[0.15] Inserter on everything condition activates wrongly
Posted: Mon Apr 24, 2017 10:37 pm
I set up a machine to automatically produce belts.
Gears and plates are shipped via belt to the assembly machines.
Between the yellow belt and red belt assembly, I built an inserter into a chest, set to everything < 10 and connected to the chest. to the right I have another inserter on a different circuit network to another chest. the condition is everything < 100.
From the first chest to the second assembler I put the condition everything > 5.
It looks something like this:
The bug occurs randomly in inserter 3. despite the chest being empty, it somehow and only sometimes immediately grabs the item in the chest, despite the item in the chest being a signal of 1. which is not > 5.
My best guess is that the inserter receives no signal, which is fulfilling the condition. it them grabs the item before the update reaches the inserter that it shouldn't activate. then the item is already in the inserter's hand.
That it randomly activates and randomly not, is probably some form of racing condition.
To avoid the problem, I don't use everything but the specific item type, which is a shame since this design would be blueprintable otherwise.
Gears and plates are shipped via belt to the assembly machines.
Between the yellow belt and red belt assembly, I built an inserter into a chest, set to everything < 10 and connected to the chest. to the right I have another inserter on a different circuit network to another chest. the condition is everything < 100.
From the first chest to the second assembler I put the condition everything > 5.
It looks something like this:
Code: Select all
[C3]
^4
[A2]
^3
[C1] >2 [C2]
^1
[A1]
^, > inserter
[A] assembly machine
[C] chest
Inserter 1 and 3 are connected to chest 1
Inserter 2 is connected to chest 2
Inserter 4 is connected to chest 3
Conditions:
1: Everything < 10
2: Everything < 100
3: Everything > 5
4: Everything < 100
My best guess is that the inserter receives no signal, which is fulfilling the condition. it them grabs the item before the update reaches the inserter that it shouldn't activate. then the item is already in the inserter's hand.
That it randomly activates and randomly not, is probably some form of racing condition.
To avoid the problem, I don't use everything but the specific item type, which is a shame since this design would be blueprintable otherwise.