Signals based on train "not working" for some items

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dewitpj
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Signals based on train "not working" for some items

Post by dewitpj »

Hi Guys,

I have the following setup:
Screen Shot 2020-03-05 at 08.30.23.png
Screen Shot 2020-03-05 at 08.30.23.png (980.95 KiB) Viewed 2324 times
Now with some items, when a train is *not* present, the item is still being sent to the network:
Screen Shot 2020-03-05 at 08.30.30.png
Screen Shot 2020-03-05 at 08.30.30.png (402.49 KiB) Viewed 2324 times
Some items, appear to work "normally":
Screen Shot 2020-03-05 at 08.30.35.png
Screen Shot 2020-03-05 at 08.30.35.png (378.85 KiB) Viewed 2324 times
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 !

Loewchen
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Re: Signals based on train "not working" for some items

Post by Loewchen »

Post the save that shows that behavior.

dewitpj
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Re: Signals based on train "not working" for some items

Post by dewitpj »

As requested :)
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New 0.17 Elec Trains.zip
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dewitpj
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Re: Signals based on train "not working" for some items

Post by dewitpj »

Loewchen wrote:
Wed Mar 04, 2020 7:51 pm
Post the save that shows that behavior.
It uses the electric train mod but this doesn't have an impact on the "bug"

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boskid
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Re: Signals based on train "not working" for some items

Post by boskid »

Not a bug
81974.png
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dewitpj
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Re: Signals based on train "not working" for some items

Post by dewitpj »

boskid wrote:
Wed Mar 04, 2020 8:56 pm
Not a bug
81974.png
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" ?

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Re: Signals based on train "not working" for some items

Post by dewitpj »

boskid wrote:
Wed Mar 04, 2020 8:56 pm
Not a bug
81974.png
To a degree I can see how this "works" - no signal is less than 100 but that doesn't explain the gun one ?

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Re: Signals based on train "not working" for some items

Post by boskid »

dewitpj wrote:
Wed Mar 04, 2020 9:05 pm
boskid wrote:
Wed Mar 04, 2020 8:56 pm
Not a bug
81974.png
To a degree I can see how this "works" - no signal is less than 100 but that doesn't explain the gun one ?
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.

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Re: Signals based on train "not working" for some items

Post by dewitpj »

boskid wrote:
Wed Mar 04, 2020 10:38 pm
dewitpj wrote:
Wed Mar 04, 2020 9:05 pm
boskid wrote:
Wed Mar 04, 2020 8:56 pm
Not a bug
81974.png
To a degree I can see how this "works" - no signal is less than 100 but that doesn't explain the gun one ?
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.
I could have sworn I tested that too - retested and that gives the result needed - sorry about that

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Re: Signals based on train "not working" for some items

Post by dewitpj »

boskid wrote:
Wed Mar 04, 2020 10:38 pm
dewitpj wrote:
Wed Mar 04, 2020 9:05 pm
boskid wrote:
Wed Mar 04, 2020 8:56 pm
Not a bug
81974.png
To a degree I can see how this "works" - no signal is less than 100 but that doesn't explain the gun one ?
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.
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.

So my question then is, is the only way to do this to use an arithmetic gate to convert NULL to some high value ?

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