Inserter Reference

by Jhorr

Inserter throughput values at hand in-game. Items per second for: [item=steel-chest] → [item=steel-chest] Chest to chest [item=steel-chest] → [item=transport-belt] Chest to belt [item=transport-belt] → [item=steel-chest] Belt to chest inserter throughput | item throughput | inserter speed

Utilities
2 days ago
2.1
23
Logistics Manufacturing

i Mod compat?

4 days ago

Any intentions on adding compatibility for modded inserters and/or belts? same goes for increased max stack size (ie >4), and maybe (but significantly less important) belt to belt speeds?

3 days ago
(updated 3 days ago)

Not in particular, im more interested in finding the real values for belt to chest transfers,
since we have the worst data here and long term I want to find an 'absolute value'.
But I'm down to make it measurable.
I have this selection tool to make live tests but I'm still unclear on how to actually work with ''personal data''.
Like do I overwrite the table, can I somehow make a secondary table. How can I make things as flexible but also as easy as possible.
I certainly don't want to look up all those mods, if anything I need to find a smart and dynamic way.

Not to sound dismissive, I'm just really not the imaginative kinda guy, so some ideas would help on how you would imagine the integration.

3 days ago

I was assuming your vanilla calculations were based off of swing speed, hand size, belt stack size, etc. and figured you could easily account for modded values by just adding a new value into the swing speed variable for example. If you want to look at a specific example, the 2 modded inserters from planet Linox would be a great place to start.

3 days ago

Hm, I was working more off the given data by the factorio wiki, some calculactions from abucnastys clock generator app and some simulations. Like I did some tests, where I biased my data to the chest to chest data from the wiki.
But I guess I could make conservative calculations for other mods, but that again would require me to look up those additional mods individually...

3 days ago

not necessarily, youd just need a general equation that can take in any arbitrary swing speed, hand size, belt stack size, etc.

3 days ago

I could do that, but the result would be wildly inaccurate. Like for inserters that just have increased speeds over vanilla its fairly simple. but as soon as we go into higher stack sizes, faster belts, any non 180° turn I'm going complitely blind. The loading and unloading time of an inserter is the most crucial to find out the throughput numbers. the swing is the most simple aspect. But if you just want to get some kind of estimate, I could do a sub mod for that, where the inserters get some kinda estimate.
And my self scanning idea also fails at the point of retaining information.
I could output self collected data in a seperate json, but you'd have to manually transfer that whenever you open a new run. It's not incredibly difficult, but I remember how i was mortally afraid to even read any mod files.
Obviously the best solution would be to make the testing myself, but I'm really not down for the extra chore.

So to make things clear, would u rather have a zero effort on your side better guess from the mod at what ur fancy inserters could maybe do or would you rather have the possibility to go into blueprint sandbox, rig something up and have your inserter values atleast for that run preserved with the option of doing some json editing to carry your 'research' over

I'm probably even able to integrate a blueprint tool for the test setup. But dont pin me on that.

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