Simple Questions and Short Answers

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Tertius
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Re: Simple Questions and Short Answers

Post by Tertius »

It's not that simple unfortunately. 3 stack inserters per lane are not enough to fill a green belt. Actually, they set just 4 items on the belt: each a stack of 4. You need 3.5 stack inserters to fill a green belt lane, or 7 for both:

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BlackHat
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Re: Simple Questions and Short Answers

Post by BlackHat »

guacamole1 wrote: Thu Dec 05, 2024 10:54 pm Why is this 6 to 1 lane balancer not fully compressed? I used a very popular 6 to 1 train unloading blueprint for my gleba science here but the belt is not fully compressing. It's 6 stack inserters which is far enough to fully compress a 4 stack turbo belt (14400 items per minute). As you can see there are occasional gaps here.

Wondering why this layout is not working.

https://imgur.com/a/Lp1ZQM8
I saw a video of someone who had in 1.0 used a train unloader using splitters that was very compact and efficient.

But in 2.0 it stopped working the same, it was not not fully compressed, and much less efficient.

Apparently there was a bug in 1.0 with the splitters where the inserter was [if I understand right] inserting just past where it was supposed to so that it was splitting BUT, the inserter output was bypassing the splitter logic. The bug was fixed in 2.0 so all the inserter output was correctly inserted where it was supposed to be and All the output ran through the splitter logic and as a result, the splitters operated a little slower.

https://www.youtube.com/watch?v=3iVuNEElaxc

The comments list the bug reports and the "not a bug" designation. With several people explaining what is different with 2.0.

This may be what is wrong with your 6-1 train unloader.
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BlueTemplar
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Re: Simple Questions and Short Answers

Post by BlueTemplar »

You could just have linked to the bug report directly ?
viewtopic.php?f=23&t=119856

But I'm pretty sure that this is a different issue, AFAIK this only worked when loading onto splitters from the side, while loading splitters from behind always (?) had the same effect of just loading on two separate belts ?
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Re: Simple Questions and Short Answers

Post by kitters »

screenshot.png
screenshot.png (789.88 KiB) Viewed 1040 times
How do I do this simplier?

I want to filter signals of all qualities of an item type (green chips, for example.) Maybe some function of new combinator I missed?
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Khazul
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Re: Simple Questions and Short Answers

Post by Khazul »

kitters wrote: Sat Dec 07, 2024 2:30 pm I want to filter signals of all qualities of an item type (green chips, for example.) Maybe some function of new combinator I missed?
For least combinators and fixed item types, then what you are doing is fine, just annoying to set up.

If you want generic filtering if all item+quality that match an item type signal, then it means using a bunch of select combinator using the quality options.
Start with a normal signal (const combinator for eg with item = 1), apply the remaining 4 qualities to it (4 selector combinators with transfer quality), so that you have all 5 qualities of the item with a value of 1, then each multiply each, input each on different colour and select the wire color in the combinator inputs and that will filter down to the qualities of the item type of interest yielding the counts of each quality.

If you want a count of all items that are of an item type ignoring quality, then a select combinator to change the quality of everything to normal. This will also sum the various input qualities in the output so the total counts are correct, thus the count of item type remains correct. Then just filter with a decider on the normal item type to get the count.

TBH, I find quality support in combinators and blueprints to be lacking and seems very clunky and laborious to work with. To be fair what we have is of course much better than nothing.

The BP below includes 3 generic setups (ie the item type is a signal) I have used mostly in conjunction with recipe switching.
1: Setup filters on inserter to current quality of an item and set the filter on another inserter to all higher qualities.

2: Count of an item type regardless of quality and ignoring other items.

3: Counts of an item type of each quality ignoring other items.



Yes, all of them seem clunky.
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Re: Simple Questions and Short Answers

Post by kitters »

Is there a way to destroy items automatically on Fulgora other than recyclers?
viewtopic.php?f=7&t=121103&p=650615#p650615
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Re: Simple Questions and Short Answers

Post by jdrexler75 »

Quick Aquilo questions...
  1. Ice melting from heat pipes: is that only on "rough ice"/"smooth ice" where I can't place entities anyway without concrete? Or in fact every tile, so I have to pay attention that I don't accidentally place heat pipes without putting concrete underneath?
  2. Heat loss to the ground: normally I'd expect heat loss to be proportional to temperature difference, and hence started designing two heat towers at different temperatures: one just above freezing to minimize heat loss and another one to make 500°C steam... but it seems heat loss is actually independent of temperature difference. How does this work really?
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Re: Simple Questions and Short Answers

