Simple Questions and Short Answers

Don't know how to use a machine? Looking for efficient setups? Stuck in a mission?
Tertius
Filter Inserter
Filter Inserter
Posts: 948
Joined: Fri Mar 19, 2021 5:58 pm
Contact:

Re: Simple Questions and Short Answers

Post by Tertius »

Nope. You need to make new rail blueprints. The curve radius has changed and the curve pieces have changed, so there are vastly more options to construct rails, switches and often better signal placement at intersections.
User avatar
picklock
Fast Inserter
Fast Inserter
Posts: 231
Joined: Sat Nov 09, 2019 6:49 am
Contact:

Re: Simple Questions and Short Answers

Post by picklock »

You will have to rebuilt all your blueprints for rails. the rails from V1.1 are not compatible with V2.0.
See Frieday Facts #377 - New new rails .
... As you can probably guess, the new rail curves will be incompatible with the old ones. Savegames from 1.1 can be opened and trains will still run on previously built rails just like normal, but you won't be able to construct the old rails at all anymore. ...
My Mods: Picklocks Fusion Power | Picklocks Inserter | Picklocks Lithium Polymer Accumulator | Picklocks rocket silo stats | Picklocks Set Inventory Filters | Picklocks QuickBar Import/Export | Picklocks Nauvis Cliff-Explosives
Chocofugelicious
Manual Inserter
Manual Inserter
Posts: 2
Joined: Thu Nov 14, 2024 11:47 am
Contact:

Re: Simple Questions and Short Answers

Post by Chocofugelicious »

Hey guys, having trouble figuring out the set recipe function in an assembly machine. I'm trying to use one assembly machine to do "empty water barrel" and "fill water barrel", the problem is the orientation of the pipe keeps flipping whenever the set recipe changes.

https://streamable.com/7b2gqs

At first I thought it was just the default orientation of pipes to always face downwards so I tried the other way, but unfortunately it just flips to the other side regardless.

Can anyone help with this? It would be great if it can maintain the pipe orientation.

Thanks.
Cubickman
Burner Inserter
Burner Inserter
Posts: 6
Joined: Sun Nov 10, 2024 9:08 am
Contact:

Re: Simple Questions and Short Answers

Post by Cubickman »

Hello,

I'd like to make a logic system based on time. To do this, I've tried to make a timer that sends a signal every x seconds. I found the number of ticks per second on the wiki (60/s) and built my system.
Unfortunately, there's a problem that I can't work out what's causing it.

I've put the blueprint here. The system simply works in two parts.

The bottom part increments 1 for each tick up to 60, then resets to 0 (by subtracting 60) and sends a signal to the top part on each loop. This basically converts ticks into seconds.

The top part works in exactly the same way, this time counting seconds rather than ticks. It's supposed to reset every 10s. Except that when it reaches 10, instead of doing -10 to go back to 0, it does 2x -10 to go back to -10... (I tested this to be sure that the problem was really there by setting -5, the result is 0, i.e. 2x -5).
I don't understand why the comparator (surrounded by the walls) that tests if the value is 10 outputs its signal 2x instead of once. It's configured like the lower one and the lower one works...

I suppose it's obviously more likely that I've done something wrong than that it's a bug, but I really don't understand what's wrong.

Thanks in advance if anyone can find out why it's not working the way I want it to.

User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 3212
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: Simple Questions and Short Answers

Post by BlueTemplar »

Chocofugelicious wrote: Thu Nov 14, 2024 12:02 pm Hey guys, having trouble figuring out the set recipe function in an assembly machine. I'm trying to use one assembly machine to do "empty water barrel" and "fill water barrel", the problem is the orientation of the pipe keeps flipping whenever the set recipe changes.

https://streamable.com/7b2gqs

At first I thought it was just the default orientation of pipes to always face downwards so I tried the other way, but unfortunately it just flips to the other side regardless.

Can anyone help with this? It would be great if it can maintain the pipe orientation.

Thanks.
Which version of the game ?
This seems to be something that has changed in the latest experimental version :
120686
BobDiggity (mod-scenario-pack)
r3nt5ch3r
Inserter
Inserter
Posts: 30
Joined: Mon Apr 29, 2024 12:54 pm
Contact:

Re: Simple Questions and Short Answers

Post by r3nt5ch3r »

Cubickman wrote: Thu Nov 14, 2024 3:17 pm I don't understand why the comparator (surrounded by the walls) that tests if the value is 10 outputs its signal 2x instead of once. It's configured like the lower one and the lower one works...
The red arrow (output) goes directly through because it's all on the green wire. Then the yellow comes again, because of the loop.
But even when decoupling this output (red) the blue way takes multiple ticks to process and until then the memory cell (yellow) will still send it's looped value.
So there are multiple issues. I recommend using the editor and single tick stepping (Numpad ,) - very useful for debugging such cases.
grafik.png
grafik.png (483.2 KiB) Viewed 772 times
Why not using a simple decider counting up to 600? Then divide it by 60 to get the seconds?
grafik.png
grafik.png (43.96 KiB) Viewed 772 times
Cubickman
Burner Inserter
Burner Inserter
Posts: 6
Joined: Sun Nov 10, 2024 9:08 am
Contact:

