I've been using the new sorter combinator for that job.
My use case is the iron/steel overflow. It goes into a bin of mixed quality plates.
The sorter combimator chooses the largest quantity item.
I then have a red/green lookup table constant+decider that maps plates to bins of the same quality ...
Search found 128 matches
- Thu Jan 02, 2025 10:30 pm
- Forum: Combinator Creations
- Topic: Balanced holmium solution input
- Replies: 5
- Views: 775
- Thu Jan 02, 2025 10:20 pm
- Forum: Combinator Creations
- Topic: 1-Combinator RS-latch
- Replies: 9
- Views: 5227
Re: 1-Combinator RS-latch
Hi,
Thanks for the idea! I've updated the latch for more general usage. Red wire is used as a memory cell.
...
I have not actually tested this thoroughly, please correct me if there's any issues with this setup.
I'm not clear on how that differs significantly from the classic; {S} > {R} ? Output ...
- Sat Dec 14, 2024 8:42 pm
- Forum: Combinator Creations
- Topic: Fuel consumption control for thrusters in Space Age
- Replies: 47
- Views: 77213
Re: Fuel consumption control for thrusters in Space Age
I've just been using an extra tank and pumping when fluid < 180 (adjusted by constant for convenience).
The engines fill while the ship is idle so they get a hearty jump start on any transits, and then quickly ramp back to the natural flow restriction of the 180/25000 fluid level.
The engines fill while the ship is idle so they get a hearty jump start on any transits, and then quickly ramp back to the natural flow restriction of the 180/25000 fluid level.
- Sat Dec 14, 2024 4:28 pm
- Forum: Not a bug
- Topic: [2.0.14] Bug with Ag Tower + Circuit network
- Replies: 10
- Views: 924
Re: [2.0.14] Bug with Ag Tower + Circuit network
Ok, looking at the logic, it is designed that a given tree is only going to be harvested by the tower that planted it. So, as of now - that's how they work. To do otherwise would increase the performance cost of towers growing trees. It also works this way so one tower growing won't pollute ...
- Sat Nov 23, 2024 8:06 pm
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 120
- Views: 166032
Re: Digital Display, Yay!
Well, the minimalist digital display has hit rock bottom.
One math combinator, one lookup table digit-basing constant.
And one input constant.
Now with leading zero removal and parameterized input signal choice.
digital_display_2d.png
0eNrd3Ntv8jYUAPB/BVnankzXhISbNk1AuLRPk/awh65CAdxiLSQsMb2s4n ...
One math combinator, one lookup table digit-basing constant.
And one input constant.
Now with leading zero removal and parameterized input signal choice.
digital_display_2d.png
0eNrd3Ntv8jYUAPB/BVnankzXhISbNk1AuLRPk/awh65CAdxiLSQsMb2s4n ...
- Sun Sep 17, 2023 3:53 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 368
- Views: 92648
Re: Friday Facts #376 - Research and Technology
if you want to build refinery before organizing oil outpost, no, must build outpost first
You just need to touch grass oil. I picture an engineer arriving at unknown world, having no clue what's needed and what's not. Stumbles upon oil — my goodness, time to remember how to build that oil ...
- Fri Sep 08, 2023 8:33 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 226515
Re: Friday Facts #375 - Quality
Gotta agree with the naming scheme issues.
Legendary items are Unique. And that's good for antiques roadshow but terrible for manufacturing.
My two cent suggested list:
T1: Crude (or "Functional" if you are optimistic)
T2: Good
T3: Improved
T4: Excellent
T5: Perfect
Blueprints are definitely ...
Legendary items are Unique. And that's good for antiques roadshow but terrible for manufacturing.
My two cent suggested list:
T1: Crude (or "Functional" if you are optimistic)
T2: Good
T3: Improved
T4: Excellent
T5: Perfect
Blueprints are definitely ...
- Fri Aug 05, 2022 10:54 pm
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 120
- Views: 166032
Re: Digital Display, Yay!
A self-calibrating analog clock!
