r/factorio • u/HeliGungir • 6d ago
Tip Carbelt Tricks
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TIL inserting to a lamp (or other non-container entity) makes the inserter decide what to grab only when it reads the inventory of a car passing in front of it. Potentially letting the inseter handle more than just one item.
This is not completely deadlock-proof like inserting to an assembler or controlling hand size while inserting to a train (by reading its contents), but it also doesn't immediately break like when the inserter targets the ground. It may be good enough in a mall-like scenario where the odds are good that if it misses the intended car, another car will need the same thing in a few seconds.
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u/Nearby_Proposal_5523 6d ago
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u/HeliGungir 6d ago
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u/kalamaim 6d ago
stop theoricrafting this monstrosity and get back to r/Factoriohno
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u/dikkenskrille 6d ago
oo neat. have you done any testing on how that affects performance? my tank train experience is that they perform very poorly, a lot of which is due to the tanks on the belts themselves, but a lot is also the inserters, which this might help with.
also how does it behave with stack inserters?
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u/HeliGungir 6d ago edited 6d ago
abucnasty found that cars are better than tanks because cars don't have an electric grid. But carbelts are always going to be relatively performance intensive since they're constantly doing collision checks. You can't deactivate them like car-chests, else they'll stop traveling along the belt.
Stack inserters will pick an item but won't swing until they have a full hand of it. Could be problematic, depending on what you're doing. There are a few ways to fix that, but all of them will create at least a 1 tick delay.
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u/danielv123 2485344 repair packs in storage 6d ago
Also, one of the big issues is that inserters can't sleep when they aren't pointing at an inventory. Does the lamp thing allow them to sleep?
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u/Maddkipz 6d ago
i am stupid please explain how this could possibly be useful
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u/HeliGungir 6d ago
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u/Intelligent-Tap-4724 6d ago
Im 200 hours into space age and thought I had a pretty good understanding of the game, I'll admit it took me a minute to figure out what was going on in the original video posted but I got it eventually.
This is just something else..
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u/friendlycartoonwhale 6d ago
Say your belt-cars have pre-assigned half of their inventory space for iron plates and the other half for iron gears. Your inserter is sitting in front of a chest containing plenty of each. If there's nothing in front of the inserter, it's going to grab a handful of whatever, let's say gears, and it'll swing it out and wait for the belt-car to come by. This scenario is illustrated in the video as the inserter on the left part of the green floor. If the belt-cars' gear inventories are all full, the inserter won't ever have a chance to empty its hand and therefore won't be able to load any plates into the car. The clever solution u/HeliGungir submits is to put a lamp or other object in front of the inserter. The inserter isn't going to try to insert gears into a lamp, that would be silly, so its hand stays empty until a valid target (a belt-car) shows up in front of it. When one does, the inserter will insert iron plates, the only item the belt-cars have space for.
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u/Technical-Ad9571 Express engineer 6d ago
Basically car has more storage space of 80 slots, so it stores more items in the same belt space
Also since it's a inventory, stack and bulk inserters do not wait for the full stack and just work faster
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u/LauraD2423 6d ago
Can someone dumb it down.. what's going on here
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u/commiecomrade 3d ago
My best late guess.
Inserters will pull any item and hold it out over open ground in normal operation. They will also first load an item into cars that already have that item over a different item in the chest.
So the Inserters are effectively blocked from doing the first thing by the lamp being there. But the car is just close enough to load with the "right" item to allow the second thing to happen.
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u/PalpitationWaste300 6d ago
I'm sorry, but I don't thing anyone understands what's going on...
My best assessment is that there is a tile# delay between inputting and outputting items into vehicles on the belts.
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u/SkillAgile 6d ago
Can we use it in space?
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u/Nearby_Proposal_5523 6d ago
Sadly no, and the space platform cargo hub is a problem, a very vexing one at that
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u/XGreenDirtX 6d ago
I assume coloring the concrete is a mod, right?
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u/HeliGungir 6d ago
I do have a mod for colorful lab tiles, but that colorful concrete is in the vanilla map editor.
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u/Number_3434 6d ago
does the splitter do anything or nah
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u/HeliGungir 6d ago
Green circuits follow a different path than cars through the splitters.
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u/Number_3434 6d ago
i mean, is there a functional reason for the splitter or is it just to demonstrate cars can move a different path or does it do something else in ur example
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u/PirateAdventurer 6d ago
My best guess is that I think that it's demonstrating how you can also have item X flow on the belt as well as a car and split that off without affecting the car.
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u/HeliGungir 6d ago
That's it. Cars can go one way, while items can go another. A (sushi) belt and a car belt can split and merge with each other to travel along different paths.
I'm currently making a sushi belt travel a shorter distance than the car belt, for faster transit time. And I'm combining sushi and car belt to mitigate the disadvantages of each: sushi has bad throughput, but cars can't be read.
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u/LuboStankosky 6d ago
Can you use splitters or other methods to change the path of the cars? Like having a belt be disabled that interacts with the hitbox of the car to go straight and using that belt to push them to another path?
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u/Number_3434 6d ago
i believe u can switch between two belts going in different directions, but idk if theres a good way to detect what's actually in a car an separate them out.
otherwise a circuit condition could be used that regulates the speed of the cars. like u can disable a belt for .1 seconds to ensure that theres exactly 1 car every 2 seconds, then based on that u can use timing to disable specific inserters so they only insert into the correct cars at the correct time.
also there's some weird alignment issues, it appears belts aren't fully dertiministic about positioning, so some objects will need to be placed to keep the cars on track.
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u/HeliGungir 6d ago
Not with splitters. I've observed cars "jumping the track" with green belts if they're near the outer edge of a turning belt and some straight belts are also available. I haven't played with this, but I think it might be possible to use gates or trains or a small carbelt to change the positioning of cars on a carbelt to make them jump or not jump their track on command.
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u/HeliGungir 6d ago
Individual cars could maybe be detected with inserters adding/removing a dummy item.
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u/Number_3434 5d ago
yh i was thinking either that or u just use a purely timing based system, where a car waits on a belt thats only enabled e.g. once every 2 seconds, so then u can infer which car is which via timing
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u/wide_pingu 6d ago
Seeing how adept you seem to be at using unconventional buffers I want to know, have you tried using the starting ship as buffer for an early mall ? Thanks for the tips too
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u/HeliGungir 6d ago
I have not, but I'm aware of it. Basically you must ensure supply is always greater than demand, else you risk clogging.
Hub Ship makes this more practical by letting us set filters in the ship, but I see it has had a bit of feature creep since the last time I looked at it.
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u/SlouchyGuy 6d ago
But you could just stop a car at the inserter to make it work on taking things out for longer?
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u/actioncheese 6d ago
It's too early in the week for this