Asteroid grabber's extra (invisible) inventory slot

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lane_ftw
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Asteroid grabber's extra (invisible) inventory slot

Post by lane_ftw »

I have this setup
11-10-2024, 22-03-20.png
11-10-2024, 22-03-20.png (332.56 KiB) Viewed 342 times
An asteroid grabber wired to an inserter which is then wired to a crusher. The asteroid grabber is set to read contents, the inserter is set to read hand contents (hold), and the crusher is set to set recipe. This is (probably a bad way) to set the crusher to dynamically change it's recipe based on what the grabber/inserter has.
A problem arises when the asteroid grabber's inventory is full. In this case, the asteroid grabber's inventory will be full of carbonic/oxide asteroid chunks, but will have grabbed a metallic asteroid after it's inventory is full. This leads to the recipe on the crusher being set to metallic because the circuit network can still see that the grabber has a metallic chunk, but the inserter being unable to grab the metallic chunk out of the grabber as the grabber's inventory is full, leading to a deadlock.
Is this "extra inventory slot" intended to be able to be read by the circuit network? This doesn't exactly feel like a bug, but having items in an inventory you can neither see nor interact with feels weird.
11-10-2024, 22-18-46.png
11-10-2024, 22-18-46.png (406.34 KiB) Viewed 342 times
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Stargateur
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Re: Asteroid grabber's extra (invisible) inventory slot

Post by Stargateur »

that indeed annoying, you could put a intermediary belt and read belt content instead.
berggen
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Re: Asteroid grabber's extra (invisible) inventory slot

Post by berggen »

A selector combinator will fix this, but also agreed that that doesn't feel like it should be required.
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