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Belt transport system: Difference between revisions

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[[File:Belt-system-1.png|thumb|256px|Transport belts(#1) move items, Splitters (#2) distribute the input onto both outputs 1:1, Underground belts (#3) are used to bypass obstacles.]]
The belt transport system is the first transport system available in Factorio, and together with [[Railway|Trains]] and [[Logistic network|Logistics Robots]] make up the backbone of any Factorio base. Transport belts (sometimes called conveyors) are used to transport [[Items]]. Belts don't need power for transportation. This is one of the many Mysteries of the Factorio World.


== Beginner ==
The belt transport system is the first system the [[player]] will use to transport items from place to place. It, along
with [[Railway|trains]], and [[Logistic network|Logistic robots]], make up the systems of item transportation in
Factorio.
 
Belts specifically are used to transport [[Items]]. By developer design, all transport belts run without using energy.
This is to reduce complexity and allow belts to be placed outside of electricity networks.
 
== All types of Transport belts ==
 
Below is a chart of all the Transport Belts present and available for use in Factorio.
 
{| class="wikitable"
{| class="wikitable"
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Max. throughput ([[Items]] per [[game-second]]) !! Needed research
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Max. throughput ([[Items]] per [[game-second]]) !! Needed research
Line 27: Line 35:
|}
|}


Transport belts move items. To take items from/put items onto a belt, use [[Inserter]]s.
== Tiers of belts ==


=== Differences between the belt tiers ===
There are 3 different tiers of belts available for use. [[Transport belt|The basic type]] has a yellow color and is
The main difference between different tiers of belt is the speed at which they operate. As a belt is upgraded from yellow to red to blue, it gets faster and is able to move more items. The [[Transport belts/Physics|Physics]] page has some technical information on exact values for each tier of transport belt.
the slowest. [[Fast transport belt|Next tier up]] has a red color, and is twice is fast as the yellow tier. [[Express
transport belt|The third and final tier]] is colored blue and is three times as fast.


=== Merging and un-merging ===
[[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts and express belts).]]
Belts have '''two lanes''' that can be used for transporting. This allows for either a double flow of one material, or with some careful setup, transporting two different materials on the same belt. Mixed belts can be beneficial for smelting ore, or producing items with many different ingredients such as the science pack 3.
 
Un-merging a mixed belt is fairly easy too, since an underground belt will block half of your belt. So there is no reason to be afraid of mixed belts at all.
{{clear}}
 
== Mechanics of belts ==
 
This section describes the mechanics of transport belts.
 
=== Merging and un-merging belts ===
 
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or with
some careful setup, transporting two different materials on the same belt. Mixed belts can be beneficial for
smelting ore, or producing items with many different ingredients such as [[science pack 3]]. Un-merging a mixed belt is
fairly easy too, since an underground belt will block half of the belt.  


[[File:Transport_belts_merge.gif|300px|top]]   [[File:Transport_belts_unmerge.gif|300px|top]]
[[File:Transport_belts_merge.gif|300px|top]]   [[File:Transport_belts_unmerge.gif|300px|top]]


=== Balancing belts ===
Commonly, merging and un-merging is done by using a [[splitter]].
Sometimes one side of a belt will be more empty than the other. In this case, rebalancing the belt can be helpful.


The left design will only rebalance equally if one side of the belt is empty while the right version always balances equally.
=== Belt balance ===
 
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to
maintain throughput, balancing the lanes may be necessary. The gifs below show how to do this:


[[File:Transport_belts_balance1.gif|300px|top]]   [[File:Transport_belts_balance2.gif|300px|top]]
[[File:Transport_belts_balance1.gif|300px|top]]   [[File:Transport_belts_balance2.gif|300px|top]]


[https://i.imgur.com/jKRaZEl.jpg Another example, including side balancing] credit /u/Bhoedda from reddit
=== Belt Throughput ===


== Advanced ==
Maximizing the throughput is important, since it will keep belts efficient. Therefore some definitions need to
=== Speed, Density and Throughput: About finding bottlenecks ===
be introduced:
Maximizing the throughput is important, since it will keep belts efficient. Therefore some definitions need to be introduced:


; Speed
; Speed  
: How fast does a belt move.
: How fast a belt moves.
; Density
; Density  
: How tight are the items put on the belts.  
: How tight are the items put onto the belts.
; Throughput
; Throughput  
: This is speed * density. It describes how many items pass by in a given time.
: This is speed * density. It describes how many items pass by in a given time.


