I got around this problem with items being delivered by using filter inserters but you can't filter fluids.
Does anyone have a solution?
Moderator: Optera
This special treatment has been there since fluid wagons became a feature of base factorio for exactly the reason you outlined.
Inactivity rules also apply to fluid pumps, so speed is not an issue.
As long as requests are ~90% max tank capacity I never had any residue.
Not at all.
do you have LTN warnings disabled? Your problem should put a timeout message, long before it reaches the depot where it clears the schedule and cant be tracked easily
I'm surprised that I couldn't find a thread dedicated to that...
Nice, thank you. I will try to find out which mod will make it work wrong.GrumpyJoe wrote: ↑Sun Feb 10, 2019 5:38 ami downloaded air filter and construction signaler, had LTN and a few others
if that save file was intended to arrive at crude unloading and show a not working fluid unload, i dont see a problem
Its unloaded in like a second. crude = zero. seems to work just fine. reloaded it 3 times
maybe some other mod? Signaling deleted by not having all the mods?
Optera wrote: ↑Mon Jan 28, 2019 4:51 pmPumps are a bit too dumb for my liking, but there are ways around that.
I have a station providing sulfuric acid on one side and lubricant on the other.
Fluid Provider:
- Each pump has to be set to "fluid" > 0
Fluid Requester:
Unloading is a lot trickier since Factorio rounds mathematically correct when converting float values used for fluids into circuit network and train signals. see known issues
- for simplicity I prefer using Inventory Sensor, which is always rounding fluids up.
- as before each pump has to be set to "fluid" > 0
- with "Schedule circuit conditions" enabled the decider will lock trains in the station until every drop of "fluid" has been emptied