Comments (2)
I don't exactly see the purpose of this. In your image above, you have at least 24 fast inserters for one express belt, but the correct ratio is 6 fast inserters to one express belt (as is already set up). I could add the combinators/wires with the existing setup, but then I think that misses the point since it already balances everything.
How big a deal is space over throughput?
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I support this feature request. It's actually why I'm looking through the code base now.
The pic above is a bad example. In the current Autotorio bp, each belt runs to 6x insterters. Current design is first come first serve chest loading. This means the first chest gets loaded disproportionately more than the last chest. This results in a chest inventory gradient with max being first chest and min being last chest. (stair step).
Adding circuit logic can ensure the chests get loaded evenly. This only matters if your chests are running empty during loading and the train is waiting on the first chest to finish while the last chest is empty and idle.
The circuit logic can be generic, it doesn't have to be tied to a specific item. You'll set the inserter logic to be enabled when EVERYTHING <1 and the arithmetic combinator will be EACH / -6 (for 6 chests).
Example blueprint (v.16)
0eNrdWdtu4yAU/BeenV3D8TXax33sH6xWkePQBtU3YVxtVOXfF5y2SWlPysmb+5LIJozHwwCHyTPbNpMctOoMWz8zVffdyNZ/ntmoHrqqcffMYZBszZ6UNpO9E7Guat2N0y9Wd+wYMdXt5D+25seI0PP3RU9x/Bsx2RlllDwRmC8Om25qt1Jb6HNvI2WzqvdyNBZy6Efbp+/c8yzOCiJ2cF8W2r5LJ2vXOLpW7j603F2iK3uVuEc/aCk7v8WSOh7dK3lcxBuX+2o0K9WNUhvbgLJJTmyM7pvNVu6rJ9Vr95Na6XpSZmPbdm/97pUezSZYRfkk9cHsVffATk8ZTeUGk7uLdqh0ZdzD2C92DNcEUE04ogkEayIWqom4eGt3naMaJYhGSaCHBdnD3OOWotwA4ZYGcuM3zK/33AqUW45wy0K9FS/UWrknUYlKVCAS5cHTjy9Uo8zTCF+iUkSjIsziMdnhqUeNxyi3DOFWho7fdxk+LvAtJkZE4nHYCNLXqMJnx1F2JUYusEK5YXGPfXZ2s30d6Jc9GZMSK2F4cA2z1O26/EK0K/7Dahx+LnIqrcy+lUbVK0txq7qZ4gfxXqvRHyki3xnnrOB4i4RVvXfijdLBbM4aruzm2Q/SSjizYj9t134yw0QGJ2g/KxgxgTWjrryskKr6MaC0Fp/ipOE44hpOFowTX4PJw+nwazhFMM7VtyqDYa6xEefVuJU7NbUr2VhvaDslhr6R6GT4HIxTR96WvGyn9MmN76vMN1BBtUEIKBA9EYKZUA0SApoShzkEMyM6MAQzv8lH/FMbFcRjKHj8lnYm9Xc5wLc1wLY1URLzjKWLhp9AASs9ISblT4IQteDVm8BqTeCkJIHCxq814Uo8hh1GQRBPo8s3lCcafjgFLBwCoKUcC9cM/DgNMlwz7EQPCSm1os3K6AMHjB5WzkJKSRwo7PxMDfDECLDEDzJa5rB0w4GvGR7gArrw5rRj89I181ObJA49RAO6ORSUnIQyKcovyOIbLWDJM5SUxIlCtiCsL1homMS35RFijiO+9uX3DCdmZ+LhxIsX7GAoI1v7nPMfpBFrqq20pNhdX+3spZ1z48w8K3IhCl7GuT3d/gem0wCH
More info on the logic here https://old.reddit.com/r/factorio/comments/4e03g2/madzuris_smart_loading_train_station_guide/
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Related Issues (20)
- Exit route without gate HOT 2
- Incomplete radar coverage
- Blueprint tool can't handle filter inserters HOT 7
- Modules in pumpjacks HOT 1
- Incorrect Lamp/Power pole placement when wall thickness is greater than 1
- Can't generator loading from both sides HOT 7
- Feature Request: Request Chest Blueprint HOT 7
- Include Solar option HOT 1
- Can't use it with AAI industry (Error: Error loading blueprint) HOT 4
- Issue: landfill for curved rails is broken HOT 3
- Oil generator doesn't generate an exit route HOT 1
- Excessive heights for outposts HOT 4
- Error: Entity pipe overlaps pipe entity (777, -1157) HOT 4
- Blueprint Tool sets Decider combinator's output to 1
- Game crashes when importing blueprint book using Landfill tool HOT 1
- Offshore pumps not properly modeled for "place landfill under entities"
- Inserter stack size override not captured when blueprint tool adds landfill under entities
- Include Lights option doesn't include any lights HOT 2
- Oil outpost generator doesn't generate radar when selected HOT 1
- Power poles don't generate lines between them HOT 1
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