Circuits networks and flashy lights

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DoubleG
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Circuits networks and flashy lights

Post by DoubleG »

Hey all,

I'm just beginning to try and handle circuit networks and I want to set up a bunch of coloured lights on my boiler setup to show what the boilers are running off, Nuclear, rocket, solid or coal. I also would like it to display red when it starts to run out.

I'm not sure exactly how to get it to compare four signals (plus the lower signal level) and output colour in a way that doesn't override what colour should be displayed. I've got a bunch of belts linked up and outputting the value of what's on them, but I can't work out how to get it to decide which signal ios the strongest and output that colour. I feel sure there should be a easy, simple way...

Any help or similar blueprints I can deconstruct would be appreciated.

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MEOWMI
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Re: Circuits networks and flashy lights

Post by MEOWMI »

Colors are kind of hard to do compactly, but you could just naively have 4 deciders, each checking if the signal from the belt is that type of fuel and output 1 on your color of choice then lead that to the lamps. If you don't have a mixed belt, then that would produce the right color.

If you do have a mixed belt, then it'd be much messier. A single lamp wouldn't even work and you'd have to use like lamps for all boilers, in which case you'd instead use circuits connected to inserters and read their content to a memory cell and use that... which in turn would be massive and ugly because of the need of having multiple deciders for every boiler.

Anyway, further adding low value comparison does make it trickier. A naive, simple solution would be to just have an extra lamp that shows red if it's low, but let's explore the idea of keeping it all on one lamp. Probably one of the easiest ways is to first lead the belt signal through a pair of deciders in parallel, one outputting the red signal if necessary. The other decider is doing the opposite, checking if the signal is above the warning threshold, letting the signal through if it's above the that, and only its output should then be connected to the deciders handling fuel type. This is because you have to avoid producing multiple color signals (they have an internal priority which can't be easily overridden). By doing the red color check first and only doing the rest of the comparisons if that check fails, you can guarantee that only a red signal will be produced. If the check fails, you compare fuel types, which again, if you don't have a mixed belt, is also guaranteed to produce only one color signal.

So to recap, the circuit would be something like:
  1. Read signal off belts, or an input line chest or something.
  2. Compare signal for low value (2 deciders in parallel, 2 isolated outputs, to lamp and to the deciders in the next step)
  3. Compare signal for item type (4 deciders, all outputs to lamp)
I wouldn't necessarily call that "easy" for a first dive into circuits, but I suppose it could be a lot worse.

Normally this is something I would want to try to do with just a few combinators, but because it involves both ranges of values, different signal types and not least of all, colors, it ends up being pretty complicated and needs a lot of combinators (I once tried to make a pixel grid display with contrasting colors and making it compact was or seemed pretty much impossible).

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Re: Circuits networks and flashy lights

Post by mmmPI »

Here is my attempt :
flashy lamp.png
flashy lamp.png (862.99 KiB) Viewed 2102 times


The different decider combinator output 1 on (your/my) color choice only if the fuel they checked is the highest, [( Everything < wood output 1 yellow ) so if wood is the highest then everything else is < and only the combinator checking wood will output color"].

Similar to what MEOWMI advised, but hopefully also working for mixed belt although not precisely in case of 2 fuel being the same quantity, 2 colors and outputed, and the game chooses only 1 based on internal list of colors. It's not very smart and only tell you which kind of fuel is the main one, so if you have 80 wood and 79 nuclear fuel, it will say it is burning wood.

There are different lamps but they are identical, so you could use only 1 or just a big row of them. They just need to be connected together with atleast 1 having connexion to the output of the different decider combinators.

The low value comparaison added is not perfect. What it does is that it checks if EVERYTHING < 20. So if you have 18 nuclear fuel 18 solid fuel and 18 coal, it will falsely report as low fuel, since everything is < 20. In this case the additionnal decided combinator that is not dedicated to a specific fuel will let all the value in the nearby constant combinator go to the lamps. The value being -1 for all color , and 1 for RED, any lamp color received from 1 of the other decider combinator will be canceled and instead replaced by RED. ( the value 20 is hardcoded in the bottom decider, can be adjusted there)/

The blueprint is a book which contain the full test setup in case you want to deconstruct :) and another blueprint just for the logic part.

I tried to make it as simple as i could but that comes with little imperfections that would require extra complexity to be solved.

When a lamp receive 1 green and 1 red, the game will consistently choose 1 color over another, based on internal ID of the color, this is a tricky/Advanced mechanism that can be abused to make builds more compact but i haven't attempted any of that because that's too complicated to my taste :)

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Re: Circuits networks and flashy lights

Post by DoubleG »

Thanks for the replies!! I will be takinbg apart that blueprint mmmPI, thanks. Do people usually add wood to their boler setup? I have almost never done it. There was that one time when i ranout of power and had to manually feed wood in til the coal get there, but never belting it. Do you think I should add another belt?
I continued working on my boiler, and this is what I came up with.
ImageImage

The 3 deciders on the left are for an SR latch to turn it on when my accumulators run out. The stuff on the right is for the display.

