Logistic Network to LTN stop filter

This board is to show, discuss and archive useful combinator- and logic-creations.
Smart triggering, counters and sensors, useful circuitry, switching as an art :), computers.
Please provide if possible always a blueprint of your creation.
Post Reply
User avatar
Optera
Smart Inserter
Smart Inserter
Posts: 2915
Joined: Sat Jun 11, 2016 6:41 am
Contact:

Logistic Network to LTN stop filter

Post by Optera »

Hooking Logistic Network directly to LTN (Logistic Train Network) stops has some terrible side effects due to how logistic network reads its contents.
1) Logistic network doesn't show items in transit as available potentially causing another delivery in a bot unloading station design.
2) If bots try to pick up more than available the number becomes negative, which is LTN's trigger for requesting this amount.

To combat these effects I put together this signal filter.
2017-06-30 Logistic Filter.jpg
2017-06-30 Logistic Filter.jpg (78.46 KiB) Viewed 2336 times
Green sets the amounts of desired items as usual for LTN with negative sign.
Red (optional) filters signals entirely.

Pro:
Only positive signals not set by in any cc are displayed.
Signals set in green cc are only shown when negative to prevent pickup/delivery circle.

Con:
Unwanted items can potentially underflow into positive (very unlikely)
blueprint
Last edited by Optera on Fri Aug 04, 2017 5:30 am, edited 1 time in total.

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12888
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: Logistic Network to LTN stop filter

Post by ssilk »

Blueprint only works correct if you have napalm item, which is not standard Factorio.

:)
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

User avatar
Optera
Smart Inserter
Smart Inserter
Posts: 2915
Joined: Sat Jun 11, 2016 6:41 am
Contact:

Re: Logistic Network to LTN stop filter

Post by Optera »

ssilk wrote:Blueprint only works correct if you have napalm item, which is not standard Factorio.

:)
I see, instead of skipping unknown signals Factorio skips the whole combinator containing it.
Feels like a bug in Factorio.

Post Reply

Return to “Combinator Creations”