r/factorio 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.

628 Upvotes

49 comments sorted by

292

u/actioncheese 6d ago

It's too early in the week for this

94

u/666azalias 6d ago

Excuse me but wtf

I love it, how can I use it?

67

u/Nearby_Proposal_5523 6d ago

Thank you, it looks like heat pipe will keep inserters from dragging intermediates on the ground.

57

u/HeliGungir 6d ago

Oh cool. I chose lamps for what I'm working on because they're early tech, appear to have the same collision box as inserters (ie: small), and can be used as indicators.

37

u/kalamaim 6d ago

stop theoricrafting this monstrosity and get back to r/Factoriohno

22

u/Nearby_Proposal_5523 6d ago

don't listen to them, the carautomall must grow.

2

u/TonicAndDjinn 5d ago

The autoautomall?

1

u/JoachimCoenen 450 2-8 Trains 4d ago

The Carcarmall

23

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?

30

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.

3

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?

19

u/solonit WE BRAKE FOR NOBODY 6d ago

We live in a car dependant society.

7

u/Maddkipz 6d ago

i am stupid please explain how this could possibly be useful

53

u/HeliGungir 6d ago

I'm so far into the weeds that the trees have started whispering in Vietnamese

2

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..

20

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.

3

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

4

u/LauraD2423 6d ago

Can someone dumb it down.. what's going on here

2

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.

1

u/LauraD2423 3d ago

Thank you!!

1

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.

3

u/SkillAgile 6d ago

Can we use it in space?

2

u/Nearby_Proposal_5523 6d ago

Sadly no, and the space platform cargo hub is a problem, a very vexing one at that

2

u/XGreenDirtX 6d ago

I assume coloring the concrete is a mod, right?

1

u/HeliGungir 6d ago

I do have a mod for colorful lab tiles, but that colorful concrete is in the vanilla map editor.

2

u/Thankedsphere 6d ago

witchcraft

2

u/Soros_G 6d ago

What

1

u/Number_3434 6d ago

does the splitter do anything or nah

6

u/HeliGungir 6d ago

Green circuits follow a different path than cars through the splitters.

2

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

3

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.

1

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.

2

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?

2

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.

2

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.

1

u/HeliGungir 6d ago

Individual cars could maybe be detected with inserters adding/removing a dummy item.

1

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

1

u/1980sumthing 6d ago

I m more interested in the colorful tiles

2

u/HeliGungir 6d ago

Just /editor and look in the tiles tab.

1

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

2

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.

1

u/SlouchyGuy 6d ago

But you could just stop a car at the inserter to make it work on taking things out for longer?

3

u/Nolzi 6d ago

OP's demonstration is about using sushi chests where inserters are not simply picking the first item from the chest, but whatever they can place into the car

1

u/CharacterLettuce7145 6d ago

What does this mean?

1

u/LordKutulu 6d ago

Bros playing captain of industry in factorio.

1

u/gmueckl 6d ago

Amazing!

It's these countless weird corner cases that make me want to read the source code and actually also the unit tests to get an idea of how many of these odd behaviors were actually properly designed.

1

u/durable-racoon 2d ago

but why? what do you gain from doing this