Thanks for the clarification!DerGraue wrote: ↑Thu Apr 25, 2019 2:09 pmAn inserter can only move 1 item with stack size 1.Pi-C wrote: ↑Thu Apr 25, 2019 1:09 pm Just out of curiosity: How many items can a stack inserter move if that item has a stack size of 1, like artillery ammo? If you had completely researched all stack size upgrades, would it still pick up 12 items per swing, or would the item's stack size override the stack inserters capacity limit?
Stack inserter bug, flawed design or is the current behavior the best possible?
Re: Stack inserter bug, flawed design or is the current behavior the best possible?
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
Re: Stack inserter bug, flawed design or is the current behavior the best possible?
I'm reasonably certain that the stack insert only accepts one filter slot, and uses the signal for that filter for the stack size?
I have to admit it's been some time since I set up a mixed-goods station, having switched to using LTN.
Re: Stack inserter bug, flawed design or is the current behavior the best possible?
No, unfortunately you have to choose a specific signal for the stack size manually, which means that if you're dealing with multiple items you need combinator logic to calculate it somehow.
Re: Stack inserter bug, flawed design or is the current behavior the best possible?
I'm happy with the current method. If you are trying to load a single car with lots of different things, learn to chain several stations together in a short space to load the one train car. A train does not have to clear it's current station to stop at another, so you can have stations engines + car apart and load the one car from any number of chests with only one item per chest.
This is how people load huge trains from small ore patches. Just have it keep stopping as empty cars get to the loaders.
This is how people load huge trains from small ore patches. Just have it keep stopping as empty cars get to the loaders.