[0.9.1] Inserter fails to grab from express turn

Bugs that are actually features.
FrozenOne
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[0.9.1] Inserter fails to grab from express turn

Post by FrozenOne »

Twitches but never grabs.
Image

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ssilk
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Re: [0.9.1] Inserter fails to grab from express turn

Post by ssilk »

I don't know if it is a bug or feature.

For me it's logical, that the item here are eventually too far away, but who knows? The same problem was with the entrances of the underground belts.

I try to avoid that or use a splitter (shift one right) or pull the left to the right lane.
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ssilk
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Re: [0.9.1] Inserter fails to grab from express turn

Post by ssilk »

Sorry of double post, but otherwise it may go under.

See also
https://forums.factorio.com/forum/vie ... 449#p19353
https://forums.factorio.com/forum/vie ... 449#p19449

This can be used, to pick up items, if the belt has stopped.
When I think about it, then there are many unknown possibilities with inserters in curves. I remember for example, that I used sometimes a long arm inserter in a curve and it fetches only the outer lane.

The problem with *this* trick is just, that every try of the inserter needs energy. If that could be reduced I don't see it as bug.
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ficolas
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Re: [0.9.1] Inserter fails to grab from express turn

Post by ficolas »

Yea I dont really see it as a bug, I think its logical that if the transport belt goes too fast the inserter cant pick it.
It would be different if it happened everywhere, not only in curves, because belts would be quite useless in some situations.

FrozenOne
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Re: [0.9.1] Inserter fails to grab from express turn

Post by FrozenOne »

Fast inserter should be able to pick items in his source square no matter where on a belt they are, not to break whenever there is not an ideal weightless belt in a vacuum.

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ssilk
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Re: [0.9.1] Inserter fails to grab from express turn

Post by ssilk »

I'm really not sure.

Currently I think so: I try to avoid inserters in curves. They make always problems.
But this behavior could make much sense and is one of those things I like this game so much.
On the other hand it is unawaited behavior. I never came to the idea to use it like that, because I know it makes problems.

Well, this last point can be closed by documentation. But I'm too involved into that, to have an independent opinion...
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Re: [0.9.1] Inserter fails to grab from express turn

Post by kovarex »

Ok, we decided to close this as not a bug.
a) It is direct result of the world simulation logic
b) It can be used as mechanics.

FrozenOne
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Re: [0.9.1] Inserter fails to grab from express turn

Post by FrozenOne »

If i wanted a mechanic so as not to pick up items, i would consider maybe...not placing inserter?
You are just lazy to fix it, admit that :D
But so am i, to remake all my product outlets 1 tile longer just to be able to pick them up in all cases :D

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ssilk
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Re: [0.9.1] Inserter fails to grab from express turn

Post by ssilk »

I've added a note.

https://forums.factorio.com/wiki/inde ... .2Fu-turns

As you see, the list of things, which are not known about inserters is bigger, than the list of things, we know.
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Re: [0.9.1] Inserter fails to grab from express turn

Post by slpwnd »

ssilk wrote:As you see, the list of things, which are not known about inserters is bigger, than the list of things, we know.
They are mysterious beings :)

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Re: [0.9.1] Inserter fails to grab from express turn

Post by ssilk »

Yes :) . Belts and inserters hide a field of surprise.
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