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[[File:transport_belt_preview.png|right]]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]], makes up the systems of item transportation in Factorio.


The belt transport system is the first system the [[player]] will use to transport items from place to place. It, along
Belts specifically are used to transport items and run without using energy. Belts can also interact with other moving entities such as [[player]]s, [[vehicle]]s and [[enemies]], also allowing for faster or slower movement speed.
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.  


== Belt tier overview ==
[[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).]]
There are 3 different tiers of belts available for use. The [[transport belt]] has a yellow color and is the slowest, as well as the cheapest to craft. The next tier up, the [[fast transport belt]] has a red color and is twice as fast as the standard transport belt. The [[express transport belt]] is the final tier. It is colored blue and is three times faster than normal belts, or 1.5× faster than red belts.<br>
{| class="wikitable"
{| class="wikitable"
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Max. throughput ([[Items]] per [[game-second]]) !! Needed research
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Max. throughput<br>(Items/[[Time#Seconds|second]]) !! Needed research
|-
|-
| {{imagelink|basic-transport-belt|Basic transport belt}}
| {{Imagelink|Transport belt}}
| {{imagelink|basic-transport-belt-to-ground|Basic underground belt}}
| {{Imagelink|Underground belt}}
| {{imagelink|basic-splitter|Basic splitter}}  
| {{Imagelink|Splitter|Splitter}}  
| 13.333
| 15
| [[Logistics 1]]
| [[Logistics (research)]]<sup>1</sup>
|-
|-
| {{imagelink|fast-transport-belt|Fast transport belt}}
| {{Imagelink|Fast transport belt}}
| {{imagelink|fast-transport-belt-to-ground|Fast underground belt}}
| {{Imagelink|Fast underground belt}}
| {{imagelink|fast-splitter|Fast splitter}}  
| {{Imagelink|Fast splitter}}  
| 26.666
| 30
| [[Logistics 2]]
| [[Logistics 2 (research)]]
|-
|-
| {{imagelink|express-transport-belt|Express transport belt}}
| {{Imagelink|Express transport belt}}
| {{imagelink|express-transport-belt-to-ground|Express underground belt}}
| {{Imagelink|Express underground belt}}
| {{imagelink|express-splitter|Express splitter}}  
| {{Imagelink|Express splitter}}
| 40.0
| 45
| [[Logistics 3]]
| [[Logistics 3 (research)]]
|-
|-
|}
|}
<sup>(1)</sup> Only for the underground belt and splitter. The basic transport belt is available at the start of the game.


&nbsp;See '''[[Transport_belts/Physics|Physics of Transport Belts]]''' for more detailed information.
Regardless of the belt tier, a fully filled straight transport belt holds 8 items in total. For more information on this, see [[Transport belts/Physics]] and [https://factorio.com/blog/post/fff-276 Friday Facts #276 - Belt item spacing].
{{clear}}


== Belt mechanics ==


=== Merging and un-merging belts ===


[[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 of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or to transport two different materials on the same belt. Mixed belts can be beneficial for
== Tiers of belts ==
smelting ore, or producing items with many different ingredients such as [[Utility science pack]]. The belt can be unmerged using a splitter filter. It is also possible to unmerge a mixed belt by using underground belts since an underground belt will block half of the belt.  
 
There are 3 different tiers of belts available for use. [[Transport belt|The basic type]] has a yellow color and is
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.


[[File:Transport_belts_2_lanes.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_unmerge.gif|top]]


{{clear}}
Belts going across a splitter will have items from the splitter moving to one side of the crossing belt.


== Mechanics of belts ==
[[File:splitters_to_one_side.gif|top|Splitters moving objects to just one side of a belt.]]


This section describes the mechanics of transport belts.
Commonly, merging and un-merging is done by using a [[splitter]]. The trick in the second gif is better described in the '''[[Belt_transport_system#Separating_belt_lanes|underground belt]]''' section.


=== Merging and un-merging belts ===
=== Lane balance ===
 
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]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]
 
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
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:
maintain throughput, balancing the lanes may be necessary. The gifs below show two ways how to do this. The former only works if only one lane is in use initially. For further explanation of the mechanics, see [[Balancer mechanics#Lane_balancers|lane balancers]].


