As a workaround, move the electric circuit removing inserter on the left down one spot and place a north-facing belt. This will let the electronic circuits go to the bottom lane. You'll have to move the medium power pole, of course.
Sure thing there are always workarounds. And I already did fix this in other design. However the inserter behaviour is what was bothering me.
After some research I came up with conclusion that when putting items straight inserters always put them on the right side of the belt so north/east is not actually true. The truth is that they still do use the same (right) side of the belt no matter of their orientation. So there is a predictable consistency in this but I'm not sure that it is desirable.
Then I agree, but I'd like it even more if something like that mod were stock. (It could be just one key to toggle between near/far or left/right sides of the belt, and one key to rotate the pick-up point.)
Bob's version is just over-complicated (and over-capable).
Koub wrote:What's funny is that back in the old ages, the inserters did behave like you whish. It was changed for optimisation reasons.
I think it was with 0.12, but I might be mistaken.
If that is true (the optimisation part, not the old behaviour part), with the new belt optimisations, is the inserter optimisation relevant anymore? Can it safely be removed to give us the old behaviour back?
BenSeidel wrote:If that is true (the optimisation part, not the old behaviour part), with the new belt optimisations, is the inserter optimisation relevant anymore? Can it safely be removed to give us the old behaviour back?
That's not the way code optimisation works.
In any case, removing a feature to improve performance (or something else) isn't optimisation really, it's simplification.
Maybe Koub meant the "optimisation" was from the UI perspective: simpler & easier to learn?
Wen I said "optimization", I meant :
Changes have been made to inserters and belts to improve the game performance (so that you could build bigger factories with same performance, or have better performance for a given factory).
One of the changes that came with these optimizations is the change in inserter/belt interaction.
Koub - Please consider English is not my native language.
leoch wrote:That's not the way code optimisation works.
That is exactly the way code optimisations work. The original optimisation was based upon the original items-have-a-hitbox while on a belt, so there was a lot of work to be done to find a gap in the belt. As the belt mechanic has fundamentally changed, even more so with Rseding's new pointer-to-the-head system, it may not be an optimisation that will have any effect on game performance now as the inserter does not need to do an area search, but have a pointer directly into the belt datastructure?
Additionally, One optimisation may increase code speed, but in the presence of another optimisation, decrease code speed.
Surprisingly 1 million buyers have no problem with the current functionality.
[url=steam://friends/add/'.76561198315557255.'][/url] Transport Belt Repair Man
My little mods: Link | My favourite mods: Bob's Mods | Angel's Mods | Yuoki Railway Core | EvoGUI | Logistic Train Network Factorio Cheat Sheet by Denis Zholob
I don't really care. It wouldn't affect me either way if you fix it or not
This is... "Non-standard use of an inserter", I mean, they're configured for "far side of a belt", far side is the middle, so... non-standard. Besides, my inserters mod allows you to select what part of a tile to place items, even in this situation.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.