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For one thing you can just check if all unloading inserters for that wagon go idle (empty hands, maybe with a timer if you want to be super sure).
Secondly, it's a matter of whether both wagons load the same or different item types.
In case it's the same then, yes, indeed even a simple balancer makes this a non-issue and not using one would be over-engineering. :P
In case they have different loads, you can just hook the train contents to circuit network and check for the specific item types - make the train leave as soon as one of them or even a specific one runs out.
They're never idle. Just very slow, as the goods are moving slowly. But probably not idle for more than a second.
It's hard to imagine what would be considered over-engineering compared to an 18-in -> 18-out belt balancer.
Stationbased, read train contents from station and use combinators to decise when to send a leave signal to the train via station.
Trainschedulebased, you can add multiple conditions on the schedule, such as leave when, ((time pased and iron is 0)or (cargo empty)).
Easiest to do is balance the unloading inserters and belts that they feed, but reading your post sounds like this situation may require more.
It can just be a row of regular belt balancer entities if that is too much hassle. The point is, when you start micromanaging stuff with the circuit network which the game would normally do for you if you just let it then you're going down an endless rabbit hole of things you need to take care of as well.
For exmaple, given you have a train with 5 wagons and a whole network of them running around. Sending it away with 1 empty wagon and 4 almost full ones just creates problems elsewhere. Not just because it is inefficient but it puts stress on your network, adds delays to resource delievery because your trains will move around a lot more for no reason and in the end even your mines will be drained lobsidedly.
Then you start fixing this by adding a second train stop aligned in such a way that instead of leaving the unloading area the train just moves up every wagon by one slot and on and on it goes, infinitely complicated.
The point is, if the game offers you an internal solution then you're mostly likely better off taking it.
Trying to read when only one wagon is empty, ore empty them 1 at a time, is a lot more effort.
if you have inserter stack bonuses, you can replace 'if > -1' with 'if > -[INSERTERBONUS]
Suppose I ought to add my logi-net bot-based balanced unloader design too. Small annotated description pic ~ here.[i.imgur.com] & an ingame station to show how compact the system can be ~ here.[i.imgur.com]
correct. i use > -1 instead of 0 since if all chests have the same amount the insterters would stop. xD
Though you could use >=0 for same effect.
Here you can decide with "green tick" constant the amount of cycles, a group of inserters needs to idle, before the train leaves.
The start condition for the train would be
- wait until full
or (one second passed
and "green signal" is > 0")
This works this way:
The inserter from the cargo are set to output as a pulse their content. Therefore they just picked something up.
The first comparator will check, if anything is there and will set the "info" signal.
The second comparator will count the cycles, since the last info signal came.
The third comparator checks if the configured time (in cycles) has passed and will output a "green signal" if ok.
All green signal of each cargo wagon are summed together (just wired togehter) and send to the train. Which then can check if any of the cargo wagons are empty (because the timer value has been reached) and will leave.
The condition for "wait 1 second" needs to be there, because there is some delay before items are picked up, which would otherwise mean the train will leave instantly again.
As people already have explainded, the thread creator also got things the wrong way round. Balancing the unloading process IS the solution and anything else is the workaround and most likely will be causing more issues down the line.