#Modded Exact Belt Sideloader

1 messages · Page 1 of 1 (latest)

autumn storm
#

Happy to try and work out a solution.
Can you try doing two things first?

  1. 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.

  2. 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.

next minnow
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looks like a decider

  (belt)specific item < belt length math
 AND
  (chest)specific item <= 0

-> turn on inserter
?

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if using one decider across multiple inserters, can use each

wispy moss
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I think I actually figured it out

I try to descibe for each pic

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here I do the belt count and multiply it by 8 and put that into the next AC on the green wire

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Here I divide the belt count by item types and put it into the DC on the red wire

next minnow
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originally you said 1 of each item per belt tile, but i guess you actually wanted 2 of each item per belt tile?

wispy moss
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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

next minnow
#

might want to check your conditions

wispy moss
next minnow
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ah, i just read what you wrote

wispy moss
#

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

next minnow
#

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

wispy moss
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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

wispy moss
wispy moss
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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.

next minnow
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The chests are fine to have

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The easiest solution is to flip perspective and output when to turn off the inserter

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do you want details on how to make it work, or still puzzling it?

wispy moss
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Yes please

next minnow
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i will list both options - pick one and don't mix them 🦆

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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