The module to the left side detects sun-up via the accumulator (first chargeup is ignored so construction order doesn't impact the numbers)
The calibration module then detects the day length and adjusts the start time, and the indicator starts rotating!
Self ...
The module to the left side detects sun-up via the accumulator (first chargeup is ignored so construction order doesn't impact the numbers)
The calibration module then detects the day length and adjusts the start time, and the indicator starts rotating!
Self ...
- Tue Jan 25, 2022 11:29 pm
- Forum: Gameplay Help
- Topic: Train Signal UI Oddity
- Replies: 0
- Views: 805
Train Signal UI Oddity
I was working on a scheme to detect a train stopped at a closed signal in order to trigger logic, by reading a signal just ahead of the closed signal going red... except it never went red...
The right hand signal is permanently closed via logic for this example. The test train is pathing to a temp ...
The right hand signal is permanently closed via logic for this example. The test train is pathing to a temp ...
- Mon Jan 03, 2022 9:47 pm
- Forum: Gameplay Help
- Topic: Why does the train not skip a scheduled stop if it becomes inaccessible?
- Replies: 15
- Views: 4899
Re: Why does the train not skip a scheduled stop if it becomes inaccessible?
If there's an open stop elsewhere, the train would simply path to it and carry on.
So closing the isolated stop should kick the train back to the load stop. Even just blinking it closed for one tick would be sufficient I'd expect.
The real trick will be not closing it if there is a train actually ...
So closing the isolated stop should kick the train back to the load stop. Even just blinking it closed for one tick would be sufficient I'd expect.
The real trick will be not closing it if there is a train actually ...
- Mon Jan 03, 2022 4:51 pm
- Forum: Gameplay Help
- Topic: Why does the train not skip a scheduled stop if it becomes inaccessible?
- Replies: 15
- Views: 4899
Re: Why does the train not skip a scheduled stop if it becomes inaccessible?
Good to know that fiddling with train limits won't help and why.
I may be able to swing a track isolation detection circuit and close the stop to prevent lockups on the main network. Can't do anything if the train has committed to the final offramp, but that is to be expected.
I may be able to swing a track isolation detection circuit and close the stop to prevent lockups on the main network. Can't do anything if the train has committed to the final offramp, but that is to be expected.
- Mon Jan 03, 2022 5:47 am
- Forum: Gameplay Help
- Topic: Why does the train not skip a scheduled stop if it becomes inaccessible?
- Replies: 15
- Views: 4899
Why does the train not skip a scheduled stop if it becomes inaccessible?
The picture should hopefully explain it.
Can anyone shed some light on the train-brain logic of why it is doing what it is doing so I can design a workaround?
Train was on its way, then the station becomes inaccessible (track destroyed).
Note: There are still accessible stops, but they are all ...
Can anyone shed some light on the train-brain logic of why it is doing what it is doing so I can design a workaround?
Train was on its way, then the station becomes inaccessible (track destroyed).
Note: There are still accessible stops, but they are all ...
- Wed Dec 22, 2021 6:36 pm
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 120
- Views: 166032
Re: Digital Display, Yay!
I spent a few days thinking about how you could multiplex multiple digits with fewer than M combinators.
The divide by each, and each modulo 10 part came to me, and I'll use that to save almost 40% on my ETA digit generation :)
But I gave up on the display segment compression bit. Turns out I was ...
The divide by each, and each modulo 10 part came to me, and I'll use that to save almost 40% on my ETA digit generation :)
But I gave up on the display segment compression bit. Turns out I was ...
- Sat Dec 11, 2021 6:38 pm
- Forum: Won't fix.
- Topic: [0.17.11] Cloning combinators doesn't preserve signals "in flight"
- Replies: 2
- Views: 2261
Re: [0.17.11] Cloning combinators doesn't preserve signals "in flight"
This does come up in game for Space Exploration mod.
Whenever a ship is launched and the contents are cloned to the travel surface, all of our combinator computers get rebooted.
Observations:
When power is cut, combinators retain their outputs.
Even when not connected to any network, the powered ...
Whenever a ship is launched and the contents are cloned to the travel surface, all of our combinator computers get rebooted.
