Output R/G settings for buildings
Posted: Thu Oct 24, 2024 1:23 am
For example:
currently in assembler you can set "output ingredients" and "output contents" and as a result you get sum of both. and you cant say which one is an ingredient and which one is just sitting inside. I suggest R/G setting for building outputs will solve this. You will be able to connect G which is ingredient and set recipes for corresponding assemblers and then connect R to filters etc to stop overproducing ingredients and produce exact proportions. This is vital with new quality mechanics when you need to count every single piece of resource.
Currently the only way to solve it - place second assembler as a template. It will never produce anything. It just outputs ingredients count. Such a waste.
This is a very simple example(its messy - now im testing it). If there is enough resources in a crate for rare Steam engine then it switches a recipe and recipes for ingredients to rare, otherwise uncommon. Steam engine consists of a gears and pipes(both are simple - 1 metal plate). For advanced ingredients you will need templates as well.
So i think it would be useful to be able to split similar signals. Also i guess it will affect performance for big smart factories. The more signals on a channel you have the more math you do using "EACH" or you add combinators to filter values. Both ways lead to excessive calculations.
currently in assembler you can set "output ingredients" and "output contents" and as a result you get sum of both. and you cant say which one is an ingredient and which one is just sitting inside. I suggest R/G setting for building outputs will solve this. You will be able to connect G which is ingredient and set recipes for corresponding assemblers and then connect R to filters etc to stop overproducing ingredients and produce exact proportions. This is vital with new quality mechanics when you need to count every single piece of resource.
Currently the only way to solve it - place second assembler as a template. It will never produce anything. It just outputs ingredients count. Such a waste.
This is a very simple example(its messy - now im testing it). If there is enough resources in a crate for rare Steam engine then it switches a recipe and recipes for ingredients to rare, otherwise uncommon. Steam engine consists of a gears and pipes(both are simple - 1 metal plate). For advanced ingredients you will need templates as well.
So i think it would be useful to be able to split similar signals. Also i guess it will affect performance for big smart factories. The more signals on a channel you have the more math you do using "EACH" or you add combinators to filter values. Both ways lead to excessive calculations.