Re: Filter Inserters: INVERT filter.
Posted: Fri Dec 02, 2016 11:04 am
As I said above Malcolm you could even use belts to move the car into position and to the re-loading dock, even to a launch pad after that. It's just a bit hacky and doesn't really work that well.
Optera, I didn't forget about that, it's just a separate problem and doesn't hold any relevance here. I'm not saying 'ignore this problem because there are bigger ones' (there are), just that I don't see this as being a problem.
Easiest way to implement. You've got two belts, A and B. Inverse filter inserter would take everything except item X and put it on belt B. Belt A now has item X, and belt B has everything else. Current method: Inserter takes item X and puts it on belt B. Belt B now has item X, belt A has everything else. Swap belts A and B and the output is identical.
IV's solution handles everything that this doesn't. I don't see a problem any more than that a underground belts only allow four tiles between them. Yeah it's annoying and would be great if it were 6 but if everything were made to be easy the game would lose a lot of its entertainment value.
Optera, I didn't forget about that, it's just a separate problem and doesn't hold any relevance here. I'm not saying 'ignore this problem because there are bigger ones' (there are), just that I don't see this as being a problem.
Easiest way to implement. You've got two belts, A and B. Inverse filter inserter would take everything except item X and put it on belt B. Belt A now has item X, and belt B has everything else. Current method: Inserter takes item X and puts it on belt B. Belt B now has item X, belt A has everything else. Swap belts A and B and the output is identical.
IV's solution handles everything that this doesn't. I don't see a problem any more than that a underground belts only allow four tiles between them. Yeah it's annoying and would be great if it were 6 but if everything were made to be easy the game would lose a lot of its entertainment value.