[2.0.11] Inserter disabled with Anything condition and no signals

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FaustFaust
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[2.0.11] Inserter disabled with Anything condition and no signals

Post by FaustFaust »

When I have a long inserter connected to an empty steel chest and the condition set to GREEN * <50, when nothing is in the chest, the inserter status is "disabled by control behavior".
If 1 item is in the chest, it will work correctly until the quantity set is met (50 in this case).
I have other inserter + chest circuits that work fine with yellow and blue inserters, so this appears to be something with just long (red) inserters.
I've included a few screenshots that hopefully convey the experience.
10-25-2024, 12-04-24.png
10-25-2024, 12-04-24.png (1.15 MiB) Viewed 295 times
10-25-2024, 12-04-24.png
10-25-2024, 12-04-24.png (1.15 MiB) Viewed 295 times
Attachments
Screenshot 2024-10-25 120624.png
Screenshot 2024-10-25 120624.png (770.97 KiB) Viewed 295 times
Screenshot 2024-10-25 120609.png
Screenshot 2024-10-25 120609.png (1.41 MiB) Viewed 295 times
Screenshot 2024-10-25 120537.png
Screenshot 2024-10-25 120537.png (1.59 MiB) Viewed 295 times
Screenshot 2024-10-25 120003.png
Screenshot 2024-10-25 120003.png (1.15 MiB) Viewed 295 times
Screenshot 2024-10-25 115948.png
Screenshot 2024-10-25 115948.png (1.59 MiB) Viewed 295 times
Screenshot 2024-10-25 115948.png
Screenshot 2024-10-25 115948.png (1.59 MiB) Viewed 295 times
Last edited by FaustFaust on Fri Oct 25, 2024 5:37 pm, edited 1 time in total.
mmmPI
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Re: [2.0.11] Long Inserter disabled when count for green * = 0

Post by mmmPI »

FaustFaust wrote: Fri Oct 25, 2024 5:07 pm When I have a long inserter connected to an empty steel chest and the condition set to GREEN * <50, when nothing is in the chest, the inserter status is "disabled by control behavior".
This is the normal behavior with all the inserters, If the inserter receive no signals, then the condition is false, there is "nothing" < 50, , there is nothing at all, so the inserter doesn't activate.

That's how the green * works.

Here is a demonstration with blue inserter :
nosignal.jpg
nosignal.jpg (71.92 KiB) Viewed 291 times
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boskid
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Re: [2.0.11] Long Inserter disabled when count for green * = 0

Post by boskid »

I am not seeing anything broken, its just how circuit network works (there are no signals with value of 0) and "anything" defaulting to false if there were no signals given in the condition.

From the "anything" point of view, "anything < 50" cannot be true when there are no signals, because otherwise "anything = 10" would have to be also true when there are no signals but the condition would be saying "true only if there are signals of a value 10". Condition "Anything < 50" effectively requires signals to be present, which means it works as "Anything != 0 AND < 50"
FaustFaust
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Re: [2.0.11] Long Inserter disabled when count for green * = 0

Post by FaustFaust »

Thanks for the replies. I guess I never noticed this before.
mmmPI
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Re: [2.0.11] Long Inserter disabled when count for green * = 0

Post by mmmPI »

FaustFaust wrote: Fri Oct 25, 2024 6:31 pm Thanks for the replies. I guess I never noticed this before.
It could be because you usually set this up when there is already something in the chest, and thus it keeps working unless the chest happened to be completly emptied.

Or maybe that you were used to select the green * with =< 50 in previous game, and this one you used <, the first one would work even if there is nothing in the chest, and can be used for this purpose.
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