |
Items on belts
As mentioned earlier, items take space on belts in terms of density and compression. However, every item on a belt is logically on exactly one belt tile at any moment in time.
For example, even though in a screenshot it might look like an item is halfway out from one tile and halfway onto the next, it will be accounted to exactly one of the two tiles:
- If you stop the belt tile the item is on, it stops; else it continues moving - there are no in-between states.
- If you connect the two belt tiles to a circuit network and get them to report statistics about the items they carry, you will see the item being accounted to exactly one of them.
- An inserter can only pick up items that are logically on the tile in front of it, not items butting in from the neighboring tiles.
In this sense it is useful to think of items as points with a certain minimum distance between them, rather than things with an area lying next to each other. For belt calculations and circuit networks involving belts it doesn't really matter where those "center points" are within the graphic of the item, but they appear to be in the middle:
In the image above the belts have been started at 1 tick offsets, then all the top row tiles have been stopped at once, causing the front-most stopped items to poke out by varying amounts. The items on the leftmost belt are almost halfway into the next tile, which means their center points are the closest to the edge of the upper stopped tile.
Below is a schematic example showing some items moving over two straight fast transport belt tiles and what their read signals would be at each tick. Their center points are marked with *
. (The space between belt tile 1 and 2 is only for visualisation - in the game there are no such gaps between tiles.)
Tick Belt tile 1 Belt tile 2 Read belt tile 1 Read belt tile 2 |------------------------------| |------------------------------| Pulse Hold Pulse Hold 0 <---*--> <---*--> <---*-- ><---*--> <---*--> 0 3 0 2 1 <---*--> <---*--> <---* --><---*--> <---*--> 0 3 0 2 2 <---*--> <---*--> <-- -*--><---*--> <---*-- 0 2 1 3 3 <---*--> <---*--> < ---*--><---*--> <---* 0 2 0 3 4 -> <---*--> <---*--> <---*--><---*--> <-- 0 2 0 2 5 *--> <---*--> <---*- -> <---*--><---*--> < 1 3 0 2 6 --*--> <---*--> <--- *--> <---*--><---*--> 0 2 1 3 7 <---*--> <---*--> <- --*--> <---*--><---*--> 0 2 0 3 8 <---*--> <---*--> <---*--> <---*--><---*--> 0 2 0 3
Belt positions and lengths
Careful measurement shows that the outer lane of a turn is exactly 1.15234375 times longer than a straight belt, or 295/256 in fractional format. That means each straight belt tile has 256 positions an item can be in, even though measuring the position with that precision can only be done indirectly.
Here are the speeds and lengths of the various types of belt tiles in terms of these positions:
What | Number of positions | |
---|---|---|
Basic transport belt speed, per tick | 8 | |
Fast transport belt speed, per tick | 16 | |
Express transport belt speed, per tick | 24 | |
Length of one lane of a straight belt tile, underground belt, and splitter | 256 | |
Length of the inner lane of a turn | 106 | |
Length of the outer lane of a turn | 295 | |
Length travelled by an item sideloaded late on a straight belt or underground exit | 68 | |
Length travelled by an item sideloaded early on a straight belt or underground entrance | 188 |
Given the figures above, we can deduce the speed of a basic belt: 8 (positions per tick) / 256 (positions per straight belt tile) * 60 (ticks per second) = 1.875 tiles per second.
History
This is outdated and should be outsourced from this article but not deleted, because it is an interesting fact.
Kept for historical purposes, expand to view
- Theory
belt-type | factor basic belt speed | speed (tiles/tick) | speed (tiles/sec) | speed (tiles/min) | density (single lane) items/tile | throughput (2 lanes) items/sec | throughput items/min |
---|---|---|---|---|---|---|---|
Basic | 1 | 0.03125 | 1.875 | 112.5 | 3.571 | 13.39125 | 803.475 |
Fast | 2 | 0.0625 | 3.75 | 225 | 3.571 | 26.7825 | 1606.95 |
Express | 3 | 0.09375 | 5.625 | 337.5 | 3.571 | 40.17375 | 2410.425 |
- Measured Results for v0.11 or Older
With Factorio v0.12 new belt physics was introduced. Before that the items where moved as real objects (which means, they need to look forward, if there is space to move), with 0.12 the items are moved "per lane". Also the physics in curves changed so that curves are now not longer have lower throughput.