Re: Simple Questions and Short Answers

Post by Cubickman »

r3nt5ch3r wrote: Thu Nov 14, 2024 4:03 pm
Cubickman wrote: Thu Nov 14, 2024 3:17 pm I don't understand why the comparator (surrounded by the walls) that tests if the value is 10 outputs its signal 2x instead of once. It's configured like the lower one and the lower one works...
The red arrow (output) goes directly through because it's all on the green wire. Then the yellow comes again, because of the loop.
But even when decoupling this output (red) the blue way takes multiple ticks to process and until then the memory cell (yellow) will still send it's looped value.
So there are multiple issues. I recommend using the editor and single tick stepping (Numpad ,) - very useful for debugging such cases.
grafik.png

Why not using a simple decider counting up to 600? Then divide it by 60 to get the seconds?
grafik.png
Thanks for your reply.
It's true that you can make it work with a single loop that counts 600 ticks, or as I did by replacing the -10 with a -5 :)

But I'm curious to understand why it didn't work as I thought and I'm not sure I understood your answer.

Why does the ‘blue way’ take several ticks to make, whereas in the bottom part it works in 1 tick?
r3nt5ch3r
Inserter
Inserter
Posts: 30
Joined: Mon Apr 29, 2024 12:54 pm
Contact:

Re: Simple Questions and Short Answers

Post by r3nt5ch3r »

Cubickman wrote: Thu Nov 14, 2024 4:51 pm Why does the ‘blue way’ take several ticks to make, whereas in the bottom part it works in 1 tick?
The bottom part uses +1 in the memory cell, thus on each tick the value will be different. This ensures that your subtraction only happens once. The roundtrip itself also takes multiple ticks there.
The top part has +0 in the memory cell, leading to the issue that the value stays the same over multiple ticks.
Tertius
Filter Inserter
Filter Inserter
Posts: 948
Joined: Fri Mar 19, 2021 5:58 pm
Contact:

Re: Simple Questions and Short Answers

Post by Tertius »

Every combinator has 1 tick latency between input and output. You can interpret it in a way that it needs 1 tick for a combinator to read the input, evaluate the condition or operation, and output the result. So a combinator with a direct loopback from output to input has 1 tick latency between the previous and the next state. If you add more combinators in a loop to handle some value from a direct loopback, it takes one additional tick for every added combinator for that modified value reach the original combinator. You even have 3 combinators in a loop, so this is what happens:
tick 0: the input value in the "+" combinator is evaluated and the input for the "=" combinator created
tick 1: this value is evaluated by the "=" combinator and the input for the "*" combinator created
tick 2: this value is evaluated by the "*" combinator and the input for the "+" combinator created
tick 3: this value is evaluated by the "+" combinator, which increased the counter value by 3 in the meantime because of its direct loopback.

The common counter is implemented with a decider combinator with input and output connected. Feed a C=1 for increment, as condition set C < [limit], as output set C=input value. As long as the condition is true, C is looped back and so increases. If the condition is not true any more, because C increased over the limit, C isn't output any more, so it cannot be looped back to the input, so the counter forgets its value and starts again with 0, which makes the condition true again, and the incrementing starts again.
Chocofugelicious
Manual Inserter
Manual Inserter
Posts: 2
Joined: Thu Nov 14, 2024 11:47 am
Contact:

Re: Simple Questions and Short Answers

Post by Chocofugelicious »

BlueTemplar wrote: Thu Nov 14, 2024 3:26 pm
Chocofugelicious wrote: Thu Nov 14, 2024 12:02 pm Hey guys, having trouble figuring out the set recipe function in an assembly machine. I'm trying to use one assembly machine to do "empty water barrel" and "fill water barrel", the problem is the orientation of the pipe keeps flipping whenever the set recipe changes.

https://streamable.com/7b2gqs

At first I thought it was just the default orientation of pipes to always face downwards so I tried the other way, but unfortunately it just flips to the other side regardless.

Can anyone help with this? It would be great if it can maintain the pipe orientation.

Thanks.
Which version of the game ?
This seems to be something that has changed in the latest experimental version :
120686
I'm playing current stable version 2.0.15.

I just tried the experimental version 2.0.17 but the pipe orientation still flips as it switches. Would this be considered a bug or a feature? I'm wondering if I should report it.

