A tweak to improve constant combinator switching/power behavior
Posted: Fri Apr 19, 2019 7:59 pm
The behavior of combinators without power is a recurring issue on this forum:
Unpowered Decider combinators
Combinators output when unpowered:
Comparing combinators cannot be unpowered
What I am trying to accomplish is reading a value from the logistics network, and toggling signals on a circuit network in response. Ex: "If there < 10 power switches then set the green circuit, copper wire, and iron plate signals to 1" The only mechanism I could find to access the logistic network values was the power switch and like other posters my expectation a combinator could be unpowered to reset the output to my circuit network was incorrect. The gameplay experience is one can turn on constant combinator signals fed through a unpowered decider combinator when the switch turns on but when the switch turns off there is no change because the decider combinator retains the last state. This confuses people even though the reasoning why the behavior exists makes sense.
To avoid revisiting the original behavior around unpowered combinators I suggest on of the following tweak:
1) Allow constant combinators to toggle on/off state based on logistics network values.
2) Add a checkbox on combinators to specify expected behavior in a power loss situation (reset/hold output)
3) Make powered state a signal available for all combinators to operate upon. (I suspect I do this in-game with accumulators or multiple switches, but it is a big painful workaround for an implementation artifact)
I apologize if I missed the obvious but I can tell I'm not the only one to encounter the combinator power behavior in a bad way. Thank you.
Unpowered Decider combinators
Combinators output when unpowered:
Comparing combinators cannot be unpowered
What I am trying to accomplish is reading a value from the logistics network, and toggling signals on a circuit network in response. Ex: "If there < 10 power switches then set the green circuit, copper wire, and iron plate signals to 1" The only mechanism I could find to access the logistic network values was the power switch and like other posters my expectation a combinator could be unpowered to reset the output to my circuit network was incorrect. The gameplay experience is one can turn on constant combinator signals fed through a unpowered decider combinator when the switch turns on but when the switch turns off there is no change because the decider combinator retains the last state. This confuses people even though the reasoning why the behavior exists makes sense.
To avoid revisiting the original behavior around unpowered combinators I suggest on of the following tweak:
1) Allow constant combinators to toggle on/off state based on logistics network values.
2) Add a checkbox on combinators to specify expected behavior in a power loss situation (reset/hold output)
3) Make powered state a signal available for all combinators to operate upon. (I suspect I do this in-game with accumulators or multiple switches, but it is a big painful workaround for an implementation artifact)
I apologize if I missed the obvious but I can tell I'm not the only one to encounter the combinator power behavior in a bad way. Thank you.