Hello,
Ever since nuclear reactors were added to the game, i have set them up to be fed by an inserter 1 fuel cell every time there is enough space in the storage tanks to hold all of the steam created.
Currently I am playing version 2.0.28 with space age and have noticed that while my pulse generator for doing this works, the inserters do nothing but twitch when the pulse occurs.
Is this a bug or an intentional change?
The pulse generator:
Inserters don't get triggered by a pulse
Re: Inserters don't get triggered by a pulse
I am pretty sure that the pulse has to be of a specific length depending on how long the inserter action is gonna take. I vividly remember having to adjust my timer contraption, which works on the same logic as yours, when I switched to red inserters in one of my builds. The pulse was too short, and they only twitched.
Pony/Furfag avatar? Opinion discarded.
Re: Inserters don't get triggered by a pulse
I have now tried extending the pulse from 1 tick to 2.
It works.
Why is it that 1 tick does not?
It works.
Why is it that 1 tick does not?
Re: Inserters don't get triggered by a pulse
I have used this setup for a very long time. I even know that it works in 2.0.8aka13 wrote: Sun Dec 29, 2024 8:04 pm I am pretty sure that the pulse has to be of a specific length depending on how long the inserter action is gonna take. I vividly remember having to adjust my timer contraption, which works on the same logic as yours, when I switched to red inserters in one of my builds. The pulse was too short, and they only twitched.
So when did that change?
Re: Inserters don't get triggered by a pulse
The inserter has to stay enabled long enough to grab an item. If it is picking up from an entity, like a chest, one tick will always be enough. If it is picking up from a belt, it very much depends on both the inserter speed and on the belt speed. If the inserter is disabled before it manages to catch an item it will stop.
Re: Inserters don't get triggered by a pulse
Thank you for the explanation,atomizer wrote: Sun Dec 29, 2024 9:23 pm The inserter has to stay enabled long enough to grab an item. If it is picking up from an entity, like a chest, one tick will always be enough. If it is picking up from a belt, it very much depends on both the inserter speed and on the belt speed. If the inserter is disabled before it manages to catch an item it will stop.
I did make a change to my design by skipping the chest.
I did not expect that to make a difference.
Re: Inserters don't get triggered by a pulse
Since there is no save file with a reproduction steps i am moving this to gameplay help.