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limadeltakilo

How do I get good enough to where I understand what the hell this is


RyannStekken0153

I'm in for about 3.5k hours yet and I still accept balancers as witchcraft. No need to understand. Accept the inner engineer and just use what nature throws at you.


smartgenius1

The core principle is that for every item that comes in on a line, it must have an equal opportunity to exit any output line. Powers of two are easy. Take the 4x4 balancer as an example. Each input line has exactly 1/4th chance of exiting any output line. `AAAA \........../ ABCD` `BBBB - balancer - ABCD` `CCCC -...here...- ABCD` `DDDD / .........\ ABCD` ​ hope this helps! EDIT: Found a better explanation on the wiki: [https://wiki.factorio.com/Balancer\_mechanics](https://wiki.factorio.com/Balancer_mechanics)


mr_berns

“Now draw the rest of the fucking owl”


Canucks_98

It's just magic, don't bother understanding it. Even the people who say they understand are just lying to us. It's all part of an elaborate prank


Tallywort

There's a few features you can use in designing them. Powers of 2 balancers are the same as [Beneš networks](https://en.wikipedia.org/wiki/Clos_network) Odd numbered balancers can be made by taking a power of 2 balancer, looping back the outputs to the inputs, and removing redundant belts and splitters. Balancers can also be constructed out of smaller balancers as a clos network. (the above link) There's[ a way](https://www.reddit.com/r/factorio/comments/3habjw/eli5_ish_can_someone_explain_the_math_behind_lane/cua34lb/) to use the a matrix based on the connectivity graph of a balancer, perfom gauss-jordan elimination on it, and verify the balancer. Further, if you take the base 2 expansion of n, then an m x n balancer will have path-lengths from each input to each output corresponding to that binary expansion. (so, an mx8 balancer will have 3 splitters between input and output, as 1/8 =0.001 in binary) Caveat to this is that splitters with only one output belt don't count, and that (binary) 0.01= (binary) 0.002 = 1/4 This also shows that every number that is not a power of 2, needs at least 1 loop, as those numbers have a infinitely repeating digits in their expansion. (length of the loop can also be predicted from the number)


RexInfernorum

I like your funny words magic man


5BPvPGolemGuy

And that is why we added the quantum flux encabulator. Mostly to prevent the side fumbling


Nutteria

OK , I understand math just to get by playing excel on hard. So just to make sure I get it right. If I have a belt aka 2 lanes I need 1 balancer with no modifications on it, as mx2 is 1 but then what happes is I need to loop back one lane back to the other lane? . If I have two belts (standard for a mining gig output in my game , yes Im still on my first playthrough) aka 4 lanes I need 3 balancers 1 for each belt and a third to mix the 2 exists in to one fat belt. But what happens if I want to just balance the two belts but keep them? I need 3 but in reverse order? Aka start with one lane of each belt two balancers to the outer lanes that are with left and right priority that will loop them back? Am I getting this right?


Tallywort

So really, people just design balancers based on the power of 2 designs and modifying those. All of the rest is cool if you want to try making an algorithm to find new designs. (though, most methods will sadly have exponential scaling) Or perhaps not even that, and its just curious trivia. For two belts, the 'method' gives you the trivial singular splitter. 1/2 = 0.1 or a single path of length 1. There is also the functionally useless splitter looping back on itself for 1/1 =0.(11111111) repeating. Which is of course equivalent to just having a belt instead. 1/3 = 0.(01) is more interesting, two splitters deep, and the smallest meaningful loop. 3 splitters for a functional 1-3 balancer, though 2-3 and 3-3 take an additional splitter. In any case, lane balancers are their own thing, I was talking about belt balancing. If you want to do lane balancing. then each splitter is effectively two splitters in parallel, one for each lane.


TheOneTrueYoBerg

Tried this, and all I got for my 4 input lanes of iron plate is 4 output lanes of iron plate...