Post by mmmPI »

jdrexler75 wrote: Sun Dec 08, 2024 3:55 pm Quick Aquilo questions...
  1. Ice melting from heat pipes: is that only on "rough ice"/"smooth ice" where I can't place entities anyway without concrete? Or in fact every tile, so I have to pay attention that I don't accidentally place heat pipes without putting concrete underneath?
You don't have to "pay attention" in that the game will prevent you from building anything if the condition aren't met, the "accident" can't happen. The "ice melting" concept doesn't actually destroy anything after it was built, it is the justification for the concrete.
[*]Heat loss to the ground: normally I'd expect heat loss to be proportional to temperature difference, and hence started designing two heat towers at different temperatures: one just above freezing to minimize heat loss and another one to make 500°C steam... but it seems heat loss is actually independent of temperature difference. How does this work really?[/list]
the heat loss as far as i observed depend on the energy consumption of the nearby entity , if you have an isolated heat pipe that has no nearby machine or oother heat pipes connected to it, it seem to not lose temperature, but maybe it's just extremly slow.
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Khazul
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Re: Simple Questions and Short Answers

Post by Khazul »

mmmPI wrote: Sun Dec 08, 2024 4:35 pm if you have an isolated heat pipe that has no nearby machine or oother heat pipes connected to it, it seem to not lose temperature, but maybe it's just extremly slow.
Not sure of exact rate of loss, but seems around 0.1C/sec give or take for a single isolated segment @ 900+C.
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Re: Simple Questions and Short Answers

Post by jdrexler75 »

kitters wrote: Sun Dec 08, 2024 3:53 pm Is there a way to destroy items automatically on Fulgora other than recyclers?
viewtopic.php?f=7&t=121103&p=650615#p650615
No other "simple" way. You can also ship the excess to space and bring it to where it's needed, or throw it out there. But ideally I try to make something useful from it, depending on what things are leftovers... but if it's concrete, at least make a good stockpile of it first because you will need it later.
mmmPI wrote: Sun Dec 08, 2024 4:35 pm the heat loss as far as i observed depend on the energy consumption of the nearby entity , if you have an isolated heat pipe that has no nearby machine or oother heat pipes connected to it, it seem to not lose temperature, but maybe it's just extremly slow.
Yeah, now that you mentioned it I've also confirmed this. But I think it's just the number of entities around it; three combinators at 1 kW each cooled it faster than one furnace at 6 kW idle power.
Khazul wrote: Sun Dec 08, 2024 5:21 pm Not sure of exact rate of loss, but seems around 0.1C/sec give or take for a single isolated segment @ 900+C.
I've had an isolated heat pipe without other entities nearby stay at 910.80°C for minutes now, so you probably had something too close.
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Re: Simple Questions and Short Answers

Post by sulam »

Hi there, I am fairly far along in my Space Age journey, but I keep having a recurring problem on Gleba, which I've narrowed down to having yumako fruit supply problems. It's a bit boom/bust for me, probably because I don't have enough patches farmed for the science levels I'm producing at (roughly 200 spm). The reason I don't have that many patches farmed is because I can't figure out why some spots can have seeds planted and some can't. Thus my question -- assuming I have infinite artificial yumako soil, but no overgrowth (haven't tackled biter eggs yet), when I put a tower in a spot that has all or almost all green squares, what's preventing me from planting there? I have spots I could put a tower in my "orchard" that have all green squares, but they are the darker green instead of the plantable bright green, and putting down artificial yumako soil on those spots doesn't make them plantable. This feels like a really dumb question but I haven't been able to find a good explanation anywhere.
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Re: Simple Questions and Short Answers

Post by sulam »

Okay, I've done a lot of experimenting today so I'm going to answer some of my own question, but still have a remaining one. First of all, in the zoomed out map view, you want the chartreuse / yellowish green terrain, not the green terrain. That is yumako wetlands, which is where artificial yumako soil can be placed. When you're in the non-map view it will be a sort of iridescent green, as opposed to a regular green soil-looking thing. The harvester view is not helpful, it will show bright green for currently plantable patches, but will not distinguish between patches you could potentially plant with artificial soil until you've dropped it. Then it will show those with a bright green reticle. The last bit that I haven't figured out is that it seems somewhat hit or miss as to what patches are actually plantable based on where the harvester is. Sometimes a patch will be plantable but, if you move the harvester a tile, even tho you're not covering the patch, it suddenly isn't. I would love an explanation for why that is.

Another thing that was messing me up is that any resources on a tile will interfere with planting. The harvester will grab the reeds, but it will not grab other things that you may think it should. You also have to clear the stromalite. Basically just clear it all, and then see what's available.