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


=== Belt Throughput ===
=== Belt throughput ===
 
[[File:Stack inserters fill express belt.gif|frame|230px|right|4 [[stack inserter]]s can compress an express belt at stack size 12 for the left inserters and stack size 8 for the right inserters.]]
Maximizing the throughput is important, since it will keep belts efficient. Therefore some definitions need to
Maximizing the throughput means ensuring that as many items as possible are transported. Therefore some definitions need to
be introduced:
be introduced:


; Speed  
; Speed  
: How fast a belt moves.
: How fast a belt moves in tiles per second. This is 1.875, 3.75 and 5.625 for basic, fast and express belts.
; Density  
; Density  
: How tight are the items put onto the belts.
: How tight are the items put onto the belts; each straight belt piece can hold exactly 8 items.
; 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 at a given time.


So, there are three opportunities to enhance the throughput:
So, there are three opportunities to enhance the throughput:


* More density  
; More density  
:Sometimes items have small gaps in between each other that aren't big enough for other items to fit in. However, mining drills, inserters, and belt sideloading can still force an item into these gaps, temporarily squashing the items on the belt. The squashed gap is extended to normal size once the front of the belt starts to move again.
; 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.


Sometimes items have little spaces next to each other that aren't big enough for other items to fit
=== Belt tricks ===
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)
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.


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


* More speed
Another useful usage is [[car]]s 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 makes inserters more effective.


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
== Splitters ==
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  
[[Splitters]] are another form of item manipulation. Splitters are a 2×1 entity that splits incoming items on belts
from up to two input to up to two outputs, in a 1:1 ratio. They are used to divide resources between two belts, or balance
multiple 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.
=== Mechanics ===


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


=== Belt physics ===
* Splitters have two input belts and two output belts. If the splitter receives items on one belt, it will split the input evenly between its two outputs. If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on its other output.
* Splitters can also merge belts, taking two inputs and one output.
* Splitters preserve the lanes of the items, by moving through the splitter an item on the right lane will not be moved to the left lane, and vice versa.
* Splitters can prioritize one input and/or one output. Clicking on a splitter opens its GUI where the priorities can be set.
* One output of the splitter can be filtered to one item. Items of that type will only go to that output, and not to the other one.


Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement
The speed of the splitter is the same as its relevant type of belt, so in order to properly join/split belts, the splitter must be the same speed as the incoming belts. Otherwise the splitter will become a bottleneck.
speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can
be beneficial.


However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be
==== Priority ====
moved.  This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when
For both the input and output side of the splitter it is possible to set the priority to either left or right.
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 [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]].
A splitter where the input priority has been set will first try to consume the specified input side, and will only
So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the
consume the other input once there is a gap on the prioritized input belt.
belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and make inserters more
effective.  


Similarly a splitter where the output priority has been set will try to redirect all incoming items
to the specified output, and will only output on the other output once the specified output is full.


=== Placement ===
==== Filter ====
{| style="float:right; padding-left:10px; padding-right:10px;">
If a specific item is set in the splitter's filter slot, the slider for the output priority will
| style="padding-right:1em" | [[File:Transport_belts_notplace.gif|300px|top]]
be used for the filter instead. All items of the set type will be redirected to that specific output
| style="padding-right:1em" | [[File:Transport_belts_doplace.gif|300px|top]]
and all other items are directed to the other output. The input priority can be set independently of the filter.
| [[File:Transport_belts_replace.gif|300px|top]]
|}


While conveyor belts can be placed in a line by clicking and dragging the mouse, it is often easier to hold the mouse down and move your character. Conveyor belts can be rotated after being placed by hovering over them with an empty hand and pressing {{keybinding|r}}, or by building over them with another conveyor belt. Conveyor belts can also be upgraded in this manner, by placing the another belt over top of it.
=== Balancing ===


{{clear}}
{{Main|Balancer mechanics}}


== Splitters ==
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.


[[Splitters]] are another form of item manipulation. Splitters are a 2x1 tile that split incoming [[Item]]s on belts
=== Manipulating belt lanes ===
from one input to two outputs, in a 50/50 ratio. They are used to divide resources between two belts, or balance
<gallery mode="slideshow">
multiple belts.
File:Swap_belt_lanes.png|Swapping lanes on a belt with a different item per belt lane.
File:Splitter_seperate_belt_lanes.png|Separating lanes with different items on them.
</gallery>


== Mechanics of splitters ==
== [[Circuit network]] ==


The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.
[[File:transport_belt_circuits.png|thumb|200px|Two belts connected to a [[constant combinator]].]][[Red wire|Red]] or [[green wire]]s can be connected to segments of transport belts to use them as part of a circuit. Belts connected to the circuit network will appear with a yellow cage above them, with a moving red scanner within it. When a belt is connected to a circuit, a GUI can be accessed from the connected belt for settings on how the belt will be used for a circuit; there are two modes of operation that can be used:


* Splitters have two input belts, and two output belts. If the splitter receives items on one belt, it will split the
'''Enable/disable''' - A circuit condition dictates whether or not the belt will allow items through.<br />
input evenly between it's two sides.
'''Read belt contents''' - If enabled, the contents on the belt will be read.


* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on it's other
The belt's GUI will also have a "content read mode" setting, which can be set to either '''pulse''' or '''hold'''. '''Pulse''' will read the belt's contents for only one [[Time|tick]], while '''hold''' will read the belt's contents continuously on every tick.
output.


* Splitters can also take two inputs and one output.  
[[File:transport_belt_circuit_gui.png|thumb|right|Transport belt GUI.|130px]]


The output will be an even mix of both the inputs. This can be
<gallery mode="slideshow">
used to efficiently merge two belts together. When it does this, the items will not be shuffled.
File:transport_belt_circuit_example1.gif|A small example of a transport belt circuit reading belt contents to trigger two lamps.
 
File:transport_belt_circuit_example2.gif|[[Fast inserter]]s are activated by the [[arithmetic combinator]]s' setup; when a specific item enters a belt segment that's connected to the circuit network, the inserters place the same item on another belt.
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will
</gallery>
become a bottleneck.
{{clear}}
 
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 ==


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]].


* You can cross any number of entities and all types of ground, like water, swamps, etc. (input and output of course over water)
[[File:4-6-8.png|thumb|right|Underground lengths|200px]]
* You can cross other underground stuff (any number of underground belts or underground pipes). They won't be mixed.
* Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)
* Underground belts can cross other underground entities (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.
* For the connection only the endpoints (entry-side and exit-side) are relevant.
* The maximum distance underground is 4 [[tile]]s.
* The underground distance is 4, 6 and 8 [[Map_structure#Tile|tiles]], respectivly, for the three belt types.
* An underground belt pair with a blocked output stores up to 20 items. (Per lane? Untested!)
* An underground belt pair that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 items.
* 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.
* 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.''
=== Separating belt lanes ===
<gallery mode="slideshow">
File:Block belt lane.png|This is built by placing one underground belt and then using R to reverse its direction. This converts the underground belt entrance to an exit (and vice versa).
File:Transport belts unmerge.gif|This can also be used to split the lanes of a belt onto seperate belts instead of using a splitter filter.</gallery>


=== Braiding ===
<gallery mode="slideshow">
File:underground_belt_braiding.gif|Different types of underground belts can be braided together along the same line of tiles, with items staying in their respective belt types.
File:underground_belt_braiding2.gif|The same concept, but with a different belt design.
</gallery>
Braiding can be particularly useful where more than two input lanes are required while also avoiding the use of a parallel belt/[[long-handed inserter]] combination. For example, this can be useful if there is limited space, such as when using a beacon. With a beacon range of 3 orthogonal tiles, two of which would be occupied by a belt and inserter, it would not be possible to place the parallel belt in the third space and still have a beacon on the same side, as the assembler would now be in the fourth tile and not in range. With the space saved by braiding, this is now possible.


== See also ==
== See also ==
* [[Splitter]]
* [[Splitters]]
* [[Transport belt]]
* [[Transport belts]]
* [[Time]]
* [[Underground belts]]
* [[Items]]
 
{{C|Belt transport system}}

Latest revision as of 08:42, 22 June 2021

Transport belt preview.png

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, makes up the systems of item transportation in Factorio.

Belts specifically are used to transport items and run without using energy. Belts can also interact with other moving entities such as players, vehicles and enemies, also allowing for faster or slower movement speed.

Belt tier overview

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

There are 3 different tiers of belts available for use. The transport belt has a yellow color and is the slowest, as well as the cheapest to craft. The next tier up, the fast transport belt has a red color and is twice as fast as the standard transport belt. The express transport belt is the final tier. It is colored blue and is three times faster than normal belts, or 1.5× faster than red belts.

Transport belts Underground belts Splitters Max. throughput
(Items/second)
Needed research
Transport belt.png
Transport belt
Underground belt.png
Underground belt
Splitter.png
Splitter
15 Logistics (research)1
Fast transport belt.png
Fast transport belt
Fast underground belt.png
Fast underground belt
Fast splitter.png
Fast splitter
30 Logistics 2 (research)
Express transport belt.png
Express transport belt
Express underground belt.png
Express underground belt
Express splitter.png
Express splitter
45 Logistics 3 (research)

(1) Only for the underground belt and splitter. The basic transport belt is available at the start of the game.

Regardless of the belt tier, a fully filled straight transport belt holds 8 items in total. For more information on this, see Transport belts/Physics and Friday Facts #276 - Belt item spacing.

