Variable ingredient quality circuit?

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jdrexler75
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Variable ingredient quality circuit?

Post by jdrexler75 »

I'm trying to build high quality solar panels on Fulgora from the excess materials. For this I wanted to avoid having a separate factory for each quality tier, by setting the recipe quality whenever enough materials for this quality are available after recycling the lesser ones. Both the EM plant and the recycler have maximum quality modules.

In theory it should be possible, but I was encountering several difficulties:
  1. I could find any way other than a decider for each quality tier to check the amount of ingredients of that quality. The highest quality that can be crafted "wins". Can I simplify this?
  2. As soon as the recipe is set, the materials get loaded into the factory, and so the deciders sees there are now too few and cancels the recipe.
  3. So I'd need to set up memory circuits to "memorize" the materials and/or the recipe signal, until production is complete (ideally two cycles to take advantage of the EM plant productivity).
Once I got to over a dozen deciders for it all, I realized I was probably going the wrong way here. Maybe forget about ingredient based recipes and just use a timer that cycles through quality after a while?

Has anyone gotten a "variable quality" setup in one factory to work?
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PssX
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Re: Variable ingredient quality circuit?

Post by PssX »

jdrexler75 wrote: Sun Nov 10, 2024 2:14 pm I could find any way other than a decider for each quality tier to check the amount of ingredients of that quality. The highest quality that can be crafted "wins". Can I simplify this?
Selector combinator in "Select from signal" mode can do that.
jdrexler75 wrote: Sun Nov 10, 2024 2:14 pm So I'd need to set up memory circuits to "memorize" the materials and/or the recipe signal, until production is complete (ideally two cycles to take advantage of the EM plant productivity).
For memory cell capable to store any signal(s) look here:
viewtopic.php?f=8&t=64649
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