Damaged items block inserters from inserting undamaged items into Assemblers

Bugs that are actually features.
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Lofty
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Damaged items block inserters from inserting undamaged items into Assemblers

Post by Lofty »

[0.17.74] (build 47523, win64, steam)

Expected behavior:
Damaged items cannot be used as crafting components in Assemblers.

Observed behavior:
Damaged items block insertion of undamaged items into Assemblers.
Attachments
damaged.png
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Loewchen
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Re: Damaged items block inserters from inserting undamaged items into Assemblers

Post by Loewchen »

This is not a bug, to prevent it, do not use damaged items in your input.

Tami
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Re: Damaged items block inserters from inserting undamaged items into Assemblers

Post by Tami »

Loewchen wrote:
Fri Nov 15, 2019 11:42 am
This is not a bug, to prevent it, do not use damaged items in your input.
how? You can't filter items by condition.

Koub
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Re: Damaged items block inserters from inserting undamaged items into Assemblers

Post by Koub »

But you can refrain from adding damaged items places where they can be used as crafting supplies.
Koub - Please consider English is not my native language.

Tami
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Re: Damaged items block inserters from inserting undamaged items into Assemblers

Post by Tami »

Koub wrote:
Sat Aug 08, 2020 10:17 pm
But you can refrain from adding damaged items places where they can be used as crafting supplies.
But you have absolutly no control about these. If you use itemfilters, it ignores the condition, that is set to 100% as default (no health bar), but may deliver items below these 100% condition. I mean i can mix 50% condition science post and 100% science post. I can mix 50% ammo clip and 100% ammo clip. i can't mix 50% wall and a 100% wall.

If you play without enemies, then it is most likely to not happen, that damaged items are existing.

But if you use upgrade planer and meanwhile a random spit hits a belt, the chaos begins.

If you just allow mixing of <100% condition items with 100% condition items in processing machines, every issues related to this are fixed.

coderpatsy
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Re: Damaged items block inserters from inserting undamaged items into Assemblers

Post by coderpatsy »

There is no way for a damaged item to end up in a crafting machine without manual action somewhere (at least in vanilla). Repair the entities before you order their deconstruction, before you stick them on your bus or directly in the crafting machine, whatever it takes.

Yes it is annoying, maybe it should be fixed, but if you avoid the problem in the future it can't bite you again.

mrvn
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Re: Damaged items block inserters from inserting undamaged items into Assemblers

Post by mrvn »

coderpatsy wrote:
Mon Aug 10, 2020 4:40 pm
There is no way for a damaged item to end up in a crafting machine without manual action somewhere (at least in vanilla). Repair the entities before you order their deconstruction, before you stick them on your bus or directly in the crafting machine, whatever it takes.

Yes it is annoying, maybe it should be fixed, but if you avoid the problem in the future it can't bite you again.
Sure there is. You deconstruct/update something. In the time between you ordering that and the construction bots actually performing the action some entities get damaged. If you then have a storage chest or requester chest receiving the items that feeds into an assembler (eventually) you run into this problem.

This is a rather usefull construct so yellow belts that you upgrade to red will be used to create more red belts for example. And it's hard to prevent aliens attacking some planned deconstruction/upgrade, epsepcially if the turrets and defensive walls get deconstructed first before the belts are cleaned of all their items and deconstructed.

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