Wire a combinator to a crusher, configure crusher to set recipe based on signals, send asteroid signals. The idea being you're telling the crusher what recipe to pick, based on what asteroids you've found.
Before unlocking advanced asteroid processing this is what the crusher picks based on the asteroid signals, and it's what you expect:
metal asteroid signal -> metal asteroid processing recipe
carbon asteroid signal -> carbon asteroid processing
ice asteroid signal -> ice asteroid processing
After unlocking advanced processing the crusher chooses different recipes:
metal asteroid - metal asteroid processing (no change)
carbon asteroid - metal RE processing
ice asteroid - metal RE processing
Unlocking the advanced recipes hosed some automation I had, since I counted on the original behavior.
Advanced Asteroid Processing unlock changes what recipes crushers switch to
Re: Advanced Asteroid Processing unlock changes what recipes crushers switch to
Thanks for the report however that is working correctly. The pick-recipe logic has to have some priority for what it picks and in this case it has picked a recipe you don't want. You can feed it the specific recipe signal using combinators, or simply set the recipe directly.
If you want to get ahold of me I'm almost always on Discord.
Re: Advanced Asteroid Processing unlock changes what recipes crushers switch to
It's not a bug, but I do think it's not expected behavior.
I did not expect the auto picked recipe to change after unlocking a more advanced tech, and it does not change consistently as you expect based on the input signal.
As you say, there are alternatives
I did not expect the auto picked recipe to change after unlocking a more advanced tech, and it does not change consistently as you expect based on the input signal.
As you say, there are alternatives