Semi-physical analysis on how belt compressing should work
Posted: Sat Dec 23, 2017 2:52 pm
I don't know if this is in the right sub forum ... at first I attempt to put it into suggestions section ... but I hope the devs may read it, even it is here.
First I like to recapitulate about the actual physics of belts.
We know that items may stuck on belt but the belt itself will continue to run - and I think there is no frictional heat. That show, that belt and item are not sticking to each other and therefor the Items lie loosely on top and can slip around.
Also there are an invisible wall between left hand lane and right hand lane, so items can not slip from one lane to the other.
Now we have to check 4 compression methods: splitter/balancer, underground-belt-loading, inserter-compression and side-loading.
Splitter will compress if both corresponding lanes of inputs have a (little bit) greater amount of items than the output can handle. That was in past and is at the moment (and should be in future).
Underground-belt-loading was a trick. Physically the entrance ore outlet of underground belts should behave like on floor belts. So the current behavior is fine.
Inserter compression is not so easy to explain. Imagine what happens if an inserter will place an item on belt, and the gap isn't wide enough: An Inserter may be smart enough to decide if an gap is wide enough or not, but it cannot jam the previous belt, to insert an item in a small gap.
You see, this is the reason why - in my opinion - inserter compression should be only possible by circuit network.
Sideloding is an other thing. Since we know the items lie slackly on the belt and can slip around (in their lane), we can imagine what will happen on side loading: The same mechanics should work with miner-insertions, in my opinion it is some sort of side loading.
That's why I prefer to have side-loading as compression method back in game.
So based on a semi physical sight, belt-compression should be mostly as it is now, but side-loading-compression should work again, cause there are a semi physical explanation how it could work
First I like to recapitulate about the actual physics of belts.
We know that items may stuck on belt but the belt itself will continue to run - and I think there is no frictional heat. That show, that belt and item are not sticking to each other and therefor the Items lie loosely on top and can slip around.
Also there are an invisible wall between left hand lane and right hand lane, so items can not slip from one lane to the other.
Now we have to check 4 compression methods: splitter/balancer, underground-belt-loading, inserter-compression and side-loading.
Splitter will compress if both corresponding lanes of inputs have a (little bit) greater amount of items than the output can handle. That was in past and is at the moment (and should be in future).
Underground-belt-loading was a trick. Physically the entrance ore outlet of underground belts should behave like on floor belts. So the current behavior is fine.
Inserter compression is not so easy to explain. Imagine what happens if an inserter will place an item on belt, and the gap isn't wide enough: An Inserter may be smart enough to decide if an gap is wide enough or not, but it cannot jam the previous belt, to insert an item in a small gap.
You see, this is the reason why - in my opinion - inserter compression should be only possible by circuit network.
Sideloding is an other thing. Since we know the items lie slackly on the belt and can slip around (in their lane), we can imagine what will happen on side loading: The same mechanics should work with miner-insertions, in my opinion it is some sort of side loading.
That's why I prefer to have side-loading as compression method back in game.
So based on a semi physical sight, belt-compression should be mostly as it is now, but side-loading-compression should work again, cause there are a semi physical explanation how it could work