So it turns out that "internal iteration order" isn't strictly build order once you start mixing building and mining. I think there are internal structures where slots are opened up when entities are destroyed, and the first empty slot is used when building, so it's not possible to reliably build things in the "right" order to get the desired behavior.eradicator wrote:This makes me very sad . I guess you tried spawning them in in the "right" order? Or do they reselect new targets even after being built? (And what about if the loader wasn't active when the inserter is placed...)Therax wrote:As far as I can tell from my testing, Factorio uses the collision box only to determine which tiles the entity covers. Setting a tiny collision box on one side of the tile and pointing the inserter pickup/drop_position to the opposite side of the tile will still frequently result in the loader being selected as the pickup/drop target.
I think i'm down to wild guessing.
If my interface request isn't implemented, your loader-based version would probably be more than sufficient for the OP's purposes.Let's hope Therax at least succeeds in making the splitter .