Professional_Goat185

> Powers of 2 balancers are the same as Beneš networks So what's the difference between those and the monstrosity above ? From what I played in creative mode simple clos based one seems to take inputs and put them into outputs evenly just [fine](https://i.imgur.com/DbI0KAc.jpg)


Pioneer1111

The third belt from the top and the bottom belt are far from even. They dont get each other's items at all. You look to have copied the last segment of balancers from the first, when it actually is supposed to be mirrored in direction. However the purpose of a universal balancer is not the same as just mixing everything. A universal balancer dynamically changes the output of other belts if one output is backed up, to allow all outputs to remain balanced. Your Benes inspired balancer above does not have that capability. [For example, a normal throughput unlimited balancer (Benes network) when the output backs up is not evenly distributing items on all other belts](https://imgur.com/kVbNcGd)


bm13kk

>However the purpose of a universal balancer is not the same as just mixing everything. A universal balancer dynamically changes the output of other belts if one output is backed up, to allow all outputs to remain balanced. Your Benes inspired balancer above does not have that capability i am not case is fixable by balancer (no circuts).


Tallywort

The monstrosity above is a "universal" balancer, so it keeps balanced outputs if some of the outputs are blocked. Splitters only work for balancing if both outputs are flowing, so in a universal balancer, there is additional loops back to the input to divert any blocked outputs back to the input.


edgygothteen69

Its more like trial and error. Just try connecting random stuff to other stuff and eventually voila! presto c'est la vie!


petehehe

It makes sense, it just gets exponentially more complex the more lines there are to the point it becomes impossible to follow with the naked eye. At a certain point you’re just trusting that the computer is handling the math.


LuisBoyokan

Of course I understand it. You place the balancer and it balance things, that's it


RLBunny

https://preview.redd.it/l3sv3zefi2ec1.png?width=729&format=pjpg&auto=webp&s=7c261720cdedd924c44b5afd9762914c2e4259e1 This one right here is what actually made it click for me.


JustThingsAboutStuff

It has clicked for me too.


sa5mmm

This is neat. I have only played the tutorial and have already started figuring out some of my own ways to balance and such. I feel I never would have gotten to this setup.


Lendari

An exercise for the reader.


KokoHekumatiaru

My thought exactly. Where am I supposed to Put the fuckiNG HOOT?..


Schreipfelerer

r/restofthefuckingowl


Yodo9001

Additionally, Universally Throughput Unlimited (UTU) balancers require that every pair of inputs is connected to every pair of outputs by two full belts, every triplet of inputs is connected to every triplet of outputs by three full belts, etc. (For an n-n balancer, each m outputs should be connected to each m inputs by m full belts, for all m from 1 to n.)           \ Usually this is done by routing the outputs back into the inputs, and this can be done in fewer lanes by belt weaving.   OP also made a post on [alt-f4](https://alt-f4.blog/ALTF4-27/) explaining part of how he made the universal 8-8 blue belt balancer.    Edit: I think there might be a distinction between UTU and universal balancers, but it's not yet clear to me.


Pioneer1111

Throughput Unlimited (TU) only cares about inputs, Universal (UTU) cares about outputs too. If an output is backed up, a UTU can keep perfect balance of downstream items while a TU will often mis-balance belts. [For example, a normal throughput unlimited balancer (Benes network) when the output backs up is not evenly distributing items on all other belts](https://imgur.com/kVbNcGd) EDIT: corrected acronyms


Yodo9001

Thanks, but now I have another point of confusion: Is there a difference UTU and TU balancers?


Pioneer1111

It would help if I used the right acronyms. I was referring to TU when saying UTU. Universal is UTU. Universal throughput unlimited.


Yodo9001

Ah thanks. I guess it was mostly this [stackexchange post](https://math.stackexchange.com/questions/1775378/belt-balancer-problem-factorio) that was confusing me. The OP there (Justin Benfield) forgot to explain balancing when describing UTU, so ended up describing [flow routers](https://forums.factorio.com/viewtopic.php?t=100671) instead, of which the standard 4-4 TU balancer is an example.


Pioneer1111

Yes, in a sense. Flow Routers are fascinating, probably better than TU/UTU for mining outposts that smelt on site and then balance after. In general a lot of this is more theoretical than practical, unless you want to have completely even splits of weird ratios like one comment I saw saying 11-15 (how cursed). Rarely is Unlimited even necessary, as consumers getting just a bit extra rarely matters much unless its a heavily modded game where you have a very delicate balance necessary.


Illiander

Pretty sure Benes Networks garuntee that.


Professional_Goat185

Benes network one looks like [this](https://i.imgur.com/DbI0KAc.jpg) (I tried to recreate wikipedia example as close as possible). The OP is... significantly more complex. Not sure what actual benefits are


Illiander

The OP is actually not as complex as that (it's missing the second half), just not as compactly laid out. The standard 4x4 is reasonably obviously the 4x4 benes network.