So there are two opportunities to enhance the throughput:
So, there are three opportunities to enhance the throughput:
 
* More density
 
Sometimes items have little spaces next to each other that aren't big enough for other items to fit
in. In this case reordering the items can still increase the density. This can be done by temporarily increasing the
belt speed on a single tile or by merging 2 lanes with an inserter.


; More density
The gif below shows the problem with a low density belt, and the right shows how it can be rectified. (Notice the red belt)
:Sometimes items have little spaces next to each other that aren't big enough for other items to fit in. In this case reordering the items can still increase the density. This can be done by temporarily increasing the belt speed on a single tile or by merging 2 lanes with an inserter.


[[File:Transport_belts_density.gif|top|300px]]
[[File:Transport_belts_density.gif|top|300px]]


; More speed
* More speed  
:If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts. Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite easily. There will be a part of the belt where the items don't move quickly (or at all) or stop at maximum density and suddenly they come to a point where this 'stop and go' effect releases itself, the bottleneck has been found. In most cases, this will be the place where belt optimization is needed.
 
If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts. Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite
easily. There will be a part of the belt where the items don't move quickly (or at all) or stop at maximum density
and suddenly they come to a point where this 'stop and go' effect releases itself, the bottleneck has been found.
In most cases, this will be the place where belt optimization is needed.
 
* More belts
 
Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput, and add [[splitter]]s to balance items between them.
 
 
=== Belt physics ===
 
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement
speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can
be beneficial.


=== Belts ===
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be
[[File:Transport_belts_speed.gif|300px|thumb|right|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts and express belts).]]
moved. This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when
{| class="wikitable"
placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more
|-
turrets can attack a single spitter at once.
! scope="col" | Type
 
! scope="col" | Max. throughput ([[Items]] per [[game-second]])
Another useful usage are [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]].
! scope="col" | Speed ([[Tile|Tiles]] per [[game-second]])
So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the
! scope="col" | Max. density ([[Items]] per [[Tile|tile]])
belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and make inserters more
! scope="col" | Required [[Research|technologies]]
effective.  
|-
 
| {{imagelink|basic-transport-belt|Basic transport belt}} || 13.393* || 1.875* || 7.143* || none
 
|-
== Splitters ==
| {{imagelink|fast-transport-belt|Fast transport belt}}  || 26.786* || 3.750* || 7.143* || [[Logistics 2]]
 
|-
[[Splitters]] are another form of item manipulation. Splitters are a 2x1 tile that split incoming [[Item]]s on belts
| {{imagelink|express-transport-belt|Express transport belt}} || 40.179* || 5.625* || 7.143* || [[Logistics 3]]
from one input to two outputs, in a 50/50 ratio. They are used to divide resources between two belts, or balance
|}
multiple belts.
 * experimental value: See '''[[Transport_belt_experiments|Transport belt experiments]]''' for more detailed information.


=== Splitters ===
== Mechanics of splitters ==
[[File:Mpstark-1vrKld4.gif]]
[[File:Mpstark-A60nIbv.gif]]
[[File:Mpstark-JNNFTUC.gif]]


The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.


