so, i have a crusher that gets its recipe by combinators.
no combinator is signaling "metallic asteroid cruishing".
yet, i see the crusher selecting this recipe frequently, it seems to default to this recipe when it has no recipe for a tick before selecting "no recipe" (as it should).
this is very annoying because it then will stick to the recipe untill it has depleted its storage.
i simply cant make sense of it. any advise how to make this machine behavie was greatly appriciated.
odd behaviouir of crusher recipe selection
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Re: odd behaviouir of crusher recipe selection
Show your setup.
The crusher will select metallic crushing if you have "set recipe" enabled and it receives a metallic chunk signal. It doesn't need the specific recipe signal. This makes it easier to use deciders operating on metallic chunks (or the other resources) to set the recipe without needing a recipe translation.
That also means you can't both have "read contents" and "set recipe" at the same time, because its contents will send the signal for the recipe.
(This is a problem with all machines, not just the crusher, and I wish we could separate both functions to separate wires somehow.)
The crusher will select metallic crushing if you have "set recipe" enabled and it receives a metallic chunk signal. It doesn't need the specific recipe signal. This makes it easier to use deciders operating on metallic chunks (or the other resources) to set the recipe without needing a recipe translation.
That also means you can't both have "read contents" and "set recipe" at the same time, because its contents will send the signal for the recipe.
(This is a problem with all machines, not just the crusher, and I wish we could separate both functions to separate wires somehow.)
Re: odd behaviouir of crusher recipe selection
It's difficult to say anything about it without seeing your setup. I've never had this weird behaviour occur on crushers. Most probable answer would be that you've got a signal contamination somewhere.
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Re: odd behaviouir of crusher recipe selection
really. of course it gets a metallic chunk singal. i use that signal to control other stuff.jdrexler75 wrote: ↑Sun Nov 17, 2024 8:24 pm
The crusher will select metallic crushing if you have "set recipe" enabled and it receives a metallic chunk signal.
i want to control my crusher. i want to use the reciepe signal to control the reicpe.
this just seems so dumb. why??
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Re: odd behaviouir of crusher recipe selection
i did not post a screenshot because its would show 16 deciders + 1 constant combinator, and i felt making sense of it was to much to ask from random strangers on the internet XD
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Re: odd behaviouir of crusher recipe selection
I explained why in my post. It's extremely useful for simple setups with deciders. Most machines are like this. I would've been upset if it hadn't worked this way! But you can make a suggestion thread about making this configurable if you like.
Or do it like this, using this design I can set the crusher recipe to ice/carbon/iron ore depending on which inventory is low, with ice having higher priority over carbon over iron ore, with just one constant box and one decider to handle all recipes. (Didn't get to asteroid reprocessing yet, that will probably go in a different crusher.)
Just connect the constant box to the green input, and the inventory to red (in my case the hub but a belt system will also work).
It works the following:
- If the "each" signal is the ice signal (i.e. matches the green ice input), and ice is low, make more ice
- If the "each" signal is carbon, and ice is OK but carbon is low, make carbon
- If the "each" signal is iron ore, and both ice and carbon are OK but iron ore is low, make iron ore
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Re: odd behaviouir of crusher recipe selection
yeah. and it extremly can break a setup where this is not the intended function and it cant not be controlled.jdrexler75 wrote: ↑Sun Nov 17, 2024 11:28 pm xplained why in my post. It's extremely useful for simple setups with deciders
at least put in a checkbox if ingredients should set the recipe.