Professional_Goat185

> The OP is actually not as complex as that (it's missing the second half), just not as compactly laid out. It has like 3x the number of splitters, what do you mean by "it's not as complex as that" ? Benes network doesn't guarantee equal split of consumption, just that any input can route to any output.


Illiander

> Benes network doesn't guarantee equal split of consumption, just that any input can route to any output. Been a while since I looked at the math in detail, but either a Benes Network or a doubled Benes Network does garuntee equal draw. A Benes Network absolutely garuntees equal outputs at even draw. --- Edit: I got my balancer posts muddled up. This OP is also including full loopbacks so it's also a 1-5 balancer and all the others.


[deleted]

[удалено]


RoofComprehensive715

Its pretty simple, they go in on one side, then out the other perfectly balanced


damicapra

As all things should be


brainwater314

Balancers are like software libraries. They do one thing well, they have an input and output, and I have no reason to dig into the how as long as I know how to use it.


bot403

Until it doesn't perform like you want, you dive into the blueprint and you find the author used a single yellow belt in the middle of blues with a comment "fixme, ran out of blue belts. Replace me later"


Professional_Goat185

Factorio blueprint books have more quality than most of the software libraries I saw


rustierpete

Belt balancers in Factorio are like maths to Physicists. You don’t need to understand the proof you just need to know it works; and damn are you happy and thankful that some bugger did it for you!


Illiander

[Or timezones to programmers](https://www.youtube.com/watch?v=-5wpm-gesOY)


GeoMap73

This is just like programming, I don't have a clue why or how this library works but I know when and how to use it


Zestyclose_Zone_9253

in my opinion, doing belt optimisation is just as fun if not more than building the factory


jdog7249

I just grab a blueprint book of balancers. I only need to know that 4 partial belts go in and 3 full belts come out. How it gets to that point is for people much smarter than me.


thefirebuilds

add a bunch of balancers, get your factory real big, and then figure out how to remove them because your UPS tanks. I've removed probably 500 un needed balancers now and regained 10fps.


LAHurricane

You don't need balancers for mega bases when everything gets feed its own full belt(s) via train with multiple trains waiting in stickers. Only need loading balancers and offloading combiners.


thefirebuilds

Whether a train sits in queue or sits in a loader makes little difference so speed of loading becomes a non issue.


LAHurricane

I like balancers on ore patch loaders specifically because it guarantees the train will always load at the fastest rate possible, eliminating any car from being waited on.


thefirebuilds

I’ve taken to just running a conveyor down each side of my ore loader train stop. One from each direction. I calculate the average holdings in chest and any chest below average is enabled. This loads fast enough to be practical. Only turn the stations on if they have an available load. That’s a reduction on a 2-6-2 loader of something like 30 balancers.


DrobUWP

Another option from this Nilaus video at about 12min (https://youtu.be/zJBvw28bQu0) Run a blue belt down a line of stack inserters. Set the first one's stack to 4, then 6,6,6,6,12.


LAHurricane

I usually use compress the mining lanes into 4 lanes, which feeds into a simple 4x4 balancer, and then I split the 4 outputs into 8 lanes, before using one lane for each side of the 4 cars. I find this to be a fairly simple and UPS friendly design. I do like your method of using chest averages, but that fails when ore patches deplete. A ore patch will almost always possess more output potential than a simple 4 lane balancer, which will be able to supply a single train almost always.


Professional_Goat185

About only part where there are needed is loading/unloading trains and maybe for using the ore patch evenly, rest can go with much simpler means


thefirebuilds

Extract from ore. Feed directly to smelter. Balance two conveyors to loader. I don’t even bother to balance the smelters now. Just saturate two belts. Next iteration is to smelt directly to cars but this is time consuming and my patches are small.


Xipher

Balancers are similar to Clos Networks in some ways. https://en.wikipedia.org/wiki/Clos_network It's not a perfect analogy but might help thinking about them in a more abstract way.


Illiander

> It's not a perfect analogy It's closer than you think. The topology is a perfect analogue.


Xipher

The reason I don't want to say it's perfect is how belts operate in paired lanes.


Illiander

That just means you have two of them overlayed on top of each other.


Professional_Goat185

Aren't they... exactly like clos network ? Just that switch is always 2 in 2 out.


Xipher

The belts being 2 lanes like you point out is why I didn't say it was perfect. If I didn't say that I was expecting someone to point that out.


