I don't have a lot of skill on Decider Combinators and I'm having a problem with using this one. This is on my ship, ORIGINALLY it was set up with a * for both the input and the output, and that would dump ANYTHING that was over 650. Which worked great for the surplus but not so good when I go grab 2k science packs. Yeah, I could raise it up, but I don't have enough free space for 2k iron ore, ice and carbon.
So I took out the * and put each thing I'm processing instead. And this seems to be doing better, I'm no longer dumping science packs, but as you can see, when ANY of my surplus items hits 650, then it randomly dumps any of them... So I'l end up with a situation where my iron ore gets to 1k but it dumps all my carbon and ice before it starts touching the iron. (BTW, this combinator is watching the inventory and pushing to an inserter that pulls out of the inventory and throws it overboard.
Do I need a decider for each surplus item? I probably have room for that since it's only 4 things. Or do I need a decider AND inserter for each. That I DON"T have space for.
Decider Combinator help
Re: Decider Combinator help
If i understand correctly, you can do this using 2 decider combinator. One that will test for all the things that are not "space science" AND also " above 650", and another decider combinator that test only "space science".
Then joining their output can be used to set filter to an inserter that will dump everything that is not space science that is above 650, and space science too when it's above 2000.
Re: Decider Combinator help
I'll try that. And honestly, I have no need to dump 'space science' over 2k, that was an example of what I usually haul back to nauvis. if I have more than 2k of that it's fine. I'm just trying to find a way to keep the things I get from astroids low and the stuff I ship to orbit left alone.
Thank you!
Thank you!
Re: Decider Combinator help
I believe you can do it with one decider and one constant combinator:
Constant combinator sets what items are checked and their limits. The magic is done by using green and red wire.
Constant combinator sets what items are checked and their limits. The magic is done by using green and red wire.
Last edited by Muche on Tue Dec 17, 2024 10:26 pm, edited 1 time in total.
Re: Decider Combinator help
You don't even need the deciderMuche wrote: Mon Dec 16, 2024 3:28 pm You believe can do it with one decider and one constant combinator:
Constant combinator sets what items are checked and their limits. The magic is done by using green and red wire.
This is using only a single constant with very high value, this way when combined with the other constant that mimick the ship content, it either set the filter for the inserter, or it creates a too large number, if there is more than 650 or 2000, depending on the item. And such "too large number" overflow into a negative number.
It's not the easiest way to get started though x)
Edit : nevermind, the previous contraption does the opposite of the mentionned use case, it remove the filter when things have reached threshold. To actually reproduce the same logic using the overflow it is required to use an arithmetic combinator in addition to the constant, which yield the same footprint.
Re: Decider Combinator help
not sure what I'm doing wrong here, i copy and pasted the blueprint as-is, then I swapped the fast inserter out for a bulk. Then I cut/paste the constant combinators to move them into a position that I could fit them on the platform. That kept all the wires connected it. I double checked that all the settings were retained, but at this point it's dumping nothing, when based on the inventory I have it should be dumping iron plates.
Re: Decider Combinator help
It doesn't look like the hub is hooked up to the same circuit network. The wiring nub is visible on the hub but the green wires are headed offscreen, not to the combinators. If you look at the circuit network for the hub (it's offscreen to the right in the screenshot), does it report it's on network 42?bbutle01 wrote: Tue Dec 17, 2024 8:48 pm not sure what I'm doing wrong here, i copy and pasted the blueprint as-is, then I swapped the fast inserter out for a bulk. Then I cut/paste the constant combinators to move them into a position that I could fit them on the platform. That kept all the wires connected it. I double checked that all the settings were retained, but at this point it's dumping nothing, when based on the inventory I have it should be dumping iron plates.
Screenshot 2024-12-17 at 2.45.34 PM.png
Screenshot 2024-12-17 at 2.46.04 PM.png
Re: Decider Combinator help
This is correct, the constant combinator currently connected with a green wire to the input of the arithmetic was meant to represent the platform hub, it should be removed and instead this green wire should connect to the hub. The arithmetic combinator will then turn the values into negative on the output.BeBoxer wrote: Wed Dec 18, 2024 2:02 amIt doesn't look like the hub is hooked up to the same circuit network. The wiring nub is visible on the hub but the green wires are headed offscreen, not to the combinators. If you look at the circuit network for the hub (it's offscreen to the right in the screenshot), does it report it's on network 42?bbutle01 wrote: Tue Dec 17, 2024 8:48 pm not sure what I'm doing wrong here, i copy and pasted the blueprint as-is, then I swapped the fast inserter out for a bulk. Then I cut/paste the constant combinators to move them into a position that I could fit them on the platform. That kept all the wires connected it. I double checked that all the settings were retained, but at this point it's dumping nothing, when based on the inventory I have it should be dumping iron plates.
The other constant combinator from my blueprint ( the one with very low negative value) need to be also connected to this output, with a wire of the same color as the one that connect the dumping inserter.
The very large negative value stored in the constant combinator is "almost" the minimum number allowed by the circuit, if you remove more, say -655, (because there are 655 iron in the platform hub) , then it will overflow, it will start being a positive value again because it can't be more negative. And thus only then it will be registered as a valid signal for "setting" filter on the inserter.
Re: Decider Combinator help
Oh, I thought it automatically pulled the data from the hub (like logistic network). Especially since it did seem to read the inventory, so I thought it was hooked up just by being there.
Those two greens that are going off screen are going to two inserters that shut off when ammo reaches 650.
So I'll remove the constant combinator that has the 'dummy values' and connect it to the hub instead. And I'll leave the one with the negative values. I understand now why you put in the 'example' constant one.
Thanks for your help. I think with this info I'll finally be able to automate the ship going back and forth to fulgora and vulcanus.
incidentally, I originally had 5 engines, but I guess there's more asteroids at fulgora, because I always took damage going there with 5, but never seemed to at vulcanus. So slowing it down gave it more time to shoot them down before impact.
And I'll probably just duplicate this ship a few times for different routes. Thanks guys!
Those two greens that are going off screen are going to two inserters that shut off when ammo reaches 650.
So I'll remove the constant combinator that has the 'dummy values' and connect it to the hub instead. And I'll leave the one with the negative values. I understand now why you put in the 'example' constant one.
Thanks for your help. I think with this info I'll finally be able to automate the ship going back and forth to fulgora and vulcanus.
incidentally, I originally had 5 engines, but I guess there's more asteroids at fulgora, because I always took damage going there with 5, but never seemed to at vulcanus. So slowing it down gave it more time to shoot them down before impact.
And I'll probably just duplicate this ship a few times for different routes. Thanks guys!