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Spoiled priority not working (apparently) on stack inserter

Posted: Sun Jun 28, 2026 10:43 pm
by DarkLordKelvin
I have a stack inserter that I use to toss expiring biter eggs on my promethium ship so I don't get overrun. It is enabled by a countdown timer, and I just noticed that it doesn't respect the "spoiled first" priority that I have set (see image). No matter which options I select (including switching off the stack size limit), it always unloads the stack farthest down in the inventory list first. I was just watching it dump eggs with 15% remaining on the timer while there were eggs with only 7% remaining higher up in the inventory list.

I kinda doubt this is a bug, since someone surely would have noticed it before, but I don't think I have ever personally tested the correct operation of the spoiled first/fresh first inserter filter. I just set it and trusted that it worked correctly.
06-28-2026, 18-36-10.png
06-28-2026, 18-36-10.png (551.86 KiB) Viewed 808 times
Anyway, my questions are:
1) Am I making an obvious mistake somewhere, either in my assumptions about how the spoilage filter is supposed to work, or in the configuration shown in the attached image?
2) Has anyone else experienced a similar issue? I couldn't find anything in a forum search.

Thanks in advance for any help/advice.

-DLK

Re: Spoiled priority not working (apparently) on stack inserter

Posted: Mon Jun 29, 2026 4:06 pm
by jdrexler75

Re: Spoiled priority not working (apparently) on stack inserter

Posted: Mon Jun 29, 2026 8:28 pm
by ichVII
Also general advice: dont use a stack inserter for that. Even if it worked as intended, it would be left with up to 15 biter eggs in its hand as it does not swing without a full stack. There are some circuit automation to make it drop that last bit, but I dont quite know how.

Re: Spoiled priority not working (apparently) on stack inserter

Posted: Tue Jun 30, 2026 6:07 pm
by DarkLordKelvin
ichVII wrote: Mon Jun 29, 2026 8:28 pm Also general advice: dont use a stack inserter for that. Even if it worked as intended, it would be left with up to 15 biter eggs in its hand as it does not swing without a full stack. There are some circuit automation to make it drop that last bit, but I dont quite know how.
Thanks. Note that I have the stack size restricted to 4, so I still output full stacks on the belt, while the maximum "remainder" is 3. My legendary laser cannons can deal with 3 biters. I do know how to do the circuit trick to make it drop "remainder" items, but it involves using "set filters", so it's not appropriate for taking items from the carbo bay on a ship (I have thrown several stacks of legendary missile launchers overboard by accident while trying to make it work).

Re: Spoiled priority not working (apparently) on stack inserter

Posted: Tue Jun 30, 2026 6:14 pm
by DarkLordKelvin
Thanks. That is the thread I was looking for .. I must have missed it while scanning the matches on my forum search.

Re: Spoiled priority not working (apparently) on stack inserter

Posted: Wed Jul 01, 2026 9:24 pm
by atarihomestar1
DarkLordKelvin wrote: Tue Jun 30, 2026 6:07 pm I do know how to do the circuit trick to make it drop "remainder" items, but it involves using "set filters", so it's not appropriate for taking items from the carbo bay on a ship (I have thrown several stacks of legendary missile launchers overboard by accident while trying to make it work).
One method I like involves setting the hand size. So you could have a constant combinator outputting "S" with a value of 4. Then a decider combinator reading the hub and outputting -3 "S" if there are no biter eggs. That will set the stack inserter's hand size to 1, making it drop the remaining eggs.