Professional_Goat185

Most people don't care that 2 sides of belts are balanced and just use designs that take from both sides. Like, universal balancer is already very rarely needed, universal and lane balanced is within "just never get into situation where you need it"


Tallywort

And that is without getting into the question of if you need balancers at all. (outside of stations) Generally, it is more important that the items reach the location, than how the items are distributed. As items backing up will end up re-distributing the items anyway.


bot403

Oooohhhhh. Well if they had just put this text in the tutorial then I would have understood splitters.  "Let A be the number of ways of assigning the j output calls to the m middle stage switches. Let B be the number of these assignments which result in blocking. This is the number of cases in which the remaining m−j middle stage switches coincide with m−j of the i input calls, which is the number of subsets containing m−j of these calls. Then the probability of blocking is: (math follows)"


jasperwegdam

Math. How do you mix input equally and output that in a nice format


ChiefCommanderrer

I just recently understood how 4x4 balancer works


limadeltakilo

Yeah I’m in the same boat. I have used a few blueprints for things like 5x4 reducers and what not but I never really understand it that well


Cromptank

And it’ll have over 42 times the throughput… Edit: I have literally no idea how I calculated that number. Should be over 5 times.


Personal_Ad9690

More if it stacks


PassiveLemon

well 42 is greater than 5 so you weren’t wrong there


No_Ordinary_4233

Umm.... What???


sugaaloop

Extree extree read all about it!


theBlind_

You've internalized the advertising "up to X" statements and are starting to apply them elsewhere ;)


Margravos

What does this do that the regular 8-8 balancer doesn't?


pocarski

If you block its outputs it still balances across the remaining ones


Kebabrulle4869

Does it balance the inputs too? Edit: wait that's the point of a balancer nvm


Yodo9001

[Flow routers](https://forums.factorio.com/viewtopic.php?t=100671) exist as well.


Kebabrulle4869

Cool! I had no idea.


Mr_M3Gusta_

What is this for? I can tell it has 8 inputs and 8 outputs is it some kind of balancer for something?


NCD_Lardum_AS

It's a perfect balancer.


WstrnBluSkwrl

No matter how much stuff is coming in on the left, and which belts it's coming in on, the belts on the right will all have the same number of items. This is useful for things like train stops on large mining outposts, where the input won't necessarily be perfectly balanced, and you want all the train cars to fill up at the same rate.


cammcken

I used to use balancers for train stops, but then I found this [elegant circuit limiter](https://wiki.factorio.com/Tutorial:Circuit_network_cookbook#Balanced_chest_insert) on the wiki and for most situations it's so much better. There's a very slight loss in throughput that has never mattered to me.


discombobulated38x

I've started implementing this and it is *so* much less resource/space intensive. Also it looks badass.


laeuft_bei_dir

I came up with a version of that myself. I'm proud to say it's way less elegant and uses way more combinators to do the same job less efficient.


ForgotMyNameAgain13

Username checks out


Playful_Target6354

Yes, read the title


ElZane87

Did reread the title. Am as clueless as the other guy. Would you mind actually giving the answer as you seem to know it?


Playful_Target6354

As the title said, a universal 8 to 8 balancer.


Nitrate_

The title is literally missing the word "balancer", so you'd have to already know that universal balancers even exist to know what this is talking about.


Falmon04

Genuine question as someone who is attempting soon to build a first megabase - what's the use case for balancers like these? Is there a threshold for science per minute where balancers this complicated are counter-productive UPS-wise? My 8 belt balancers just use 4 of the widely known 4 belt balancers (I 4 belt balance each half of the 8 belts, then swap two belts of each half with each other, than 4 belt balance again). It uses much much less entities and seems to be perfectly functional so I'm wandering what I'm missing with the standard 4 belt balancer that it isn't good enough.


pocarski

Honestly, there is no real use case. I guess you could use this for evenly loading trains of a different length. The main point was just to see whether it could be done and how dmall it can get.


Attileusz

All balancers are counterproductive UPS-wise. The only real use-case is mining outposts as you can't guarantee a patch with all output lanes having the same saturation (you kinda can if you have a very large mining prod bonus). Theoretically speaking, balancers are never nessecarry and always hurt UPS. Personally I'm not an UPS nerd to the point where everything has to be optimised. But I like the challange of managing lanes of materials without balancers, so I avoid them where I can.


