help on Combinators

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Globetrotteur
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help on Combinators

Post by Globetrotteur »

Hello, i'd like some help with Combinators, i made a contraption for my base and it was working fine a few weeks ago, but now it just breaks, if anyone could help me figure why and how to fix it i would gladly appriciate it, thanks.
here is the blueprint for the contraption :

Code: Select all

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w2sPzegyOathL8L8jgjV1kLqm1Bl1kLqm7Ok+dtJRTR2krinFm9RB6pqypytl4CJPlIxa4cHfnWXxSDXsjAe75qZJadmgfBbgQLFwJTtR+tB7oKw5UjJcKU+UOsgSbMlZFo9Uw878HVNfQ1lfWdtE7F1kzZglggcI3qTkWZu2R6qhTcHO7gveIWJUFAEXEX1aBO8QUU4RvENEOUUYrYg+JoL3i+hVIti8iDYvTLTrQMkwBhl7l8GnZexd5mdteTPa1JSRR6qhW1nbS7R5GcYg4xhkGINr45Higarb6ngW5ZRhRDJalgyeKqNNyKAHlZ9RtknZ7Eg1NK2y5n0qjFbFCKZCzFLRBlXtK1FOR/FA1W08eEAcnwoxWUVfUWEMSsX7VPS4mgrI60PvYc7Rh97tWVtN6SZlT1TDInUYkeZ1DzrEAh01psOIdByRDlrR0W918D8d5dRhRDrODzpEWh01pk3TdnUtdYy0OswPJkpt/Nzo8xmBi/tVBCpcaViMmDxSPLTV94mmLZmAp4l4miCLiWM3KvQQkTc69HC4MsxcJsppbOgh8rQBJZsfKRYoESl3n42yWBZ6iH5keegh+pEVMUbySPHQVt+nmjqywf/s4b5guzZKZk3owcYebOihxtPHNc+zltP/5aGtpliIfDWCnjoh6HMheRgtj9Rp7DysibycPFInqXlYBfkeeKQO/bllc7krPnxCZrkvNlW58h9j/qWotmHVLpUbvrXuD7dc8c/P/wFUv2Hf
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Capture d'écran 2025-04-29 234626.png
Capture d'écran 2025-04-29 234626.png (868.42 KiB) Viewed 109 times
Last edited by Globetrotteur on Tue Apr 29, 2025 10:36 pm, edited 1 time in total.
robot256
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Re: help on Combinators

Post by robot256 »

What is it supposed to do? What does it actually do now?
Globetrotteur
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Re: help on Combinators

Post by Globetrotteur »

it is supposed to get a number into a memory cell and count down the number of item passing through the belt until the number is 0, basically it tell it to only allow a precise amount of item in the belt, but now it just keeps it open and doesn't count down anymore, i use this to feed my rocket silo with item from Volcanus, the item count is from the requested by the space platform. the first part of the contraption is to only count once the number (turn a hold into a tick) and input it into the memory cell, then it check is the memory cell is higher than 0, if it is the belt is turned on and allow the flow of item, it will count each passing items and count down on the memory cell until is goes to 0 and it locks the belt again, not allowing more item to enter, but since i came back from vacation the system doesn't count down anymore.
btw, i'm sure there are easier ways to do this/improve my contraption but this was my first time doing something like this and i tested it about 2 weeks ago and it was working, hence why i implemented it, but now it doesn't work anymore and i've noticed there has been updates lately, including one with Combinators so it might be that, but i have no idea how to fix it
(i'd like to add that there's is 12 contraptions, one for each item, so only look at one of them and not the whole thing, if one is fixed, you only need to copy it to the others)
Tertius
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Re: help on Combinators

Post by Tertius »

It's difficult to guess what all your combinators should do, if they don't do what you want. If I activate the constant combinator, a bunch of items will flow, then stop. Isn't that what you want?
Also, it's incomplete since I don't see any means to automatically reset and allow the next batch of items pass. The amount of combinators you use is a sign you should do a different approach - 96 combinators to just too much.

If the task is to "allow an exact given amount of items, defined in a constant combinator, pass through the output belt", I would modify your combinator setup like the picture below. The counter (the decider combinator) will reset if you deactivate the constant combinator and activate it again. However, all the splitters still make this quite inefficient and space consuming. You will notice the exact amount of items (rounded up to an even number) from the constant combinator will be added to the output chest. In your original contraption, some random amount of items will be added, it's not clear how many. The belt will somehow stop with your setup, but I wasn't able to decipher how that works and if this is the intended way and how many items exactly will be passed.

The number in my setup will be rounded up to an even number, because there are always 2 items entering the belt and you aren't able to single out single items this way. It's also required to separate belt counting from belt disabling, because if you disable the belt you just counted the last items, the last item will stick on the now deactivated belt. So the blocking belt has to be one belt upstream to the counting belt.
04-30-2025, 10-21-59.png
04-30-2025, 10-21-59.png (440.46 KiB) Viewed 20 times


How about getting completely rid of all this and use the logistics network to move items from the station to wherever you want? Output your train to passive provider chests instead of steel chests, then you're able to define exact amounts of items in logistics requester chests and the robots will automatically take care of it.

If this is to provide items for space platforms, you need none of these. Output your train station to passive provider chests. In your rocket silo(s), activate logistic requests. That's all. As soon as a platform requests something, whatever it is, and this whatever is present in your local logistics network, the rocket silo will magically request them and robots will bring the items from the passive provider chests to the rocket silo and the rocket will automatically launch.
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