I have 20 detection points on the belt, these feed into the constant combinators at the top (to ensure there is always a number to multiply). Then all the other fuels are added together and then if the chosen fuel is more than that then the light is displayed.

The feeder belts are all set up to prioritise the best fuel for the boilers, and the lights display what the majority fuel is on the belt. I think this works perfectly. LEt me know what you think. (cant work out how to add image but heres the blueprint)

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

mmmPI
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Re: Circuits networks and flashy lights

Post by mmmPI »

DoubleG wrote:
Mon Dec 13, 2021 10:56 am
Do people usually add wood to their boler setup? I have almost never done it. There was that one time when i ranout of power and had to manually feed wood in til the coal get there, but never belting it. Do you think I should add another belt?
I think it depends on playstyle, with many robotports and if you blueprint things on top of forest, you end up with too much wood which you need to burn in priority or extend storage over and over. I wasn't thinking that far though i just picked the different fuel available :)
DoubleG wrote:
Mon Dec 13, 2021 10:56 am
The 3 deciders on the left are for an SR latch to turn it on when my accumulators run out. The stuff on the right is for the display.

I have 20 detection points on the belt, these feed into the constant combinators at the top (to ensure there is always a number to multiply). Then all the other fuels are added together and then if the chosen fuel is more than that then the light is displayed.

The feeder belts are all set up to prioritise the best fuel for the boilers, and the lights display what the majority fuel is on the belt. I think this works perfectly. LEt me know what you think. (cant work out how to add image but heres the blueprint)
I'm having a look at it and there are many combinators :D i'm not sure i'm getting everything just yet but it made me curious, in comparaison what i did is a rough build not something that precisely fits with steam engine/boiler setup, i added some to illustrate but the detection occurs not a the correct place for it to light the correct lamp for real use it should be detecting the end of the belt.

Also I assumed the fuel was coming from 1 belt, i haven't made anything to select a fuel contrary to your more advanced build. It look pretty advanced for a beginner build, i guess you have more experience with circuits than me when i was a beginnner :).


You can show images easily if you upload them as attachments on the forum, this way the links won't break.

there is also a formatting for blueprint if you copy paste the string between [ b p ] string [ / b p ] without spacing :)

[EDIT: ]

1)After some deconstructing of your blueprint i think using the [*EVERYTHING] as input on combinators would have helped you, maybe you were not aware of the possibility.

2) In your example, there is an edge case when the main fuel is not detected in quantity superior the sum of the other fuel. Say you have 40 solid fuel, 25 coal, 21 rocket fuel, in this case 40 is not > to 25+21 and the decider combinator for the solid fuel will not pick a color,instead all the lamp are lit without color.

My attempt has a different behavior, in this case it would pick the color associated with solid fuel. But it would also pick the coal color when there is 100 coal 99 nuclear fuel and 98 solid fuel, maybe showing no precise color and just lit the lamp white as in your blueprint would make more sense i just noticed the difference when toying:)

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Re: Circuits networks and flashy lights

Post by DoubleG »

I've been mastering different aspects over time. Feeding into belts and selecting is simple for me (now at least). Lights and circuits are what I'm working on now, so your blueprint will be very helpful. :)

I did look at the everything input but i was worried about getting circuits crossed. Had to change wire colour to stop the outputs climbing exponentially, even with my separated numbers outputs. The everything input would just be too hard to puzzle out how the signal flows. If you can think of a way to simplify it down to less deciders that would be great, but I stayed away from it for this one.

There are some edge cases where it will display white rather than the colour, but those are unlikely to happen in normal play (fingers crossed).

There are also a few cases where it will display the wrong colour, as the colour picking order is important. Red will override everything, then green etc etc.
Red.
Green.
Blue.
Yellow.
Magenta.
Cyan.
White.

so if two signals are being sent to the lights it will display the colour higher in the order above. This has resulted in coal sometimes overriding the others, and nuclear would override even that. But I want to keep the colours I have for them. I like them.

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Re: Circuits networks and flashy lights

Post by mmmPI »

DoubleG wrote:
Mon Dec 13, 2021 1:05 pm
I did look at the everything input but i was worried about getting circuits crossed. Had to change wire colour to stop the outputs climbing exponentially, even with my separated numbers outputs. The everything input would just be too hard to puzzle out how the signal flows. If you can think of a way to simplify it down to less deciders that would be great, but I stayed away from it for this one.
What you describe is used to create clocks. When you purposefully make it happen :). It does so generally when the output of a combinator is linked back to the input. Simplest case is an arithmetic combinator A+1 output A with output and input connected. The signal flows is when the value are updated, it happens 60 times per second, ( 60 ticks per second or 60 Update Per Second). In the simplest case you have at the beginning A=0, then after 1 update A+1=A which leaves A=1, then after 1 update A+1=A which leaves A=2, then after 1 update A+1=A which leaves A=3 and so on up to the maximum number and start over.