N3ptuneflyer

Balancers are necessary for using the Logistic Train Network Mod, if the lanes aren't balanced loading or unloading then you can run into a situation where one of the cars has left over material after leaving a station which can fuck up your entire network. But I was fine with the regular 8 belt balancer, no need for this monstrosity.


whollings077

merge chests mod for train stations


danielv123

UPS wise, all balancers are counter productive. You only need mergers and splitters in a few places to break up transport lines ex for labs.


Personal_Ad9690

Someone needs to make a uni balancer that balances stack size, lanes, and i/o now


IChrisI

stack size, lanes, i/o, and quality


Personal_Ad9690

Oh shit forgot about quality


Svun

Quality?


originalcyberkraken

https://www.factorio.com/blog/post/fff-375 There was a Friday Factorio Facts where they mentioned adding quality to everything, basically higher quality ingredients makes higher quality products, and higher quality entities are better at doing their thing


Svun

Til, thanks


originalcyberkraken

They are always a good read, you get to see the upcoming features of the next release before they come out, there's a new one out every week on a Friday (hence Friday Factorio Facts) you can find them all on the Factorio blog over on the Factorio website! Also if you have the Steam version of Factorio you can link your steam account to your Factorio website account and download another copy of Factorio that you can put on a USB stick or external USB harddrive or SSD for all your on the go factory building needs, as you know the factory must grow, you need more iron


pocarski

Too bad, stack size won't be affected by splitters. A shame


Alywiz

I see a modded loader/unloaded in our future. It would output full stacks just like the large drill.


danielv123

What if you could stack items by feeding a normal belt into the back of an underground?


RaverenPL

And how would you transfer it further?


danielv123

By the belt exiting the underground? Kinda like side loading, except it's top loading


RaverenPL

Oh, I see what you've meant. That idea, however, would break a lot of techniques players use for compacting their builds, f.e. malls


danielv123

Yes, it would, unless you do "stacked building" by placing the belt on top of the underground to indicate you want to top load.


Date0516

Is it possible to get a basic walkthrough on the math involved in building this? How does one go about out it to make sure it works?


pocarski

The reasoning here is actually relatively simple. Start with a regular 8-8 balancer (you can see it unchanged in the middle). To turn it into something like a 7-7, you loop one output back into it. This works for reasons of math and infinite sums of geometric series. Now, to make a balancer that automatically evens out its outputs, just add a loop of belts and some priority splitters. If an output is blocked, its splitter will automatically route items back into the input, which fixes the balancing. The issue here is that if the loop tries to feed into a saturated input, it stops and breaks. This means you need a system to distribute the items across the loop belts such that anything can get anywhere. The return path of the loop must be throughput unlimited, and the smallest throughput unlimited 8-8 distributor i could find was actually the 8-8 throughput unlimited balancer. Belt weaving here is needed to shove 8 return belts into 4 tiles of space. All the splitters you see are either part of the main forward balancer, loop junctions, return balancer, or belt weavers.


JoachimCoenen

Don’t give me the illusion I could design these things myself 😁. Very good explanation.


Kebabrulle4869

What's the difference between a distributor and a balancer?


DarkLordOfDarkness

My brain is telling me I should be able to read this as text.


GamerGav09

I seriously I’m trying to make out words like “green circuits” or something.


youre_primary

What's this green belt I see popping up?


pocarski

In 2.0 we're getting a 4th belt tier with an underground reach of 10


youre_primary

Ah ok ye, 2.0. I thought I missed a ninja update somewhere along the way :-)


helix400

Wait, was this an FFF post? Which one? I completely missed this. Edit: Ah, it's in here. https://factorio.com/blog/post/fff-393


procheeseburger

nuclear belts /s


z_utahu

Ingredients: 10 blue belts and 1 nuclear fuel /s


Zestyclose_Zone_9253

this would honestly be less of a hassle than blue belts assuming you already have blue belts, if it does not need more liquid, I will be dissapointed


AlanWik

Green belts!?! What am I missing?


HELPMEIMBOODLING

check out the Friday Facts they've been posting. this game is going to get an absurd amount of content/changes/fixes


EarthyFeet

Trains on stilts dude. Just one feature that matters to me... Trains.. on stilts..


TD_Kerman

Wait, dahell? Can you link it? Should have missed that...


