It seems there is an odd tick after station has completed loading, so it starts unload circuits until time or cargo runs out.
I understand that the problem appears when stack inserters "overload" wagon with a few extra plates (which is higher than train needs and unloading filters are trying to subtract that amount)
I've tried to delay unloading by adding an ariphmetic combinator like Each+0=Each. Still wont work.
What am I doing wrong, guys? How to fix it?
Odd behaviour of Load/Unload station
Moderator: Optera
Odd behaviour of Load/Unload station
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Re: Odd behaviour of Load/Unload station
It's not only a timing issue. Stations working as provider and requester need a bit more combinator magic than two arithmetic combinators.
Either you build a count perfect loading system or add a hysteresis.
You can find my Basic Provider & Requester using the later in the Design thread.
Either you build a count perfect loading system or add a hysteresis.
You can find my Basic Provider & Requester using the later in the Design thread.
My Mods: mods.factorio.com
Re: Odd behaviour of Load/Unload station
I've made a simple and crude solution, so far it works. Just a constant combinator with -100 items, that should be only on provider side, connected to requster side filter inserters.
Unfortunately, I don't fully understand all that encoded positions stuff, and I prefer not to use blueprints I have no clue about. Moreover, I use fast and short trains. Anyway, thanks for the help. If I find more elegant solution, I'll post it here. Great mod, btw.
Unfortunately, I don't fully understand all that encoded positions stuff, and I prefer not to use blueprints I have no clue about. Moreover, I use fast and short trains. Anyway, thanks for the help. If I find more elegant solution, I'll post it here. Great mod, btw.
Re: Odd behaviour of Load/Unload station
The "each * (-2) = each" arithmetic combinator is supposed to fix that problem. Items should only be unloaded when they are more than twice the requested amount. So unless you are requesting just 10 cars and overloading it with 30 there should be no unloading happening.
Are you sure all your wires are right? Where is the wire from the train station (read train content) to the "each * (-2) = each" arithmetic combinator output (yes, output). It should compute "train actual contents - 2 * supposed contents" and unload anything > 0 (set filter)?
Are you sure all your wires are right? Where is the wire from the train station (read train content) to the "each * (-2) = each" arithmetic combinator output (yes, output). It should compute "train actual contents - 2 * supposed contents" and unload anything > 0 (set filter)?
Re: Odd behaviour of Load/Unload station
Right, it used to work. Missed a wire, indeed. Thanks for the tip!Are you sure all your wires are right? Where is the wire from the train station (read train content) to the "each * (-2) = each" arithmetic combinator output (yes, output). It should compute "train actual contents - 2 * supposed contents" and unload anything > 0 (set filter)?