Uses an unfortunate amount of "vertical" space, but I can't see any obvious way to make it any smaller.
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How does this work?Shokubai wrote:That's a decent layout. I've recently settled on a circuit based loading system. It's simple 1 belt in and the circuit balances the chests by average fill. It's clean and requires very little space.
http://imgur.com/wheyAuL
We can load evenly across any number of chests with with 1 arithmetic combinator. Here's an example of loading evenly into 24 chests. The benefit is that it's faster to load X items into a train if those items are distributed among multiple chests (as opposed to all X items in one chest). I have played around with circuit-balanced unloading but have found that it is unnecessary (for my bases, atleast) as long as I place one standard balancer downstream to ensure that items are pulled from all wagons.Distelzombie wrote:How does this work?Shokubai wrote:That's a decent layout. I've recently settled on a circuit based loading system. It's simple 1 belt in and the circuit balances the chests by average fill. It's clean and requires very little space.
http://imgur.com/wheyAuL
Distelzombie wrote:BLUEPRIIIIIIIIIIINTSSSS AAAH
Thanks, will keep an eye out for this behavior with my existing ones. I think changing the setting on inserter to <=1 in 0.15 (from <1) should prevent it from happening.Shokubai wrote:The one cimbinator method clogged for me randomly.
This is possibly the reason mine stuck back then. Maybe I'll play with that again. I remember it would get stuck close to 1k in each chest.torne wrote:If you divide by -N and then each inserter is active on <1, then it should be impossible for it to get stuck: this would imply that every chest has more than the rounded-down average number of items, which is impossible (they can't all be above average). If you use <0 then it will get stuck when the chests are all holding very close to the same amount (and also won't start at all when the chests are all empty).