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Inserters don't get triggered by a pulse

Posted: Sun Dec 29, 2024 7:48 pm
by rakcom
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:

Re: Inserters don't get triggered by a pulse

Posted: Sun Dec 29, 2024 8:04 pm
by aka13
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.

Re: Inserters don't get triggered by a pulse

Posted: Sun Dec 29, 2024 8:05 pm
by rakcom
I have now tried extending the pulse from 1 tick to 2.
It works.

Why is it that 1 tick does not?

Re: Inserters don't get triggered by a pulse

Posted: Sun Dec 29, 2024 8:07 pm
by rakcom
aka13 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.
I have used this setup for a very long time. I even know that it works in 2.0.8
So when did that change?

Re: Inserters don't get triggered by a pulse

Posted: Sun Dec 29, 2024 9:23 pm
by atomizer
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

Posted: Sun Dec 29, 2024 9:52 pm
by rakcom
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.
Thank you for the explanation,

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

Posted: Sun Dec 29, 2024 10:44 pm
by boskid
Since there is no save file with a reproduction steps i am moving this to gameplay help.