In short, inserters will remain active and have a UPS cost when the belt they can take from is moving with items on it, even when their targets are full. If the belt isn't moving they become inactive, but the inactivity should happen anyway if the target is full.
In practice this is even more of an issue with space age spaceships, as people frequently use looping belts for their turrets
To replicate use the blueprints on this link:
https://factoriobin.com/post/mtwev2
First place the 'no circuit', then speed up till the chests are all full, then use the deconstructor to delete the bulk inserters (cause they'll have items on hand) and then place the 'no circuit' bp again. I personally see about 0.1 ms for inserters, when only the 8 stack inserters should be active (about 0.02ms for them for me).
A way to currently improve this as players is to use circuitry that disables the inserters, which overall seems to be worth the increase to the Control behaviour UPS. You can do this with the bulk inserter deconstructor and then placing the 'With circuit' blueprint.
I made a video to demonstrate this as well if my text was confusing:
https://www.youtube.com/watch?v=Bd8WBzvElGY
Inserter UPS improvement on moving belt while target full
Post your ideas and suggestions how to improve the game.
Moderator: ickputzdirwech
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