* splitters have two input-belt-sides and two output-belt-sides on which you can connect any [[Transport belts|belt]] or [[Underground belts|underground belt]]
* Splitters have two input belts, and two output belts. If the splitter receives items on one belt, it will split the
* splitters '''don't shuffle the lanes on the belts'''; items on the left input [[Transport belts/Belt lane|belt lane]] don't change the side to the right lane (and vice versa).
input evenly between it's two sides.
* '''Splitting'''
** if two output-belts are connected, then every input-item is put alternated on one of the two output-belts. Or in other words: it is guaranteed, that the inputed items are output in a ratio of 50% on each belt.
** if one of the output [[Transport belts/Belt lane|belt lanes]] are full, then it tries to output on the other output belt. This is useful to fill belts.
** a lot more details about the exact splitting can be found here http://www.factorioforums.com/forum/viewtopic.php?f=18&t=3765 and here http://www.factorioforums.com/forum/viewtopic.php?f=11&t=511&p=3019 !
* '''Joining''' [[File:T&T Belt04.jpg|thumb|200px|Feeding from side is only a good use, if you want to make a queue - e. g. for mines, some output-buffer]] [[File:T&T Belt03.jpg|thumb|200px|Better: The capacity of the output belt is fully used.]]
** splitters can be used to join two belts into one. This has a much higher throughput than only side-inserting.
** as with splitting, the belt lanes aren't mixed up.
** Use faster splitter if you want to feed into a faster belt, because otherwise your splitter is the bottleneck!


=== Splitter prefers in most cases one input for joining ===
* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on it's other
output.


When '''both input belts are at full capacity''', then the splitter '''prefers one input''', or in other words: one input is only taken to fill gaps in the other input. This is not in all cases like so, [http://www.factorioforums.com/forum/viewtopic.php?f=23&t=5670&start=10#p44394 see these tests], but the chances are high, that
* Splitters can also take two inputs and one output.  
* splitters pointing into '''north or west''' tend to '''prefer the right input
* splitters pointing into '''south or east''' direction '''prefer the left input.


The reason for this behavior is explained by the [http://www.factorioforums.com/forum/viewtopic.php?f=23&t=5670&start=10#p44373 game developers]:
The output will be an even mix of both the inputs. This can be
used to efficiently merge two belts together. When it does this, the items will not be shuffled.


:: ''"But there are fundamental problems with equal joining. How exactly will you define it?
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will
::
become a bottleneck.
:: ''Once you have available item to move to the belt on left belt, you would have to wait, if some other item on the right belt don't arrive, as it would be the time for the right belt to be activated.
::
:: ''But how long do you wait? And once you wait you limit the throughout of the splitter."


This behavior can be used to prioritize an item-source, for example a storage.
However, when both belts are at full capacity, the splitter will prefer one side, and use the other to fill gaps. This
behavior is due to the game being unable to fairly reverse-split the belts. Explained by the developers:


This is the current result: [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=6019 Joining with Splitters].
''"But there are fundamental problems with equal joining. How exactly will you define it?  Once you have an available
item to move to the belt on the left belt, you would have to wait, if some other item on the right belt doesn't
arrive, as it would be the time for the right belt to be activated. But how long do you wait? And once you wait you
limit the throughput of the splitter."''


See about the whole story: [http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5670 Splitter priority when joining].
This behavior can be used to prioritize input from certain belts, such as from a storage.


[[File:T&T Belt08.jpg|thumb|600px|Left side: A splitter cascade to let only the unused items into the storage. Center: A simple storage. Right side: The splitter prefers taking the input of the upper (left) belt, so the input from the storage is lower priority.]]
== Underground belts ==


=== Underground belts ===
[[File:Split-swap.png|thumb|256px|You can turn the order of the lanes or split the lanes completely with the underground belts trick]]


Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].
Line 139: Line 167:
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.


This last fact is important, because it can be used to do some tricks.
''This last fact is important, because it can be used to do some tricks.''
 
=== Moving other Entities: About highways, advanced defenses and moving boxes ===
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the player accordingly to the belts speed. That is why building a belt towards your defenses can be beneficial.
 
However, the player is not the only unit that can be moved by transport belts. Also, biters and spitters can be moved. This can be abused to improve your defense. Firstly biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.
 
Another useful usage are cars on transport belts. Cars have an inventory and can be filled by inserters. So they can be used as moving boxes on belt. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and make inserters more effective.
 