Oh and one test I found to determine if you're dealing with yumako wetlands is to try and place something on it. It will say what it is when it denies you. If it's not already plantable, and it doesn't keep you from putting a belt (or anything else there) due to it being yumako wetlands, it's something else that will not be plantable with artificial soil. Overgrowth is likely the trick in those cases, once you have it.
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Re: Simple Questions and Short Answers

Post by Ragged2671 »

I'm trying to use the "quality transfer" feature in my selector combinator, but I don't seem to be getting any outputs. Here's my input net:
2024-12-15_11-08.png
2024-12-15_11-08.png (147.72 KiB) Viewed 594 times
But there's nothing on the output net:
2024-12-15_11-08_1.png
2024-12-15_11-08_1.png (836.08 KiB) Viewed 594 times
I'm really not sure what I'm missing here, I expect this to work fine from what the description says here.
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Re: Simple Questions and Short Answers

Post by Kyralessa »

Maybe it requires that the target be able to have quality? I don't think water can have quality.
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Re: Simple Questions and Short Answers

Post by kitters »

Ragged2671 wrote: Sun Dec 15, 2024 4:14 pm I'm trying to use the "quality transfer" feature in my selector combinator, but I don't seem to be getting any outputs. Here's my input net:

2024-12-15_11-08.png

But there's nothing on the output net:

2024-12-15_11-08_1.png

I'm really not sure what I'm missing here, I expect this to work fine from what the description says here.
Maybe you get it wrong what is supposed to do.
It's get the value of target signal, and outputs target signal with different quality with the same value. It gets quality either direct instruction, or highest of avaliable quality of a 'select from' signal.
In your case your target is water, but there is no 'water' signal in input for it's quality to get changed, so it outputs nothing.
And by the way, 'water' signal has no quality at all, like any fluid.
If you change target signal, it will output that signal with same value from input (make sure it's not zero) of Epic quality, since it's maximum quality of 'select from" signal (ice) on input.
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Re: Simple Questions and Short Answers

Post by Ragged2671 »

Aha, thank you so much @kitters, that explanation makes sense. I guess I was thinking that the "Target signal" was a part of the "select from signal" mode, but it is actually part of the selector as a whole. This makes a lot more sense.

To reiterate some more in a way I understand:
diagram.png
diagram.png (61.91 KiB) Viewed 569 times
diagram source

Some examples I tested:

Selected signal: Ice
Target signal: Water
Inputs: 10 Epic Ice, 10 Uncommon Ice
Output: Nothing
(liquids cannot have quality)

Selected signal: Ice
Target signal: Ice Melting
Inputs: 10 Epic Ice, 10 Uncommon Ice
Output: Nothing
(0 Ice Melting in the inputs, so 0 Ice Melting in the outputs)

Selected signal: Ice
Target signal: Ice Melting
Inputs: 10 Epic Ice, 10 Uncommon Ice, 1 Ice Melting
Output: 1 Epic Ice Melting
(what I was looking for)

Selected signal: Ice
Target signal: Ice Melting
Inputs: 10 Epic Ice, 10 Uncommon Ice, 10 Ice Melting
Output: 10 Epic Ice Melting
(count is preserved on the target signal)
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Re: Simple Questions and Short Answers

Post by antstar »

My simple question is: How can I see power generation and usage graph on a space platform?

I did check the key bindings in case I was "playing the game wrong" by clicking on the nearest power pole all these years. No love on the wiki either. But I assume it must be simple to do?
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Re: Simple Questions and Short Answers

Post by jdrexler75 »

antstar wrote: Wed Dec 18, 2024 4:17 pm My simple question is: How can I see power generation and usage graph on a space platform?

I did check the key bindings in case I was "playing the game wrong" by clicking on the nearest power pole all these years. No love on the wiki either. But I assume it must be simple to do?
Open the hub, and click the "spark" icon in the top right.
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Re: Simple Questions and Short Answers

Post by mmmPI »

antstar wrote: Wed Dec 18, 2024 4:17 pm My simple question is: How can I see power generation and usage graph on a space platform?

I did check the key bindings in case I was "playing the game wrong" by clicking on the nearest power pole all these years. No love on the wiki either. But I assume it must be simple to do?
If you click on the platform hub, there is an icon looking like a lightning strike in the top right corner
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Re: Simple Questions and Short Answers

Post by antstar »

jdrexler75 wrote: Wed Dec 18, 2024 4:18 pm
antstar wrote: Wed Dec 18, 2024 4:17 pm My simple question is: How can I see power generation and usage graph on a space platform?

I did check the key bindings in case I was "playing the game wrong" by clicking on the nearest power pole all these years. No love on the wiki either. But I assume it must be simple to do?
Open the hub, and click the "spark" icon in the top right.
Thanks!
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