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As your patch starts to run out the out put will also decrease over time as some of the miners run out of ore.
The simplest thing is to run all of the output into a balancer so that it is split evenly between all 4 belts.
You can use trains, stackers, and multiple ore patches to keep your ore input to your smelters saturated.
The length of the train also matters. You can unload a maximum of 3 belts per wagon, so you need at least enough wagons to fill your belts at the unloading side. It is a lot easier if you unload at most 2 belts per wagon.
I don't agree with balancers on the unloading side. Instead of using balancers make the smelting lines equal and if you must; add a balancer after the smelting, unless it is loading onto another train.
Not really on topic for this thread, but I don't see how you guarantee even unloading without a balancer. I really don't want six smelter lines stopped because the other two were using slightly less ore. And why try and squeeze in an eight belt balancer _after_ the smelter when it's much simpler to do it at unloading?
Back on topic, sort of: I wouldn't bother with blue belts for bulk movement of ore anyway. Blue belts are for places where every bit of space matters, or where the speed itself helps, or for JIT movement of valuable things with as few as possible sitting around on the belt. For general use red is the optimally cost-effective choice.
The problem with balancing after smelting is that resources can be smelted into more that one product eg Iron ore can be turned into iron plate or steel plate, stone can be used as it is, or smelted into stone brick. Not balancing after unloading leaves the risk of bottlenecks.
For example, steel becomes backlogged, unloading stops, and iron plate runs dry.
Lets say you are building solar panels and military science. Well if each has its own smelting with balancing before the furnaces you can't smelt for the military science when the panels are done and vice versa. If you balance after the furnaces all furnaces can smelt for solar panels and then all furnaces can smelt for military science.
Unloading is naturally balanced if you load each belt the same way. The only places where you need balancing is:
1) Ore patches because even if you perfectly place the same amount of miners on each belt they are running out unevenly.
2) Before that which is uneven, however even that can sometimes not need balancing. For example if you have one line drawing 0.4 belts and one line drawing 0.7 belts then loading each belt from the same wagon doesn't need balancing.
Many thanks. Could I ask how you would do it to give me an idea. So at each mine, I’ll have ‘x’ amount of belts coming off the miners into an ‘x’ - 6 balancer going into a wagon. Just one wagon. Back at base I have 4 smelter arrays of 72 furnaces. Each array has an unload station with a 6 -1 balancer on each. So would I then balance the 4 belts coming off each unload station, into the arrays. Then have about 3 spare trains as back up with a stacker.
How would you do it. I just replied to knighttemplar with what set up I’ve got. I’ve got 4 unload stations before each arrays 👍
So would you have one wagon coming off each mine then back to one of my 4 unload stations before my arrays? Thanks
Ok many thanks. So would have just one wagon coming off each mine.
Because what you are failing to take note of is that at the unloading station, each inserter unloading from a buffer chest can only unload onto a single lane of the belt.
And you have zero control over the pattern in which inserters on your factory line will grab from those belts running out of the unloading station: they will always favor the near side.
I.e. you will always need to lead with a balancer - more precisely : a lane balancer - to ensure that the buffer chest connected to the far side of the belt running along the factory line, drains just as fast as the buffer chest connected to the near side. Or you will eventually suffer a deficit on one of the lanes of the belt and sink your throughput to half the intended amount.
It's not always the case though. For example if you have split off some production where trains arrive with the raw materials and trains leave with the product that's balanced draw as long as your number of production lines is divisible by the number of cargo wagons.
I am surprised. Do you think this is news to me? There are many ways to unload from chests onto belts without balancers. One of the easiest is to have six inserters in a row, then the belt comes out from the middle one so it's 3 on each side. If you are drawing exactly a full belt one thing you can do is limit one inserter in a pair to 8. This will perfectly fill the gap from the first and you'll have a full belt. Many methods exists. The "problem" of inserters only outputting onto one side is generally solved by having more than one inserter per belt, something almost all applications need anyway.
As for only taking from one side there are multiple solutions for this too. First and foremost it might not be a problem at all. As long as you load both sides from the same wagon and for example don't load the left side from one and the right from another, then most of the time it doesn't matter, because transferring off the train to the chest is always a lot quicker than from chest to belt.
One thing to keep in mind processing ore at this rate is that if you are only going to launch one rocket you don't need to scale up this much. As Khagan mentioned, red belts in your smelting arrays for a one rocket launch game are adequate.
If you are going megabase and 1,000+ science per minute, you will want multiple beaconed smelting arrays and you will be best off going large to start with.