Observations:
When power is cut, combinators retain their outputs.
Even when not connected to any network, the powered ...
- Wed Dec 08, 2021 3:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [Boskid] [1.1.48] Train stopped on gate cannot be cloned
- Replies: 1
- Views: 2782
[Boskid] [1.1.48] Train stopped on gate cannot be cloned
(Reproduced unmodded, build 59155, linux64)
1) Lay track
2) Add a gate on the track
3) Move train onto gate
4) Clone region.
5) Train evaporates on paste.
Ideally, the cloning process should copy the current state of the gate (i.e. lowered) so that the train can be placed as well.
This is an issue ...
1) Lay track
2) Add a gate on the track
3) Move train onto gate
4) Clone region.
5) Train evaporates on paste.
Ideally, the cloning process should copy the current state of the gate (i.e. lowered) so that the train can be placed as well.
This is an issue ...
- Sun Oct 03, 2021 1:57 am
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 120
- Views: 166032
Re: Digital Display, Yay!
Inspiration struck and over the last week I made a stock compatible 32 character alphanumeric display with individually addressable colours. (Forget the receiver dish logic and wire your own messages in. Perhaps even make a scrolling marquee since that only requires a simple bit shift with this ...
- Thu Jul 01, 2021 2:33 am
- Forum: Outdated/Not implemented
- Topic: Train Pathing Improvement (Re: chain signals & parked obstructing trains)
- Replies: 9
- Views: 3439
Re: Train Pathing Improvement (Re: chain signals & parked obstructing trains)
for the record, it's not never. run the game sped up and you'll see.
I did check.
Stops do not get treated like signals according to empirical testing, and no other pathing rules on the wiki's list care about ticks.
After 10 minutes of waiting, the train did not repath through (A) + (B) while ...
I did check.
Stops do not get treated like signals according to empirical testing, and no other pathing rules on the wiki's list care about ticks.
After 10 minutes of waiting, the train did not repath through (A) + (B) while ...
- Mon Jun 28, 2021 9:19 pm
- Forum: Outdated/Not implemented
- Topic: Train Pathing Improvement (Re: chain signals & parked obstructing trains)
- Replies: 9
- Views: 3439
Re: Train Pathing Improvement (Re: chain signals & parked obstructing trains)
I'm certainly not expecting suggestions from random people such as myself to be implemented without consideration.
There are already existing rules of very similar nature in existence, as I quoted, so the devs clearly believe this sort of thing is appropriate in general, and it is not impossible ...
There are already existing rules of very similar nature in existence, as I quoted, so the devs clearly believe this sort of thing is appropriate in general, and it is not impossible ...
- Mon Jun 28, 2021 1:56 pm
- Forum: Outdated/Not implemented
- Topic: Train Pathing Improvement (Re: chain signals & parked obstructing trains)
- Replies: 9
- Views: 3439
Re: Train Pathing Improvement (Re: chain signals & parked obstructing trains)
What to keep here in mind is that Factorio doesn’t take the train length into account. It could lead to stupid situations, when the train is longer and tries to go through the circle and back, but now blocking the whole circle and itself.
Adjusted formatting.
Going into the roundabout cannot ...
Adjusted formatting.
Going into the roundabout cannot ...
- Sat Jun 26, 2021 9:26 pm
- Forum: Outdated/Not implemented
- Topic: Train Pathing Improvement (Re: chain signals & parked obstructing trains)
- Replies: 9
- Views: 3439
Train Pathing Improvement (Re: chain signals & parked obstructing trains)
TL;DR
Trains can get into a permanently waiting situation which is fairly easy to path out of with existing rules tweaked.
What ? #1
1) When pathfinding inside a chain signal sequence, the train's currently occupied block should not be discounted from consideration due to being reserved.
0 ...
Trains can get into a permanently waiting situation which is fairly easy to path out of with existing rules tweaked.
What ? #1
1) When pathfinding inside a chain signal sequence, the train's currently occupied block should not be discounted from consideration due to being reserved.
0 ...