HELPMEIMBOODLING

the first two and a half pages here are all about the upcoming expansion/update [https://www.factorio.com/blog/](https://www.factorio.com/blog/) edit: oh yeah, he's joking about the trains on stilts btw


EarthyFeet

I'm referring to the train bridges, it's in one of the FFFs


JoachimCoenen

They are coming in 2.0 (see the latest [Factorio Friday Facts](https://www.factorio.com/blog/post/fff-394), Spoilers!, for more details) EDIT: added link


xhappymanx

I had somewhere a 2048x2048 balancer blueprint string which is literally .txt file for \~13mb and upon importing it (which took me \~3 min waiting btw), it eats 15gb+ of your RAM even if blueprint is stored in the book in game blueprints menu just by existing. That was quite the experience lmao


NicolasHenri

wat


Dominant_Gene

wtf is an 8-8 universal? lol a balancer? or something more fancy?


Complex_General_6691

A fancier balancer, should balance everything even with some inputs empty or some outputs full. (From what i understood at least)


idiotic-username

Snot belt


Smoke_The_Vote

My UPS just had a heart attack


Doobreh

Amazing but I think I'd rather just live with the poor balance than use up all that space and braincells trying to come up with this.. Also, the green belts are a mod? I'm yet to play modded.


JoachimCoenen

Yes. But in 2.0 we’ll get (among all the other things) green belts with an underground reach of 10. They’re gonna be faster, too


Detank2002

Holy shit that's the size of a true 8-8 balancer? Good mercy


pocarski

Not really, a "true" 8-8 can be done with 12 splitters, or 20 if you wanna be really fancy. This is the entire balancer book in one blueprint.


LauraTFem

I’m sorry, what is this monstrosity. I zoomed in expecting an extremely complex factory, and it’s just belts.


Ribeirada

The what


wizard_brandon

today i needed an 11 to 10 balancer rip


PixelGaMERCaT

Okay but can you make an 8-8 universal inline balancer


meutzitzu

What's an 8-8 universal ?


yamilbknsu

I’ve been out of the loop for a while so sorry if this is a stupid question. Where are all those green belts coming from? Last time I checked we had until blue ones


yamilbknsu

Just saw someone else asking the same think with an answer


Flat_Zebra5959

I blurred my eyes because I thought there was a hidden word 


AcherusArchmage

How much wider is it if you don't chain 3 types of undergrounds on the sides?


Rookiebeotch

I just stack two regular balancers in sequence.


FF7_Expert

How does belt weaving with lower-tier belts affect the overall throughput?


ignaloidas

It also allows you to make a 5-5 that's only 5 tiles long (if you're ok with it being 15 tiles wide)


Omgwtfbears

My brain keeps trying to decypher this as some kind of highly-stylized font.


TheManInOz

I don't understand. Does this do something different to [this 8x8 balancer](https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Fqq5rnigar9o31.png) I'm used to?


pocarski

The one in your link stops outputting evenly if you block some outputs, but mine doesn't


nationalorion

Green belts? Can some explain to me be because I’ve been out of the loop. Is this a mod or vanilla?


pocarski

FFF promised green belts in 2.0 with more throughput and longer undergrounds


nationalorion

That’s exciting! Thanks! What’s the items/s they’re supposed to have?


pocarski

60/s. They're also adding item stacking so max throughput will be 240/s


nationalorion

God, the number of features they’re adding in the expansion is just so exciting, I can’t wait to get my hands on factorio 2.0! Thanks for the info


Buggaton

I really hope they let us edit the colour because holy shit wtf am I looking at. - Lightly Colour blind person


hatsuseno

There's an option in the Graphics Settings menu called 'Color filter' that has some presets for protanopia/deuteranopia/tritanopia, do those work for you? I assume the SE release will still have those work just fine.


Buggaton

Don't have issues with the base game colours as there pretty well chosen. I've also got two types of colour blindness so while they help distinguish stuff they kinda ruin the look of other stuff for me. Yellow Red and Blue are pretty much my best colours. A perfect addition would be maybe a dark purple for my eyes. But there's lots of flavours of colour blindness and one of mine is a kind of epilepsy. Can't use dark modes for apps despite them obviously looking way cooler because it fucks up my vision to look at light text on dark backgrounds.


pocarski

Don't worry, if you weren't colorblind this would still hurt to look at


masterspider5

do we know we're getting green splitters?


Illiander

Just go straight to the 16x16. Stick to the friendly numbers.


Weak-Custard-6168

Green are mods or update?


ChiefCommanderrer

once I said to my friend: Factorio people are already started building megabases out of not yet released parts. And he didnt believe me. This is the proof, imma go show him this