Belt mechanics

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 to transport two different materials on the same belt. Mixed belts can be beneficial for smelting ore, or producing items with many different ingredients such as Utility science pack. The belt can be unmerged using a splitter filter. It is also possible to unmerge a mixed belt by using underground belts since an underground belt will block half of the belt.

Transport belts 2 lanes.gif   Transport belts unmerge.gif

Belts going across a splitter will have items from the splitter moving to one side of the crossing belt.

Splitters moving objects to just one side of a belt.

Commonly, merging and un-merging is done by using a splitter. The trick in the second gif is better described in the underground belt section.

Lane 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 two ways how to do this. The former only works if only one lane is in use initially. For further explanation of the mechanics, see lane balancers.

Transport belts balance1.gif   Transport belts balance2.gif

Belt throughput

4 stack inserters can compress an express belt at stack size 12 for the left inserters and stack size 8 for the right inserters.

Maximizing the throughput means ensuring that as many items as possible are transported. Therefore some definitions need to be introduced:

Speed
How fast a belt moves in tiles per second. This is 1.875, 3.75 and 5.625 for basic, fast and express belts.
Density
How tight are the items put onto the belts; each straight belt piece can hold exactly 8 items.
Throughput
This is speed × density. It describes how many items pass by at a given time.

So, there are three opportunities to enhance the throughput:

More density
Sometimes items have small gaps in between each other that aren't big enough for other items to fit in. However, mining drills, inserters, and belt sideloading can still force an item into these gaps, temporarily squashing the items on the belt. The squashed gap is extended to normal size once the front of the belt starts to move again.
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.

Belt tricks

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 is 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 makes inserters more effective.

Splitters

Splitters are another form of item manipulation. Splitters are a 2×1 entity that splits incoming items on belts from up to two input to up to two outputs, in a 1:1 ratio. They are used to divide resources between two belts, or balance multiple belts.

Mechanics

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 its two outputs. If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on its other output.
  • Splitters can also merge belts, taking two inputs and one output.
  • Splitters preserve the lanes of the items, by moving through the splitter an item on the right lane will not be moved to the left lane, and vice versa.
  • Splitters can prioritize one input and/or one output. Clicking on a splitter opens its GUI where the priorities can be set.
  • One output of the splitter can be filtered to one item. Items of that type will only go to that output, and not to the other one.

The speed of the splitter is the same as its relevant type of belt, so in order to properly join/split belts, the splitter must be the same speed as the incoming belts. Otherwise the splitter will become a bottleneck.

Priority

For both the input and output side of the splitter it is possible to set the priority to either left or right.

A splitter where the input priority has been set will first try to consume the specified input side, and will only consume the other input once there is a gap on the prioritized input belt.

Similarly a splitter where the output priority has been set will try to redirect all incoming items to the specified output, and will only output on the other output once the specified output is full.

Filter

If a specific item is set in the splitter's filter slot, the slider for the output priority will be used for the filter instead. All items of the set type will be redirected to that specific output and all other items are directed to the other output. The input priority can be set independently of the filter.

Balancing

Main article: Balancer mechanics

Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.

Manipulating belt lanes

Circuit network

Two belts connected to a constant combinator.

Red or green wires can be connected to segments of transport belts to use them as part of a circuit. Belts connected to the circuit network will appear with a yellow cage above them, with a moving red scanner within it. When a belt is connected to a circuit, a GUI can be accessed from the connected belt for settings on how the belt will be used for a circuit; there are two modes of operation that can be used:

Enable/disable - A circuit condition dictates whether or not the belt will allow items through.
Read belt contents - If enabled, the contents on the belt will be read.

The belt's GUI will also have a "content read mode" setting, which can be set to either pulse or hold. Pulse will read the belt's contents for only one tick, while hold will read the belt's contents continuously on every tick.

Transport belt GUI.

Underground belts

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

Underground lengths
  • Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)
  • Underground belts can cross other underground entities (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 underground distance is 4, 6 and 8 tiles, respectivly, for the three belt types.
  • An underground belt pair that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 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.

Separating belt lanes

Braiding

Braiding can be particularly useful where more than two input lanes are required while also avoiding the use of a parallel belt/long-handed inserter combination. For example, this can be useful if there is limited space, such as when using a beacon. With a beacon range of 3 orthogonal tiles, two of which would be occupied by a belt and inserter, it would not be possible to place the parallel belt in the third space and still have a beacon on the same side, as the assembler would now be in the fourth tile and not in range. With the space saved by braiding, this is now possible.

See also