This results have been measured with a special designed factory (a complicated setup to guarantee, that only the running items on a belt are measured and a "timer" which stops the measuring exactly) and Factorio v0.6.x, so this has to be redone.
See forum article |
belt-type | throughput items/min | throughput items/sec | percent of awaited | comments |
---|---|---|---|---|
Basic | 719 | 11.98 | 90% | |
Fast | 1184 | 19.73 | 74% | This is NOT double as fast as basic! it's only 1.65 times faster |
Express | 1775 | 29.58 | 74% | About 2.5 times faster than basic |
belt-type | throughput items/min | comments |
---|---|---|
Basic | 477-486 | About 1.5 times slower. This is because the inner lane of a belt in a turn has only the half speed. |
Fast | 786-792 | |
Express | 1038-1042 |
belt-type | throughput items/min | comments |
---|---|---|
Basic with fast edge-belts | 674-683 | |
Fast with express edge-belts | 1058-1061 | The fast belt with express edge seems to be faster, than pure express belt! |
- Comments to the results
The first surprising result is, that the theoretic throughput differs from real measured. Too much to be just measurement errors.The second result is, that the more speed a belt has, the more ineffective it becomes. That is in the first moment not clearly explainable. The awaited result is, that a fast belt can transport exactly the double amount of items, than a basic, because it is double as fast (1.875 tiles/sec vs. 3.75 tiles/sec).
The reason for this difference is the distance of the items on the belt when running. Items on the belt cannot run completely compressed, they need a small distance. This is the same problem as in a traffic jam: You cannot drive, when the first car drives, you need to wait until the car before you drives and then you have a reaction-time of about 1/2 second before yourself begin to drive. The same is it with the items on the belt and the reaction-time here is 1/60 or one tick [currently not really validated, but not more than 2 ticks; this can be calculated by measuring how fast the standing wave goes through the items (needs to built a very complicated testing factory)]. You can see this reaction time running through your items as a standing wave, when you have a belt, which is completely filled and only sometimes an item is removed. When you compare the speed of this standing waves, you can see clearly, that they are the same speed for all types of belts.
The reaction-distance for items on a basic belt is
(1.875 tiles/sec) / 1 tick = 1.875 tiles/sec / 1/60 sec = 0.031125 tiles
or in other words: An item on a moving belt is not 0.28 tiles long, it is 0.31125 tiles, which makes it 11.2% longer
Overview for all belts:
Basic: 0.28 tiles + 0.03125 tiles = 0.31125 tiles => 11.2% Fast: 0.28 tiles + 0.0625 tiles = 0.3425 tiles => 22.3% Express: 0.28 tiles + 0.09375 tiles = 0.37375 tiles => 33.5%
This explains the reduction to 90% of speed for basic belt and the 74% for the fast belt (all inside measuring errors), but doesn't explain the results for express belt. This is part of further research.
This shows clearly, that the faster a belt is, the more distance the items have on a moving belt. More distance means, the density is lighter and this means, there are not so many items transported.
(This may explain the discrepancy in transported items, but don't use the numbers for real calculations, because they need to be redone!) (This is eventually one reason: http://www.factorioforums.com/forum/viewtopic.php?f=8&t=3630 )
A possible reason for this: http://www.factorioforums.com/forum/viewtopic.php?f=16&t=6817
See also
- Belt transport system
- Jan 04 FFF #276: Belt item spacing & Script rendering
- Feb 03 FFF #176: Belts optimization for 0.15
- Accurate belt segment measurements (discusses 0.17)
- Factorio: a quantitative guide (discusses 0.14)