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[0.18.21] Conveyor belt recieving items from the side sometimes fail to generate pulse signal when output is blocked

Posted: Thu Apr 30, 2020 8:38 am
by TestSubject_173

Re: [0.18.21] Conveyor belt recieving items from the side sometimes fail to generate pulse signal when output is blocked

Posted: Thu Apr 30, 2020 10:55 am
by TestSubject_173
This also applies to inserters.


Re: [0.18.21] Conveyor belt recieving items from the side sometimes fail to generate pulse signal when output is blocked

Posted: Thu Apr 30, 2020 6:19 pm
by Rseding91
Thanks for the report however that's just how that works. It even says it in the tooltip.
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Re: [0.18.21] Conveyor belt recieving items from the side sometimes fail to generate pulse signal when output is blocked

Posted: Fri May 01, 2020 2:16 am
by TestSubject_173
Rseding91 wrote: Thu Apr 30, 2020 6:19 pm Thanks for the report however that's just how that works. It even says it in the tooltip.

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Uh, why is that supposed to be how that works? Isn't a feature that provides no benefit but only trouble supposed to be considered as a bug?

Re: [0.18.21] Conveyor belt recieving items from the side sometimes fail to generate pulse signal when output is blocked

Posted: Fri May 01, 2020 2:31 am
by Rseding91
TestSubject_173 wrote: Fri May 01, 2020 2:16 am
Rseding91 wrote: Thu Apr 30, 2020 6:19 pm Thanks for the report however that's just how that works. It even says it in the tooltip.

Capture.PNG
Uh, why is that supposed to be how that works? Isn't a feature that provides no benefit but only trouble supposed to be considered as a bug?
That's the only way it could be reasonably implemented. We could delete the feature completely if that sounded better. To me, it doesn't.

Re: [0.18.21] Conveyor belt recieving items from the side sometimes fail to generate pulse signal when output is blocked

Posted: Fri May 01, 2020 3:42 am
by 5thHorseman
TestSubject_173 wrote: Fri May 01, 2020 2:16 am Uh, why is that supposed to be how that works? Isn't a feature that provides no benefit but only trouble supposed to be considered as a bug?
Burner miners that run out of coal stop working. That is a feature that provides no benefit but only trouble, yet it's not a bug.

If you need an in-universe reason, how about the sensors that reads items are only at the entrance and exit to the belts and not at the side. Therefore this phenomenon is an aspect of the belts, not a bug in the game.

Re: [0.18.21] Conveyor belt recieving items from the side sometimes fail to generate pulse signal when output is blocked

Posted: Fri May 01, 2020 4:35 am
by TestSubject_173
5thHorseman wrote: Fri May 01, 2020 3:42 am
TestSubject_173 wrote: Fri May 01, 2020 2:16 am Uh, why is that supposed to be how that works? Isn't a feature that provides no benefit but only trouble supposed to be considered as a bug?
Burner miners that run out of coal stop working. That is a feature that provides no benefit but only trouble, yet it's not a bug.

If you need an in-universe reason, how about the sensors that reads items are only at the entrance and exit to the belts and not at the side. Therefore this phenomenon is an aspect of the belts, not a bug in the game.
The benefit of that is to create a meaningful problem which also makes perfectly sense for player to solve.

You can invent an in-universe reason for every "feature" of the game.

Re: [0.18.21] Conveyor belt recieving items from the side sometimes fail to generate pulse signal when output is blocked

Posted: Fri May 01, 2020 6:35 am
by 5thHorseman
TestSubject_173 wrote: Fri May 01, 2020 4:35 am
5thHorseman wrote: Fri May 01, 2020 3:42 am
TestSubject_173 wrote: Fri May 01, 2020 2:16 am Uh, why is that supposed to be how that works? Isn't a feature that provides no benefit but only trouble supposed to be considered as a bug?
Burner miners that run out of coal stop working. That is a feature that provides no benefit but only trouble, yet it's not a bug.

If you need an in-universe reason, how about the sensors that reads items are only at the entrance and exit to the belts and not at the side. Therefore this phenomenon is an aspect of the belts, not a bug in the game.
The benefit of that is to create a meaningful problem which also makes perfectly sense for player to solve.
Correct, and now that you can't side-load your counter you have a new problem to solve.
You can invent an in-universe reason for every "feature" of the game.
And when the developers tell you that's the way it is, you can either continue to argue at air or come up with one. I personally thought mine was quite reasonable but if you need, come up with your own.