Thanks
WOOL
Burner Inserter
Burner Inserter
Posts: 9
Joined: Fri Nov 15, 2024 7:36 am
Contact:

Re: Simple Questions and Short Answers

Post by WOOL »

Hi, does building the rocket from higher quality parts have any benefits? Or is it the same time no matter what quality is used? Thanks
Barthoze
Burner Inserter
Burner Inserter
Posts: 11
Joined: Mon Sep 28, 2020 12:58 pm
Contact:

Re: Simple Questions and Short Answers

Post by Barthoze »

WOOL wrote: Fri Nov 15, 2024 7:39 am Hi, does building the rocket from higher quality parts have any benefits? Or is it the same time no matter what quality is used? Thanks
If by rocket parts, you mean the low density structure + processor + rocket fuel assembled in rocket silo, then quality has indeed no influence as of 2.0.15 at all on the rocket you send to your orbital platform, be it speed or capacity.

The rest is influenced by quality.
WOOL
Burner Inserter
Burner Inserter
Posts: 9
Joined: Fri Nov 15, 2024 7:36 am
Contact:

Re: Simple Questions and Short Answers

Post by WOOL »

Barthoze wrote: Fri Nov 15, 2024 12:23 pm
WOOL wrote: Fri Nov 15, 2024 7:39 am Hi, does building the rocket from higher quality parts have any benefits? Or is it the same time no matter what quality is used? Thanks
If by rocket parts, you mean the low density structure + processor + rocket fuel assembled in rocket silo, then quality has indeed no influence as of 2.0.15 at all on the rocket you send to your orbital platform, be it speed or capacity.

The rest is influenced by quality.
Thanks yes that was what I meant
User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 3212
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: Simple Questions and Short Answers

Post by BlueTemplar »

Quality does have influence, since AFAIK rocket parts is a very special recipe that you can NOT set to use quality ingredients ?
Related :
Allow us to make rocket parts with quality components OR give as a method to lower quality of resources
BobDiggity (mod-scenario-pack)
WOOL
Burner Inserter
Burner Inserter
Posts: 9
Joined: Fri Nov 15, 2024 7:36 am
Contact:

Re: Simple Questions and Short Answers

Post by WOOL »

BlueTemplar wrote: Fri Nov 15, 2024 1:04 pm Quality does have influence, since AFAIK rocket parts is a very special recipe that you can NOT set to use quality ingredients ?
Related :
Allow us to make rocket parts with quality components OR give as a method to lower quality of resources
Thanks for the link that's useful to know
Cubickman
Burner Inserter
Burner Inserter
Posts: 6
Joined: Sun Nov 10, 2024 9:08 am
Contact:

Re: Simple Questions and Short Answers

Post by Cubickman »

Tertius wrote: Thu Nov 14, 2024 5:16 pm Every combinator has 1 tick latency between input and output. You can interpret it in a way that it needs 1 tick for a combinator to read the input, evaluate the condition or operation, and output the result. So a combinator with a direct loopback from output to input has 1 tick latency between the previous and the next state. If you add more combinators in a loop to handle some value from a direct loopback, it takes one additional tick for every added combinator for that modified value reach the original combinator. You even have 3 combinators in a loop, so this is what happens:
tick 0: the input value in the "+" combinator is evaluated and the input for the "=" combinator created
tick 1: this value is evaluated by the "=" combinator and the input for the "*" combinator created
tick 2: this value is evaluated by the "*" combinator and the input for the "+" combinator created
tick 3: this value is evaluated by the "+" combinator, which increased the counter value by 3 in the meantime because of its direct loopback.

The common counter is implemented with a decider combinator with input and output connected. Feed a C=1 for increment, as condition set C < [limit], as output set C=input value. As long as the condition is true, C is looped back and so increases. If the condition is not true any more, because C increased over the limit, C isn't output any more, so it cannot be looped back to the input, so the counter forgets its value and starts again with 0, which makes the condition true again, and the incrementing starts again.
Thank you, that's very clear.
mirailleur
Manual Inserter
Manual Inserter
Posts: 2
Joined: Sat Feb 05, 2022 11:43 am
Contact:

Re: Simple Questions and Short Answers

Post by mirailleur »

hello, I don't know what the purpose of defining the ghost cursor on the map is. I thought it created ghost entities once the large map was removed but I don't really know. I define the cursor I left click on the map and nothing happens
User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 3212
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: Simple Questions and Short Answers

Post by BlueTemplar »

Yeah, kind of weird when 'full' blueprints work (even if it's just a single entity), but this doesn't. It will work if you zoom into normal remote view though.
BobDiggity (mod-scenario-pack)
YTKA_GA
Manual Inserter
Manual Inserter
Posts: 2
Joined: Fri Nov 15, 2024 7:20 pm
Contact:

Re: Simple Questions and Short Answers

Post by YTKA_GA »

hi.Tell me.Is it allowed to use high-quality resources in any construction?
Higher-quality eggs cannot be used to create flasks.
Higher-quality nutritious food is not used to create eggs.
Post Reply

Return to “Gameplay Help”