This is also an advanced mechanism (imo), the climbing can accidentally happen because when wire of the same color touch, the value of each signal is added. So if you have A=2 on a green wire attached to a power pole, and you attach another green wire with A=1, the read value will be A=3.

Another way for this to occur without obvious addition is when you use a decider combinator doing A >= 1 with the input and output connected. Nothing will happen immediatly. But if you just add 1 on the channel A ( with a constant combinator for example), the decider will output 1 after 1 update. It will then receive the 1A because you added it with the constant, and also another 1A from its own output. Which will be summed up even if you use different color of wire when they are considered as input for the decider combinator. So after another update the decider combinator will read 2 A as input, and will output 2, and the next update it will read 2+1 as input and output 3 for the next update where it will read 3+1 and output 4 and so on.

I avoided all of that in my example, there is just 2 different area connected with wire, before the deciders, and after the deciders, nothing after the deciders connect to anything that is before the deciders, so no need to worry about loops.

I used a different color of wire to provide a special input to the decider used to trigger the "low fuel" state, this special input is -1 to all color, this is another way to overide the coal/solidfuel color, if there is 19 coal, the coal color is sent to the area of wire after the decider combinator, but the special input is also sent to that area because of the decider used for "low fuel" and the special input is -1 to the coal color, which leaves 0, and the special input also has 1 red, so that becomes the only signal positive, there is also -1 yellow, -1 cyan and -1 blue received by the lamps. But they do not care :), the condition for lamp is to light up only when "anything >0" and use color. they do not use the color of signal with negative value, that's how it is in the game it is used in my example. I'm not sure afterall it's necessary to have a different color of wire but it felt cleaner in my mind since the other color of wire is used to transmit the quantity read on belts it prevent the color signal to be sent to the belts and the other deciders but it may not have created problems.


I realised you utilized the fact that some colors overides some others in the way you keep the lamp off or have the color of the fuel passing on the input belt, and then that the overiding order is the one in which the colors are displayed from left to right, left having the highest priority. Color black means the lamp is turned off, and is overiden by other colors.

I haven't seen any case where this rules would create problems in your example like coal overiding the others though. but it's possible i've missed them :).

In my example this is also avoided, in the area after the decider combinator there can only be 1 color sent, because only 1 fuel can be triggering the associated decider combinator that check if [everything]<[coal], or [everything]<[solid fuel] in another decider, each decider is necessary as it is where you associate the color to the fuel for the lamps. It only shows the color of the fuel that is the highest in the input amongst all different signals, if you were to add 100 000 iron plate on the same wire it would break :) none of the decider will be true.

The bottom decider can be true at the same time as any of the other that's the only one it's the "low threshold", as explained earlier it overides other color and replace them with red.


The use of [everything] as input, then < [wood] and then "output 1 Yellow", act as filter, the ouput will be 1 yellow or nothing . Behind those combinator in parralel there can only be 1 color at a time.

And red is special it comes with -1 to all color, this way it overides all other colors since their value are -1 or 0 for as long as the bottom decider condition is validated. Otherwise the "low fuel" color would have conflicted with the color of the other fuel that is the most present on the belt. here it also "supress" the other signals the subtraction is not very obvious but it comes from storing negative value in the special input combinator. When an update happens, the value are added when present on the same color of wire. The area behind the combinators receive the negative value in the constant and addition them with the output of the other decider combinators "instantly", and the lamps only read the resulting color. It's a different way to see it.

I modified an exisiting blueprint i had to create this one this is why there are the 4 lamps but they are all the same you can add 5 or remove 2 it doesn't change since they are all connected with the same color of wire they act the same. ( like those in your blueprint which have a funny condition :) ).


TL:DR I think using 1 decider per fuel and an additionnal 1 for the "low fuel" is required to associate a unique color to each of those possible state. ( or at least in the scope of what i can come up with and explain)
using "everything" as input is made less prone to wiring accident as it could feel in this particular case because it can allow for a reduction in combinators numbers which makes the whole build less difficult to predict the different outcome and easier to distingish what is connected to what.

DoubleG
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Re: Circuits networks and flashy lights

Post by DoubleG »

I stick to my lights displaying colour when 1=1. That way I can play around with values and not have it display unless it is exactly 1.

I may have fixed that wrong colour display already. I previously was trying to mess around with averages and suchlike but there isn't much utility for that in factori. I just ended up adding them together. Not even sure if I definitively need the constant combinator anymore, as they were added to prevent empty values, which shouldnt be a problem now I've divided the counting to each fuel.

I feel after reading your post I may be able to utilise the everything input to get rid of one decider combinator per fuel. Might have a go later... Unless my desire to master cityblocks distracts me. :P

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