This is it is think ?ashjones303 wrote: ↑Thu Sep 08, 2022 8:53 pmThat's pretty damn close to being it. Your final combinator does what I want, except mid way through delivery it could be over written if stone is needed while trying to collect iron.
I'm not going to lie, I don't understand in the slightest how it filters through the items like that. All three of the the "anything" combinators have zero output so I cant see it being sorted there, and the top "everything" combinator I have requested all three inputs but only one at a time is displayed in the final combinator. Its close to real magic
EDIT: i changed the bp , i made mistake and originally copied string of previous design twice
it uses the same magic as the two previous but it's polished with reduced number of combinator and threshold to 1K or different value.
It does require manually setting up the depot number in the cell initially whatever data inside the cell will be kept, it also require the inititalization with a constant combinator to represent the full storage. Then i'm not quite sure how it works.
the idea is that if you take any signal from say a chest, and you do each *-1, and you output the negative and the original signal at the same "place" there will be a little delay during which things will not be 0 because it takes 1 tick longer for the signal that are made negative to reach the "place".
This "place" is a decider combinator that allows everything to go through when anything is different than 0.
This means each time the quantity in chest changes, either positively or negatively, then only the amount of change is passed onto the memory and only during 1 tick.
This means when ressources are consumed , it is written down, and when replenish also. memory never reset
i'm not sure how the 1K threshold works