I got around this problem with items being delivered by using filter inserters but you can't filter fluids.
Does anyone have a solution?
Moderator: Optera
This special treatment has been there since fluid wagons became a feature of base factorio for exactly the reason you outlined.GrumpyJoe wrote: Fri Feb 08, 2019 9:37 pm Was is always that way? Or did you find that the "empty cargo" in fluid schedules was less likely to cause trouble and change that.
Inactivity rules also apply to fluid pumps, so speed is not an issue.GrumpyJoe wrote: Fri Feb 08, 2019 9:37 pm Or is it just the MK4 pumps working so fast, the train will more likely (always) empty until its REALLY zero?
As long as requests are ~90% max tank capacity I never had any residue.GrumpyJoe wrote: Sat Feb 09, 2019 4:54 pm So, if there is enough room in the tank to empty the wagon (with carefully chosing combinator logic), combined with "empty cargo" in the schedule, should i worry about fluids "mixing" at all?
Not at all.ssilk wrote: Sat Feb 09, 2019 8:14 pm does this has to do with this issue: My fluid train runs to the station and is not unloaded.
do you have LTN warnings disabled? Your problem should put a timeout message, long before it reaches the depot where it clears the schedule and cant be tracked easilyssilk wrote: Sat Feb 09, 2019 8:14 pm I tooks me hours to have a useable save for this bug, cause the alarm at DepotFL-Station is called some minutes later and takes a while.
I'm surprised that I couldn't find a thread dedicated to that...GrumpyJoe wrote: Sun Feb 10, 2019 5:38 am has anyone reported the "bug" that in the mod list capital letters are sorted first, then the lower ones, still alphabeticly? I just noticed that when looking for "air filter" when i didn´t find it at the top of the list of mods to sync
Nice, thank you. I will try to find out which mod will make it work wrong.GrumpyJoe wrote: Sun Feb 10, 2019 5:38 am i downloaded air filter and construction signaler, had LTN and a few others
if that save file was intended to arrive at crude unloading and show a not working fluid unload, i dont see a problem
Its unloaded in like a second. crude = zero. seems to work just fine. reloaded it 3 times
maybe some other mod? Signaling deleted by not having all the mods?
Optera wrote: Mon Jan 28, 2019 4:51 pm Pumps are a bit too dumb for my liking, but there are ways around that.
I have a station providing sulfuric acid on one side and lubricant on the other.
Fluid Provider:
- Each pump has to be set to "fluid" > 0
Fluid Requester:
Unloading is a lot trickier since Factorio rounds mathematically correct when converting float values used for fluids into circuit network and train signals. see known issues
- for simplicity I prefer using Inventory Sensor, which is always rounding fluids up.
- as before each pump has to be set to "fluid" > 0
- with "Schedule circuit conditions" enabled the decider will lock trains in the station until every drop of "fluid" has been emptied
fixedravage666 wrote: Wed Feb 13, 2019 8:16 am The Fluid Requester Bluprint string is the same as Fluid Provider.