Factorio Version: 1.1.109
When setting a train station with an automated train to read cargo from a train and wire it directly to inserters, the inserters always place one item onto the train before reading the cargo and realize no more items are needed.
The inserters should not activate until they read the train contents first and then realize they should/should not act.
Thank you.
Inserters Ignore Train Cargo via Circuit Network and Place an Item Regardless
-
- Manual Inserter
- Posts: 4
- Joined: Wed Jan 17, 2024 3:35 pm
- Contact:
Inserters Ignore Train Cargo via Circuit Network and Place an Item Regardless
- Attachments
-
- 1 - My Station Setup.png (386.91 KiB) Viewed 364 times
-
- 2 - Train Cargo.png (52.92 KiB) Viewed 364 times
-
- 3 - Uranium Inserter.png (440.55 KiB) Viewed 364 times
-
- 4 - Inserters Moving One Unit Before Reading Train Contents.png (422.87 KiB) Viewed 364 times
-
- 5 - Train Orders.png (74.86 KiB) Viewed 364 times
Re: Inserters Ignore Train Cargo via Circuit Network and Place an Item Regardless
I see this was moved to gameplay help, maybe some explanations will help :
One thing is the way circuits works, inserters receive the information to "disable" only 1 tick after the train has arrived. Same as signal that goes inside a combinator that does +1 need 1 tick to come out of the output.
That is problematic in your case because when there are no trains, the conditions you used are "true". i think this make the inserter picks up something, and attempt to place it on a train. ( or at least the very first tick the train arrive).
Then when a train arrive, this item is deposited, and 1 tick later the inserter is deactivated because the condition may "false". ( deactivating an inserter mid swing doesn't work ).
You can solve this by changing the conditions on the inserters so they are always "false" , say making them [green signal >2] then having a combinator that check if there is a train, and output a green signal, then another combinator that check if fuel cell is under 50, and output a green signal.
This way, only when a train is there AND it need an item, are situations where inserters will pick an item.
This is to illustrate the logic, there are ways to use less combinators i can develop if you are interested, or that other player would show i think
One thing is the way circuits works, inserters receive the information to "disable" only 1 tick after the train has arrived. Same as signal that goes inside a combinator that does +1 need 1 tick to come out of the output.
That is problematic in your case because when there are no trains, the conditions you used are "true". i think this make the inserter picks up something, and attempt to place it on a train. ( or at least the very first tick the train arrive).
Then when a train arrive, this item is deposited, and 1 tick later the inserter is deactivated because the condition may "false". ( deactivating an inserter mid swing doesn't work ).
You can solve this by changing the conditions on the inserters so they are always "false" , say making them [green signal >2] then having a combinator that check if there is a train, and output a green signal, then another combinator that check if fuel cell is under 50, and output a green signal.
This way, only when a train is there AND it need an item, are situations where inserters will pick an item.
This is to illustrate the logic, there are ways to use less combinators i can develop if you are interested, or that other player would show i think
-
- Manual Inserter
- Posts: 4
- Joined: Wed Jan 17, 2024 3:35 pm
- Contact:
Re: Inserters Ignore Train Cargo via Circuit Network and Place an Item Regardless
Ok I was able to get it working. This makes sense. Thank you!