#Modded Exact Belt Sideloader
1 messages · Page 1 of 1 (latest)
Happy to try and work out a solution.
Can you try doing two things first?
-
Assuming you have an "ideal solution" that works perfectly, boil down a short description of what it practically achieves?
-# Like, I know you want an exact amount of specific resources output onto belts, but describe what this is useful for/being used for. -
Using the answer to 1), condense and rewrite your original question by working backwards from the outcome that said "ideal solution" enables.
-# Break up the problem so it fits into max 1-2 small paragraphs
Your question is a bit wordy, and looks like an XY-Problem, ie. you want X, but are asking Y.
looks like a decider
(belt)specific item < belt length math
AND
(chest)specific item <= 0
-> turn on inserter
?
if using one decider across multiple inserters, can use each
I think I actually figured it out
I try to descibe for each pic
here I do the belt count and multiply it by 8 and put that into the next AC on the green wire
Here I divide the belt count by item types and put it into the DC on the red wire
originally you said 1 of each item per belt tile, but i guess you actually wanted 2 of each item per belt tile?
here I read the content of the chest and belts on a separate wire color and out put it an inserter which has the item count less then belt count so it should only activate if the chest content is zero and the item quantity on the belt is less then belt count
might want to check your conditions
I think you might have misunderstood me in that case because I always wanted it to be if item is less then belt count after divided by the num,ber of item types (iron,copper,coal, stone and so on)
ah, i just read what you wrote
from my testing now it seam to be working as well, before to day I had a hell of a headache and probaly overcomplicated things on how to combine the two
some issues you might run into
chest count == 0
belt count == 0
no signal is output
chest count == 0
belt count > B
signal is output
chest count != 0
belt count < B
signal is output
those three deviate from your stated goals
the latter two are fairly easy to fix
the first one is a bit trickier - requires a constant combinator, or for you to flip perspective
instead of when to enable - when to disable
the belt count signal is fixed apart from when you expanding your belt or change the division number
so from what I understand in it seam to be working maybe not perfectly and might activate/deactivate when it shouldn't but it should prevent the inserters to overfill the belt with one item type
check the cases i posted
testing it as we speak and I see the issue there now, yeah
I could do it without the chests and avoid that completely so there wouldn't be a conflict. I have no clue how I would go about fixing those issues there.
The chests are fine to have
The easiest solution is to flip perspective and output when to turn off the inserter
do you want details on how to make it work, or still puzzling it?
Yes please
i will list both options - pick one and don't mix them 🦆
current perspective - enable the inserters
(G)each <= 1 //chest is empty
AND //you had OR
(R)each < (R)B //belt below threshold
-> each(1)
wire a constant combinator with each chest signal to green
ie stone(1),copper ore(1),...
inserters enabled when stone > 0, for their specific item type
flipped perspective - disable the inserters
(G)each > 0 //chest has items
OR
(R)each >= (R)B //belt has enough items
-> each(1)
inserters enabled when stone == 0, for their specific item type
remember, do not mix the two
for whatever reason people always do