1) have asteroid collector fill up
2) read the contents via circuit network
3) note that the circuit networks reads more items than are actually in the collector's storage
I assume it's because the arm of the collector also contains a few items. But they are completely invisible.
(This would also mean that the problem gets bigger the higher quality your collector is because higher quality means more arms which means more possibilities for items to be in limbo.)
The circuit network sees more items than are in the storage:
Why this is a problem: If you use the circuit network to get information about the actual content of the collector the data you will get will be partially wrong. This can lead to problems if you for example set the crusher recipes with the data read from the collector.
If you now hook up a crusher to that which automatically selects the recipe than it would set it to the iron chunk recipe (because internal order when multiple signals are received) but it then gets stuck because there is no iron chunk in that storage that could be put into that crusher.
Proposed solution
a) if it's possible,
b) if my theory of why it's happening is correct,
c) if it wouldn't lead lead to more issues and
d) if there is no other way:
Just don't count the items that are currently "in the secret arm inventory" (I assume they are kinda like inserter hands).
And yes, I'm aware that my specific situation could probably be fixed with a selector combinator but that does not address the weird and unexpected behavior of having some items "in limbo".
[2.0.13] Asteroid collector has chunks stuck in limbo
[2.0.13] Asteroid collector has chunks stuck in limbo
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Re: [2.0.13] Asteroid collector has chunks stuck in limbo
Hm, interesting. Though I find the design decision very questionable. It's literally the first time people who never used the circuit network before might use it for and then it "randomly" fails all the time without obvious explanation. You know how many hours I wondered why the shit didn't work as it should?
Besides that having invisible items somewhere that also actually count for something is also questionable in general.
Maybe the solution should then be instead - if the hand has to count for the network - that the hand limit should be zero if the storage is full. So that it can't pick up more stuff when it's full anyway.
The current state is very awkward.
Besides that having invisible items somewhere that also actually count for something is also questionable in general.
Maybe the solution should then be instead - if the hand has to count for the network - that the hand limit should be zero if the storage is full. So that it can't pick up more stuff when it's full anyway.
The current state is very awkward.