Combinators 101

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.
BlaatMekker
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Re: Combinators 101

Post by BlaatMekker »

The blueprint string is most likely based on the old mod, which is incompatible with the new in-game BP strings. Unfortunately I don’t have access to the game right now. In the mean time you could try and install the old blueprint strings mod.
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Baile nam Fonn
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Re: Combinators 101

Post by Baile nam Fonn »

BlaatMekker wrote:The blueprint string is most likely based on the old mod, which is incompatible with the new in-game BP strings. Unfortunately I don’t have access to the game right now. In the mean time you could try and install the old blueprint strings mod.
Thanks. :)
That was my first time installing a mod for Factorio.
I won't lie: the additional Factorio-specific account registration + Steam sync was a vexing hurdle --but the mod works as advertised and served my want perfectly.
I'll be crafting a clearly labelled screenshot of the circuit in question to post here soon. :geek:
BlaatMekker
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Re: Combinators 101

Post by BlaatMekker »

Baile nam Fonn wrote:
BlaatMekker wrote:The blueprint string is most likely based on the old mod, which is incompatible with the new in-game BP strings. Unfortunately I don’t have access to the game right now. In the mean time you could try and install the old blueprint strings mod.
Thanks. :)
That was my first time installing a mod for Factorio.
I won't lie: the additional Factorio-specific account registration + Steam sync was a vexing hurdle --but the mod works as advertised and served my want perfectly.
I'll be crafting a clearly labelled screenshot of the circuit in question to post here soon. :geek:
Ah cool!

Could you also post an updated blueprint string from the vanilla blueprint book?
CzeJacob
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Re: Combinators 101

Post by CzeJacob »

https://imgur.com/a/eY54y
can you handle this? I do not know how to do it :ugeek:
Please consider English is not my native language. ;)
DarkMatterMatt
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Re: Combinators 101

Post by DarkMatterMatt »

CzeJacob wrote:https://imgur.com/a/eY54y
can you handle this? I do not know how to do it :ugeek:
If you wait a week this functionality will be added to splitters in-game. https://www.factorio.com/blog/post/fff-225
BlaatMekker
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Re: Combinators 101

Post by BlaatMekker »

It's available through 0.16.17
SkiaLykos
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Re: Combinators 101

Post by SkiaLykos »

Has there been any looking into binary switches? Like, input use, switch activation, repeat.
AlexAegis
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Re: Combinators 101

Post by AlexAegis »

As of now 16.51, the mentioned 1 combinator RS-Latch is not working exactly as advertised, because when feeding both R and S signals in the latch doesn't reset, and stays on. It's because when latched it feeds 2 S signals into itself, it resets when R is at least 2, but I haven't seen that written in the post.
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steinio
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Re: Combinators 101

Post by steinio »

AlexAegis wrote: Tue Jan 22, 2019 10:39 pm As of now 16.51, the mentioned 1 combinator RS-Latch is not working exactly as advertised, because when feeding both R and S signals in the latch doesn't reset, and stays on. It's because when latched it feeds 2 S signals into itself, it resets when R is at least 2, but I haven't seen that written in the post.
That's how a RS works.
You need a SR latch. The last letter is dominant.
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