build the foundry from the blueprint and tell it to craft molten LDS. It will set the molten LDS as the logistic condition in the output inserter.
Re: [2.0.15] - Parameter 0 in an inserter gives unuseable signals when using alternate recipies..
Posted: Wed Nov 06, 2024 5:03 pm
by Hares
looks like the parameterisation should have support for the "results of" parameters.
Re: [2.0.15] Parameter 0 in an inserter gives unusable signals when using alternate recipes
Posted: Sun Nov 24, 2024 12:00 pm
by tolomea
When used in a place that needs an item a recipe should be converted to the item it makes.
Meanwhile you can get round this mess by having two parameters, one for the recipe and one the thing it makes.
Re: [2.0.15] Parameter 0 in an inserter gives unusable signals when using alternate recipes
Posted: Sun Nov 24, 2024 6:08 pm
by robot256
tolomea wrote: ↑Sun Nov 24, 2024 12:00 pm
When used in a place that needs an item a recipe should be converted to the item it makes.
Meanwhile you can get round this mess by having two parameters, one for the recipe and one the thing it makes.
Remember that recipes can have multiple result items/fluids. You might be able to get away with automatically changing the recipe to the "primary result", but some recipes don't define a primary result, and you would still need a "result #N" interface like ingredients to make it obvious what you're getting.
Re: [2.0.15] Parameter 0 in an inserter gives unusable signals when using alternate recipes
Posted: Mon Nov 25, 2024 9:50 am
by tolomea
robot256 wrote: ↑Sun Nov 24, 2024 6:08 pm
You might be able to get away with automatically changing the recipe to the "primary result",
I almost put (primary) into the wording. While choose an output would be more generic, especially with mods, I think primary fixes the majority of use cases in space age.