Train Stop Chests Becoming Unbalanced
Posted: Sat Sep 12, 2026 2:32 pm
Hello hello. I have a train stop design that uses splitters and balancers to ensure that an equal number of items are loaded / unloaded into every chest. The balancer isn't just a belt balancer, it is also a lane balancer to ensure uneven draw from the sides of the belts cannot throw it off. This design used to work flawlessly for me in my past playthroughs. But somewhere along the way through my Space Age playthrough I noticed that the chests were becoming increasingly more and more unbalanced. To be clear, it was for all of my train stops, including ones that did not have to deal with stacked items or different quality levels. I'm wondering if anyone can tell me what changed to cause this self balanced design to no longer work or if anyone else has ran into this? Because I can't seem to find anyone posting about it. And does anyone know a way to fix this design without using circuit logic on every inserter? I know you can use circuit conditions to force them to swing only when their chest is above or below the average contents of all the chests, but I am hoping for a more UPS efficient solution than that.
Here is a screenshot to show what both the requester and provider stops look like. You can ignore the circuits on there, those are there just to auto control the train stop limits based on supply and demand. Oh, and the inserters are a weird color in this one because I'm playing through Bob's overhaul right now.
Here is a screenshot to show what both the requester and provider stops look like. You can ignore the circuits on there, those are there just to auto control the train stop limits based on supply and demand. Oh, and the inserters are a weird color in this one because I'm playing through Bob's overhaul right now.