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https://steamcommunity.com/sharedfiles/filedetails/?id=3411231230
EDIT: this simple balancer is an "output lane balancer" -- it'll ensure both output lanes are fully saturated as long as there is enough input supply in the other lane to fill the gap.
@Fel's exampled (below) -- is both an "input/output lane balancer" -- so it has the additional benefit of balancing the upstream input to match the mismatched consumption downstream.
Try them both out and let us know what you think.
They usually use variants of something like this (not mine, just searched lane balancer in the screenshots here on steam):
https://steamcommunity.com/sharedfiles/filedetails/?id=2154178666
EDIT: Maybe words could help, so here is the basic concept.
First you separate the two lanes after using a splitter, usually done through tricks like the sideways underground belts (entrance or exis depending on where you want to send the items).
Then you make sure both belts have the items on the same lane/side and run them through a splitter (the actual "balancing" portion if you will) with 2 inputs and 2 outputs.
Finally you merge them back into 1 belt by forcing each belt to 1 lane of the final belt (since it's already the case for one of them, you usually just turn the other one to go on the other lane).
That won't work for both lanes though. The example I showed will balance whichever output lane has a gap that the other lane can fill. I just added a single lane of copper to visualize the effect...
EDIT: Screenshot showing how the same design works for either lane that is out of balance:
https://steamcommunity.com/sharedfiles/filedetails/?id=3411280319
...one lane on the belt, just as an example. I use this design whenever I'm seeing gaps on the belt, and there is enough product in the other lane to re-saturate the belt.
The single version works, and might not cause a problem. It can, however, result in the imbalance from the output being moved back to the previous producers filling the belt - one side of the smelter working more than the other, for example.
The complex version will not shift the blame. Both input lanes will still be used equally, even if not completely. The smelter stack will back up, but it will be the same on both sides instead of mostly on one side.
Keeping the balance between input lanes can matter when you're trying to evenly mine an ore patch and don't want one side of the mine to dry up before the other.
Exactly. Both balancers are "output balancers", to ensure the output belt gets fully saturated (no gaps if there is enough product on the other lane to fill those gaps).
Yes, the more complicated balancer also balances the input (so its a dual input/output balancer). I rarely see the need to balance the input side in practice -- but for those that care which production machines are idle (one side vs the ones "in front"), that's where the complex balancer will do the trick.
I'll take your 'rarely' and raise it to 'never', in a personal context. That said, however, I can see the desire for a meticulously planned ore patch. Having not been there yet, I can imagine that such concerns might arise on Gleba with the spoilage getting off balance if one side is used more than another. I don't care enough about the ore patches, myself. I just mine more and let the difference work itself out in production. Back pressure logistic management is likely a style I'll have to break, hard, on the other planets - when I get there.
Heh, I should've said "never" too -- I never use the more complex balancer in any of my bases. I've read online where people recommend the complex version to balance out train wagon unloading -- but the train still isn't leaving the station until its empty so what difference does it make in practice if one wagon gets unloaded before the other? As long as the belts are saturated that's all I care about.
Excellent point about Spoilage though! -- the complex balancer would keep products on both input lanes moving "evenly" so both lanes are spoiling at the same rate. The simple balancer will have very fresh stuff (fresher than the complex balancer) moving on one lane, while the 2nd lane rots. Though, probably not a good base design if lanes are backing up with spoilable items in either case -- my Gleba belts intentionally have gaps and are always moving -- no need for any lane balancing on my Gleba belts.
Otherwise I use the simple one like most people.
But I'm also among the ones that despise the belt balancers people throw on main buses to make it look like the bus is being fed and used (even if in most cases they don't even understand that it's what they are doing).
For Gleba my focus is usually on making sure things keep moving instead of balancing lanes and such.
I tend to use more of things like input priority splitters and splitter filters there.
That's a 2:2 lane balancer, but it's not throughput-unlimited. Which means if you use it with only one input belt or only one output belt, it will not properly balance.
It's actually the other way around.
Balancing the output lanes to ensure equal push, rarely matters. Inserters can pick from both sides of a belt when needed anyway, and they will actively favor the near lane which means after two or three assemblers on a line, everything is out of balance again.
It's usually balancing the input lanes, and ensuring equal pull, which matters. So that a factory upstream inserting onto both sides of a belt can have the entire factory working rather than stressing out one lane to the breaking point while the other remains near idle. Or so that chest buffers used with train stations (where each chest can only empty onto one lane of a belt in typical designs) are guaranteed to unload evenly.
In fact, I would go so far as to say that the 'simple' 1:1 lane balancer has exactly one purpose: serving as a newb-trap. It doesn't do what the majority of players think it does; and what it actually does do, is 99% useless.