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I already did that. Inserter just puts the item multiple times instead of putting it and waiting for the prduction procces to be done
Nuclear reactor can hold 5 uranium fuel cells. The thing is reactor still uses the cells even if energy is not needed. Now i solved this by storing the hot steam that is produced by using the fuel cells. But i would want the reactor to take only one cell at a time
Once you've got a setup that keeps plenty of Fuel Cells made and reclaimated, it becomes a non-issue IMO. I got Uranium ore just sitting on trains waiting to unload to process, due to having more than enough Fuel Cells and U-235 stockpiled. Not to mention, the untapped Uranium patches currently inside the base walls. I don't even have all the reactors I could in my current setup, it could still potentially have another 22 reactors in it to go with the 28 that are currently running. LOL
Set Output inserter to "read hand contents, hold".
Set Input inserter to "activate when [empty fuel cell] > 0". Limit stack size to 1.
You will have to manually load the very first fuel cell into each new core, but afterwards it will automatically add a single cell as an empty one is spat out, never holding more than 1.
Easy peasy. :)
Edit: If you want to throttle the reactors based on stored steam levels:
Add a *differently coloured* wire to each Output inserter [not inputs], keep the "read hand contents" as above, but add "activate when signal [A] > 0" condition.
Connect that wire to the output of a decider combi, & connect its input side to the steam storage tanks.
Set it to "if [steam] < [min stock level, eg; 5000], output: 1x [A] signal".
This will result in the reactors only eating 1 fuel cell at a time, only turning on when steam storage gets low, and not wasting fuel cells if steam storage is full.
Adjust the min stock level trigger threshold in the combinator as needed, to suit the scale of your design.
Nukes and ammo, duh. :p
As to the OP. This is more a power management issue than an inserter issue though and can be solved with logistics as mentioned. There are ways to monitor your power levels and activate it when needed too. We've always just kept ours running in tiers so if we ran low on fuel the lower ones would shut down.
THis works great, thanks.
Game does not allow connecting wires to reactor
No need anymore with Artillery strategically placed around the base walls to destroy any new nests that appear within range. LOL
As I mentioned earlier, I don't worry about controlling the Fuel Cells, so hadn't played with circuits in this area. Let alone with in most areas in general. My base runs or it doesn't, there is not moderation, yet.