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Difference between revisions of "Express transport belt"

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! scope="col" | Type
 
! scope="col" | Type
! scope="col" | Max. throughput ([[Items]] per [[game-second]])
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! scope="col" | Max. throughput ([[Items]] per [[game-second]]*)
! scope="col" | Speed ([[Tile|Tiles]] per [[game-second]])
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! scope="col" | Speed ([[Tile|Tiles]] per [[game-second]])*
! scope="col" | Max. density ([[Items]] per [[Tile|tile]])
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! scope="col" | Max. density ([[Items]] per [[Tile|tile]])*
 
! scope="col" | Required [[Research|technologies]]
 
! scope="col" | Required [[Research|technologies]]
 
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| {{imagelink|express-transport-belt|Express transport belt}} || 40.179* || 5.625* || 7.143* || [[Logistics 3]]
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| {{imagelink|express-transport-belt|Express transport belt}} || 40.0 || 5.625 || 7.111 || [[Logistics 3]]
 
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 *experimental value: See '''[[Transport_belt_experiments|Transport belt experiments]]''' for more detailed information.
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 *See '''[[Transport_belts/Physics|Physics of Transport Belts]]''' for more detailed information.
  
  

Revision as of 22:48, 21 December 2016


Express transport belt/infobox The Express transport belt is the most advanced variant of the Basic transport belt. Its available when Logistics 3 has been researched. Its behaviour is exactly the same as the Basic transport belt at triple speed. Making an express transport belt is costly and should be used mainly in places where high throughput is needed.

See Transport belts for more general information about transport belts.

9 Fast inserter per side will fill an express belt to max. density.
Type Max. throughput (Items per game-second*) Speed (Tiles per game-second)* Max. density (Items per tile)* Required technologies
Express transport belt 40.0 5.625 7.111 Logistics 3

 *See Physics of Transport Belts for more detailed information.


Production Layouts

Design Input: (Items per game-second)
400px
Iron plate.png
21.5
 
Lubricant.png
2
Output: (Items per game-second)
Express transport belt.png
1

History

  • 0.13.0:
    • Transport belt is now connectible to the circuit network.
    • Transport belt connectible entities will now disconnect from incoming belts when marked for deconstruction.
  • 0.12.0:
    • Items on transport belts don't go off the belt at the end, so the transport belt has to go directly in front of the required inserter.
    • Optimised the transport belt movement.
  • 0.11.9:
    • Items marked for deconstruction cannot be moved by belts anymore.
    • Reduced the CPU load caused by big counts of inserters loading/unloading transport belts.
  • 0.11.0:
    • Fast/express belts are now made from the slower variants.
  • 0.9.7:
    • Belts to be deconstructed no longer accept items.
  • 0.9.6:
    • New transport belt graphics.
  • 0.9.0:
    • Small optimisation.
  • 0.6.0:
    • Transport belt doesn't pull player out of the edge of it (like items), so player won't be almost trapped on faster transport belts.
  • 0.5.0:
    • Better movement on transport belts in turns and crossings.
  • 0.2.8:
    • Cross connections of transport belt of the same type are disabled.
  • 0.2.2:
    • When transport belts are rotated (or replaced with different than opposite direction), items on transport belt are collected.
  • 0.2.1:
    • Small optimisation.

See also