Balanced unloading between train cars
Posted: Sun Mar 11, 2018 5:20 am
I often find that if I unload goods into a bot network, the bots prefer provider chests in one direction or the other relative to the train. They will pick up all the goods from the provider chest closest to the front, for example, and the chests in the back fill up. The result is that trains get stuck even though the unloading platform theoretically has capacity, as one of the cars will not fully unload until the bots start grabbing goods from the back. In a high throughput situation, this doesn't work very well.
One solution I've found is to unload into one set of chests, then have belts where each chest is merged with the corresponding chest from the next car. Here is an example of what I mean, about to be employed in a purple base which was recently upgraded from belts to bots:
https://imgur.com/pXoJStX
There are a couple issues here. The more complicated a balancer used, the worse the UPS hit. For example, instead of having 3 splitters in a row, I could use a 6 to 6 balancer for even better unloading, but then there's a lot of physical space used and a lot of merged transport lines. Another issue is that it doesn't really scale well to three or more cars, unless I like having giant spaghetti belts coming out of my chests.
Any suggestions for a better solution? The desired traits are to have the cars unload in a balanced manner, as fast as possible, without using enormous amounts of space or killing my UPS.
One option would be to have provider chests feed into buffer chests, but then the work being done by the bot network becomes very spiky. A train shows up, and a thousand bots converge on the chests to redistribute the goods, then go charge for a few seconds while the rest of the base sits idle because no bots are available. Probably fine at the home base where the bot network already has tens of thousands of bots, but not great in a satellite where there are only a couple hundred bots.
One solution I've found is to unload into one set of chests, then have belts where each chest is merged with the corresponding chest from the next car. Here is an example of what I mean, about to be employed in a purple base which was recently upgraded from belts to bots:
https://imgur.com/pXoJStX
There are a couple issues here. The more complicated a balancer used, the worse the UPS hit. For example, instead of having 3 splitters in a row, I could use a 6 to 6 balancer for even better unloading, but then there's a lot of physical space used and a lot of merged transport lines. Another issue is that it doesn't really scale well to three or more cars, unless I like having giant spaghetti belts coming out of my chests.
Any suggestions for a better solution? The desired traits are to have the cars unload in a balanced manner, as fast as possible, without using enormous amounts of space or killing my UPS.
One option would be to have provider chests feed into buffer chests, but then the work being done by the bot network becomes very spiky. A train shows up, and a thousand bots converge on the chests to redistribute the goods, then go charge for a few seconds while the rest of the base sits idle because no bots are available. Probably fine at the home base where the bot network already has tens of thousands of bots, but not great in a satellite where there are only a couple hundred bots.