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I have often noticed that if the output slot is backed-up, then no further input resources will be added even if the assembler is (almost) empty of those input materials. Once the blocked output slot is cleared, the input inserter(s) then activate to restock the machine as normal.
If you notice it happening again: make a new save file immediately, then try loading that save to see if the issue persists. If so, you can upload it somewhere (dropbox, google drive, etc) & put a link to it here, so others can verify / check it out.
This has happened to me several times over my game. Different assembler inputs/outputs, I believe. As I said, it is possible they always involve a long hand inserter.
I will save next time if it happens, and follow your advice.
Why would the LHI pick up a plate --- or indeed anything --- if I placed it before the Assembler? Is it just bored and it picks up something/anything randomly before I have put the Assembler down?
And for the record, if it does pick up something wrong is the correct/only way to "clear" it to remove it and rebuild it?
Pretty much. Sometimes you can rotate it 90deg (if there is an empty tile nearby), then rotate it back instead. Or if it has already completed the swing & is hovering over the destination tile, building something on that tile (eg; assembler) will clean both the tile & inserter hand of any loose items.
Despite my originally claiming this was a deffo bug, the above sounds so plausible that I fear it may be the case. (Presumably it might have grabbed either thing from the top-belt, so plate vs cog was just random.)
In this sense, it would be better to put down the Assembler before the inserters when building.
More to the point, presumably the following too: I have an Assembler building something presently. I go in and change over to a different output. It so happens that when I changed an input inserter was already in mid-fetch, so its hand is holding something. If that thing is no longer wanted by the new recipe, it won't drop what it's holding and so it blocks? I would have thought that might happen by accident all the time.
Yes, but as inserters no longer try to place items into ghost structures, a ghost assembler would work just as well (devs fixed this recently, yay!).
You are correct: I have seen this happen before, exactly as you have just described.
A good habit to get into is to take a moment to double-check the in & out inserters if you change a recipe in an existing machine.
Though, other than during early game or when doing a Lazy Ba---rd cheevie run, there is little reason to change recipes outside of the player shoppe area.
I thought about it too: You professionals will rarely change what an Assembler is manufacturing once you've placed it 'coz your factories are all layed out logically with separate areas. Bumbling noob like me is playing with changing what certain assemblers are producing in random places, trying to test out a new balance or squeeze an extra producer in. That's probably why I'm more likely to see this problem than you guys :)