[[File:Transport_belts_movement.gif|300px|top]]   [[File:Transport_belts_defence.jpg|300px|top]]   [[File:Transport_belts_carboxes.gif|400px|top]]
 
== Expert ==
This section needs cleanup. It contains all links from deleted subpages or duplicate articles.
* [[Transport network]]
** [[Transport belts]]
** [[Splitters]]
** [[Underground belts]]
* [[Transport]]
* [[Crafting network]]
* [[Logistic network]]
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=3370 Intersection with 4 belts from every side, outdated]
* [[Transport belts/Transport other entities]]: even the car can be transported with belts.
* [[Transport belts/Why do belts use no energy?|Why do belts not require power?]]: Some reasons...
* [[Transport belts/Speedup Walking]]: Walk/run in belt direction add the speed of the belt to your own.
* [[Transport belts/Defense]]: Use the Express belt to slow down the enemies
* [[Transport belts/Physics]]
* [[Transport belts/Turns]]
* [[Transport belts/Blocking items]]
* [[Transport belts/Side insert]]
* [[Transport belts/Optimizing|Transport belt Optimising]]
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=6914&p=56388#p56388 Throughput and bottlenecks].
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=5316&start=20#p54495 Speed, Distance, Throughput, Compression]
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=7221 Tutorial for Belt Speed, Density and Throughput]
* [[Transport belts/Belt lane]] for more about usage of the two lanes of a belt.
* [[Transport belts/Optimizing|Transport belt Optimising]]
* [[Transport belts/Turns]] for details about turns.
* [[Transport belts/Optimizing| Transport belt Optimising]] about other ways to speed up this bottleneck.
* [[Underground belts/More uses]]
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=148 Three belts in two tile-lines]
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=4596 Two belts in one tile-line]
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=3211&p=23636#p23636 Join two lanes into one]
 
* [[Splitters/Priority]]: splitter prefers one side for joining in most cases.
* [[Splitters/When is a faster splitter needed?]]: a basic splitter can keep up with the input of one fast belt, if the two output belts are connected and empty.
* See example usages [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=1808 in this thread].
* [[Splitters/Weighted splitters]]: Use splitter to achive special ratios on the outputs [[File:Factorio ratios.jpg|thumb|256px|[[Splitters/Weighted splitters]]]]
** [[Splitters/Cascading]]: Use Cascading to fill storages only, when not needed otherwise
* [[Splitters/Balancer]]: use the two lanes of a belt.
* [[Splitters/Joining]]: more explained
* [[Splitters/Wormhole Trick]]: an empty splitter transports items faster, they disappears on input side and dive up on output side, "jumping" over about half a [[Tile|tile]]. It is questionable, how this behavior could be used. A good usage is to make something like a "micro-buffer", or a "spread-buffer" with that, because a line of 10 splitters can store about 60 items - a half stack - and the first items are delivered very fast, but the last items have the normal belt speed to move through the splitters; so the items are spread on the belts. See also '''[http://www.factorioforums.com/forum/viewtopic.php?f=8&t=9068 Splitters as the bus - The Splitter Bus]
* [[Splitters/Constructions]]: Examples of using.
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=897 || Using belts for defense]


{{MachineNav}}


[[Category: Transport network]] [[Category: Belt transport system]]
== See also ==
* [[Splitter]]
* [[Transport belt]]
* [[Time]]
* [[Items]]

Revision as of 20:36, 3 December 2016


The belt transport system is the first system the player will use to transport items from place to place. It, along with trains, and Logistic robots, make up the systems of item transportation in Factorio.

Belts specifically are used to transport Items. By developer design, all transport belts run without using energy. This is to reduce complexity and allow belts to be placed outside of electricity networks.

All types of Transport belts

Below is a chart of all the Transport Belts present and available for use in Factorio.

