[0.10.12] last inserter of single train wagon not working

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Boogieman14
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[0.10.12] last inserter of single train wagon not working

Post by Boogieman14 »

On a train with a single wagon, the 7th inserter refuses to pick stuff out of the train:
Image

Add a second wagon and the 7th inserter suddenly becomes active:
Image
I don't have OCD, I have CDO. It's the same, but with the letters in the correct order.
kovarex
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Re: [0.10.12] last inserter of single train wagon not workin

Post by kovarex »

Well, this is side effect of solution to a problem.

The bounding box of the wagon just isn't as big, but when the train is connected, there is special logic to avoid the inbetween inserters to not be used.
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Re: [0.10.12] last inserter of single train wagon not workin

Post by ssilk »

No bug, ok, but will this eventually "equalized"?

The problem is: How to explain it?
https://forums.factorio.com/wiki/inde ... le_lengths
Remove the last inserter? But not always. Sometimes! For the 5th wagon. But not in the night. And on Fridays. :)

I think your target is to have that somehow like a automated blueprint (place inserters on all possible positions for that train)?
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sillyfly
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Re: [0.10.12] last inserter of single train wagon not workin

Post by sillyfly »

ssilk wrote:No bug, ok, but will this eventually "equalized"?
By "equalized" do you mean one day the length of wagon+space between wagons will be an integral number of tiles?
Because this will be awesome, and make it so we can have consistent loading/unloading, regardless of the number of the wagon in the whole train.
I would hope to one day see the boxes be the same regardless of orientation (so what if it will look funny? Just use the smaller one), but i guess we'll have to live with it :)
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Re: [0.10.12] last inserter of single train wagon not workin

Post by ssilk »

No, by equalizing I mean, that the positions should be always equal; and that they behave in the same way, not depeniding on input/output into/from wagon.

But meanwhile also, that a train stop should provide me with blueprints, because this job is boring on the long run.

This is how I think about that:
Some in-game gui, which can be opened by clicking on a train stop. Just simple black screen, white icons.

Step 1: I see the train station and rails in some simple schematics. I can then add locos and wagons to this train stop.
I can see now, how many tiles they take (Gui shows the number of inserters). No switches or curved train stations are supported, cause the are too special.
That would be just a quite simple GUI.

Step 2: I can add to every wagon/loco-position and per side
- inserters (nearly all types), filters
- chests (all types), with limits
- power poles
- lights
- etc.

Step 2.5: If I click the mouse on the gui, the entity is placed. I see the real position in the world. I can place also other stuff.

Step 3: This is then "projected as plan" or it can be used to create a blueprint (directly or as as real blueprint).
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