Not able to hit 100% uptime on quality green chip factory

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QuietlyWinning
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Not able to hit 100% uptime on quality green chip factory

Post by QuietlyWinning »



That's the blueprint I've come up with so far. It's a debug blueprint (I test things in the sandbox before making them in-game). The issue I seem to be running into is that my green chip EM plants aren't able to run 100% of the time because when they produce a quality item, followed by a different quality item, they lock up. I have legendary bulk inserters set to clear all non-normal items (normals are handled by stack inserters) but even with legendary ones the machines still lock up. Is there some trick I'm missing, or is this just the reality of legendary buildings? I am sure someone has made a mod that does batching to remove this problem. If not, I guess I will (when I finish my play through). But I wanted to see if there is some clever trick I didn't think of to resolve it vanilla style.
eugenekay
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Re: Not able to hit 100% uptime on quality green chip factory

Post by eugenekay »

QuietlyWinning wrote: Tue Jul 29, 2025 1:00 ambecause when they produce a quality item, followed by a different quality item, they lock up
Try using a separate Stack/Bulk Inserter for each Quality level; not just splitting them by Normal / Rare+. Stack Inserters work best for this usecase because they will wait until their Hand is completely Full before swinging.


Good Luck!
QuietlyWinning
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Re: Not able to hit 100% uptime on quality green chip factory

Post by QuietlyWinning »

Ok. For a single inserter that actually did result in full throughput, but over 10 minutes it initially looked like it didn't purely because MORE than 31% of the items were coming out above-average quality, but when I summed the results together, I got the expected number. I also had to upgrade to legendary stack inserters to do it. Just to get the swing time down. >.< A simple batched recipe would be all it takes. Or having a secondary output slot...batched production makes so much more sense.
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