One-tick circuit signal will trigger an inserter if it takes from a chest but not if it takes from a belt [0.18.32]

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GOKOP
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One-tick circuit signal will trigger an inserter if it takes from a chest but not if it takes from a belt [0.18.32]

Post by GOKOP »

When you set an inserter to work when a signal is present and the inserter takes stuff from a belt, it will work when the signal is long but won't when it's just a pulse. It will however work in both cases if it takes stuff from a chest.

I expected it to work the same way regardless of what's on the input (or output) side of it.

What to do to reproduce:
1. Create any mechanism that generates a one-tick pulse
2. Set an inserter (tested with the yellow one) to work when that pulse is present
3. Put a belt with items on it as the inserter input and something on the output side so that the inserter will work at all

Example save is in the attachment. This is the log file from creating that save:
http://sprunge.us/IDPYX8
I forgot to untick hi-res terrain for alien biomes in the mods menu so it's in the log but it doesn't seem to affect the save in any way and inserters behave exactly the same way with it disabled
Attachments
inserter bug showcase.zip
(1.65 MiB) Downloaded 72 times


quyxkh
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Re: One-tick circuit signal will trigger an inserter if it takes from a chest but not if it takes from a belt [0.18.32]

Post by quyxkh »

If you disable the inserter before it actually picks something up, it doesn't pick anything up. From belts, it has to chase a moving item, that takes some time. This is a pretty brute force 7-tick pulse generator, toggle the constant combinator, sometimes the inserter manages to chase its target down before getting disabled. Switch to faster inserters, longer pulses or faster belts and that happens more often.


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