activate/deactivate inserter by how many items is on a belt?

Don't know how to use a machine? Looking for efficient setups? Stuck in a mission?
lollipops
Manual Inserter
Manual Inserter
Posts: 3
Joined: Thu Dec 15, 2022 11:17 pm
Contact:

activate/deactivate inserter by how many items is on a belt?

Post by lollipops »

One belt is moving items from left to right, i want to move items of this belt to a loop with an inserter.
I want the inserter to activate when there is less then 200 items on the loop and deactivate when there is more then 200 items on the loop.
There is no need to account for a variety of items, only the total amount on the belts matters in this design

I hate programming to a level you can not fathom since i was told to learn C 30 years ago so im looking for something stupid simple especially since it will never be expanded in functionality, i have googled but not found any working solution and i have messed around on my own by connecting the inserter to the belt but it works in odd ways, sometimes it works for hours sometimes it keeps failing.

Can anyone help me out here?
Regards
Loewchen
Global Moderator
Global Moderator
Posts: 10146
Joined: Wed Jan 07, 2015 5:53 pm
Contact:

Re: activate/deactivate inserter by how many items is on a belt?

Post by Loewchen »

Connect the loop with "hold all belts" to a decider input, condition: Each > 0, output: "Check signal" Input count.
Connect the decider output to the inserter with condition: Enable/disable "Check signal" < 200

The amount on the belt can exceed the target value by the inserters hand size, if you need it more precise you need to set the size to 1 and add its value to the loop values.
Post Reply

Return to “Gameplay Help”