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Re: Combinators 101

Posted: Tue Oct 03, 2017 5:53 pm
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.

Re: Combinators 101

Posted: Wed Oct 04, 2017 5:00 am
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:

Re: Combinators 101

Posted: Wed Oct 04, 2017 6:26 pm
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?

Re: Combinators 101

Posted: Wed Oct 04, 2017 6:31 pm
by BlaatMekker

Re: Combinators 101

Posted: Thu Jan 18, 2018 12:47 am
by CzeJacob
https://imgur.com/a/eY54y
can you handle this? I do not know how to do it :ugeek:

Re: Combinators 101

Posted: Thu Jan 18, 2018 5:56 am
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

Re: Combinators 101

Posted: Tue Jan 23, 2018 9:43 pm
by BlaatMekker
It's available through 0.16.17

Re: Combinators 101

Posted: Sat Oct 20, 2018 6:57 am
by SkiaLykos
Has there been any looking into binary switches? Like, input use, switch activation, repeat.

Re: Combinators 101

Posted: Tue Jan 22, 2019 10:39 pm
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.

Re: Combinators 101

Posted: Wed Jan 23, 2019 6:02 am
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.