Hi Guys,
I have the following setup:
Now with some items, when a train is *not* present, the item is still being sent to the network:
Some items, appear to work "normally":
I remember spotting this change in around 0.17 if I remember correctly. I expect that the items are reported based on the train content and when the train leaves it reports nothing.
Thanks !
Signals based on train "not working" for some items
Re: Signals based on train "not working" for some items
Post the save that shows that behavior.
Re: Signals based on train "not working" for some items
As requested ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Attachments
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- New 0.17 Elec Trains.zip
- (5.69 MiB) Downloaded 99 times
Re: Signals based on train "not working" for some items
It uses the electric train mod but this doesn't have an impact on the "bug"
Re: Signals based on train "not working" for some items
Hi,
I am not sure I see how you got to that - why is it telling the inserter (green network) to load walls when there is no train present ? While the guns one, to the left of that "works correctly" ?
Re: Signals based on train "not working" for some items
To a degree I can see how this "works" - no signal is less than 100 but that doesn't explain the gun one ?
Re: Signals based on train "not working" for some items
In case of a gun there was "output: input count" so condition was true and on output there was 0 since thats what was on input.
Re: Signals based on train "not working" for some items
I could have sworn I tested that too - retested and that gives the result needed - sorry about thatboskid wrote: Wed Mar 04, 2020 10:38 pmIn case of a gun there was "output: input count" so condition was true and on output there was 0 since thats what was on input.
Re: Signals based on train "not working" for some items
Ah - I think I spotted why I didn't think this worked at the start - the problem with doing it this way is if the train is empty it doesn't return anything.boskid wrote: Wed Mar 04, 2020 10:38 pmIn case of a gun there was "output: input count" so condition was true and on output there was 0 since thats what was on input.
So my question then is, is the only way to do this to use an arithmetic gate to convert NULL to some high value ?