Transport belts Underground belts Splitters Max. throughput (Items per game-second) Needed research
Basic transport belt Basic underground belt Basic splitter 13.393 Logistics 1
Fast transport belt Fast underground belt Fast splitter 26.786 Logistics 2
Express transport belt Express underground belt Express splitter 40.179 Logistics 3

Tiers of belts

There are 3 different tiers of belts available for use. The basic type has a yellow color and is the slowest. Next tier up has a red color, and is twice is fast as the yellow tier. [[Express transport belt|The third and final tier]] is colored blue and is three times as fast.

Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts and express belts).

Mechanics of belts

This section describes the mechanics of transport belts.

Merging and un-merging belts

Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or with some careful setup, transporting two different materials on the same belt. Mixed belts can be beneficial for smelting ore, or producing items with many different ingredients such as science pack 3. Un-merging a mixed belt is fairly easy too, since an underground belt will block half of the belt.

Transport belts merge.gif   Transport belts unmerge.gif

Commonly, merging and un-merging is done by using a splitter.

Belt balance

Due to how items are placed onto belts by inserters, their lanes can sometimes become unbalanced. In order to maintain throughput, balancing the lanes may be necessary. The gifs below show how to do this:

Transport belts balance1.gif   Transport belts balance2.gif

Belt Throughput

Maximizing the throughput is important, since it will keep belts efficient. Therefore some definitions need to be introduced:

Speed
How fast a belt moves.
Density
How tight are the items put onto the belts.
Throughput
This is speed * density. It describes how many items pass by in a given time.

So, there are three opportunities to enhance the throughput:

  • More density

Sometimes items have little spaces next to each other that aren't big enough for other items to fit in. In this case reordering the items can still increase the density. This can be done by temporarily increasing the belt speed on a single tile or by merging 2 lanes with an inserter.

The gif below shows the problem with a low density belt, and the right shows how it can be rectified. (Notice the red belt)

Transport belts density.gif

  • More speed

If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts. Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite easily. There will be a part of the belt where the items don't move quickly (or at all) or stop at maximum density and suddenly they come to a point where this 'stop and go' effect releases itself, the bottleneck has been found. In most cases, this will be the place where belt optimization is needed.

  • More belts

Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput, and add splitters to balance items between them.


Belt physics

Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the player accordingly to the belts speed. That is why building a belt towards your defenses can be beneficial.

However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be moved. This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.

Another useful usage are cars on transport belts. Cars have an inventory and can be filled by inserters. So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and make inserters more effective.


Splitters

Splitters are another form of item manipulation. Splitters are a 2x1 tile that split incoming Items on belts from one input to two outputs, in a 50/50 ratio. They are used to divide resources between two belts, or balance multiple belts.

Mechanics of splitters

The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.

  • Splitters have two input belts, and two output belts. If the splitter receives items on one belt, it will split the

input evenly between it's two sides.

  • If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on it's other

output.

  • Splitters can also take two inputs and one output.

The output will be an even mix of both the inputs. This can be used to efficiently merge two belts together. When it does this, the items will not be shuffled.

In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will become a bottleneck.

However, when both belts are at full capacity, the splitter will prefer one side, and use the other to fill gaps. This behavior is due to the game being unable to fairly reverse-split the belts. Explained by the developers:

"But there are fundamental problems with equal joining. How exactly will you define it? Once you have an available item to move to the belt on the left belt, you would have to wait, if some other item on the right belt doesn't arrive, as it would be the time for the right belt to be activated. But how long do you wait? And once you wait you limit the throughput of the splitter."

This behavior can be used to prioritize input from certain belts, such as from a storage.

Underground belts

Underground belts can be used to cross different flows of items without interfering. They move items like a normal belt.

  • You can cross any number of entities and all types of ground, like water, swamps, etc. (input and output of course over water)
  • You can cross other underground stuff (any number of underground belts or underground pipes). They won't be mixed.
  • For the connection only the endpoints (entry-side and exit-side) are relevant.
  • The maximum distance underground is 4 tiles.
  • An underground belt pair with a blocked output stores up to 20 items. (Per lane? Untested!)
  • If you mine an underground belt, up to 20 items are recovered, the remaining items in the underground are placed into your inventory.
  • The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.

This last fact is important, because it can be used to do some tricks.


See also