Help With a Signal Network Set-up

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DrakeyC
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Help With a Signal Network Set-up

Post by DrakeyC »

My space platform for Aquilo (and later for the edge of the solar system) has a pair of "trash chute" belts - whatever excess is generated by machines, it gets dumped onto these belts that eventually lead to inserters that chuck it all into space. While this keeps the throughput going, it's not as efficient as it could be and I have to micromanage trips to be mindful of stalls. I currently have each trash belt running by a crusher at the end that recycles oxide asteroids into other types, since they're the most common around Aquilo, but that means metallic and carbon are being chucked into space when I could use them for the same purpose.

So, how would I go about setting up a network that reads the contents of the trash belt as they reach the end, and if it detects any type of asteroid, it changes the crusher to the appropriate recycling recipe - if there's carbon asteroids on the belt, the crusher is set to recycle them, and if there's metallic behind them it changes to recycle them instead.
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Re: Help With a Signal Network Set-up

Post by mmmPI »

Something like this works ?



Edit : Tested corrected 2nd version ( if that one doesn't work you must have missed someting when pasting it) :

Last edited by mmmPI on Sat Mar 21, 2026 12:19 pm, edited 1 time in total.
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Re: Help With a Signal Network Set-up

Post by DrakeyC »

Perfect, thanks very much :D
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Re: Help With a Signal Network Set-up

Post by DrakeyC »

So it seems there's a kink in the system somewhere. I've no idea how, but the crushers are getting stalled because at some point the recipes for getting resources from asteroids are getting fed into them, and suddenly they have iron ore or ice in their inventory.

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Re: Help With a Signal Network Set-up

Post by mmmPI »

Sorry for the inconvenience, that's a bad case of failure that didn't occured in my (too) quick tests, i reworked on this here is another version that shouldn't cause the problem :



The idea roughly is to use a belt to generate a pulse signal with the asteroid type, this is sent thru 3 decider combinator in parralel, that transform the asteroid chunk signal into the corresponding reprocessing recipe signal to set the crusher. This transformed signal is meant to be stored in a memory cell during the time of the processing, to avoid rapid switching of receipe and crusher "skipping" some chunks, having them go from input to output in the cancellation. Such memory cell is reset when the processing is finished.

Then there is an additionnal quirk in that the inserter feeding the crusher need to avoid filling the crusher with "many" chunk, in case the recipe changes after just 1, or those extra chunk will also be skipped. This is where i made a mistake in previous version.


Disclaimer : New version require chunks to be "moving" on the belt for the crusher to receive a receipe, because the new signal is emited as a pulse only when they enter the belt, so the blueprint comes with a circular belt, if it gets full and chunks are immobilized, then it will need manual purging to restart.

This can be dealt with by adding a belt of a slower speed just before the belt that is read, and sideloading the circular belt with new asteroids or UNLIKE in blueprint making sure "new" chunks have lower priority to enter the belt, the material backs up in the collector, not on the belts loop, it is not a detail, it is different from previous version to make a more robust system. Unfortunatly it may require a little more room than previous one also because it has additionnal combinator.

It worked fine when i tested in lab setup, but since i haven't used it extensively in game, i'm not 100% confident it works as intended, or if there is a use case i didn't think about that will break it, so does this works better ?
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Re: Help With a Signal Network Set-up

Post by DrakeyC »

Same problem
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Re: Help With a Signal Network Set-up

Post by mmmPI »

Do you have an idea when it fail ? because i tested it more in detail last time and it worked fine, i could spot why the first one failed, and the second one uses a different color wire so it has to be something else and i'm not sure what to test anymore.

Could it be low power or part of it was deconstructed ?

At this point i'm suspecting a leftover setting from an older setup, i believe the current one cannot possibly have the crusher receiving a wrong signal due to them being on isolated networks.

maybe show the setup ?
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Re: Help With a Signal Network Set-up

Post by DrakeyC »

The crushers and deciders are not hooked up to any other part of the platform. I've never had any sort of past circuit network in this area. Here's a blueprint of the set-up I have, the same as yours, just with some stuff repositioned.

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Re: Help With a Signal Network Set-up

Post by mmmPI »

DrakeyC wrote: Sat Mar 14, 2026 1:24 am The crushers and deciders are not hooked up to any other part of the platform. I've never had any sort of past circuit network in this area. Here's a blueprint of the set-up I have, the same as yours, just with some stuff repositioned.
I notice your blueprint isn't the same blueprint as the one i posted, it's not just things repositionned, conditions are different :
DIFFERENt.jpg
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Re: Help With a Signal Network Set-up

Post by DrakeyC »

Re-did the copy and paste job, still got the crushing recipes going.

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Re: Help With a Signal Network Set-up

Post by mmmPI »

DrakeyC wrote: Mon Mar 16, 2026 10:44 pm Re-did the copy and paste job, still got the crushing recipes going.

This blueprint cannot function because there is no circular belt , and it cannot set the crusher to the wrong receipe either. With only this as information i can't help debug.
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Re: Help With a Signal Network Set-up

Post by DrakeyC »

I don't understand what you want, then. You can see the set-up I have for my trash chute belt and what I need the signal network to do.
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Re: Help With a Signal Network Set-up

Post by mmmPI »

I can see a blueprint that cannot set the crusher to the wrong receipe yet that's what you claim happened.

Such blueprint is a modified version of the one i posted with a modification that makes it non-functionnal, namely you removed the circular belt, it's explained why you shouldn't already.

There is no way to tell what other thing you did "wrong" that caused a problem in your game that isn't reproductible with the blueprint you posted.
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Re: Help With a Signal Network Set-up

Post by DrakeyC »

You make a big deal about the circular belt, even though 1. there's only one part of the belt that is being read, and 2. as you can see from my blueprint, I am not using a circular belt in my build. Kinda defeats the purpose of a "trash chute belt" where things on it get chucked away.
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Re: Help With a Signal Network Set-up

Post by mmmPI »

I make a big deal about it because otherwise you need extra combinators to refresh the recipe, it's possible to do differently but it complicate things , you can use something like that :
chute.jpg
chute.jpg (143.79 KiB) Viewed 127 times
In any case thee is no way this is responsible for setting the incorrect receipe to the crusher, it would just cause the machine to stall, whereas thanks to the loop, if there is a remaining chunk , it will "enter" the belt many times, until the recipe is picked up and it is transformed.
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Re: Help With a Signal Network Set-up

Post by SaboteurKiev »

03-21-2026, 15-30-06.png
03-21-2026, 15-30-06.png (3.68 MiB) Viewed 103 times
I am using just a single belt for all asteroids, and just reprocess to what I need. It is really fast and I am using only solar panels for my aquilo ship, so do not see any issues. Just research your turrets damage and asteroid productivity
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Re: Help With a Signal Network Set-up

Post by DrakeyC »

mmmPI wrote: Sat Mar 21, 2026 12:16 pm I make a big deal about it because otherwise you need extra combinators to refresh the recipe, it's possible to do differently but it complicate things , you can use something like that :

In any case thee is no way this is responsible for setting the incorrect receipe to the crusher, it would just cause the machine to stall, whereas thanks to the loop, if there is a remaining chunk , it will "enter" the belt many times, until the recipe is picked up and it is transformed.
I'll take another look at things and make sure I didn't muck anything up, then. But yeah, I don't want a loop like this, stuff other than asteroids gets dumped down the chute belt and I don't want any clogging.

EDIT: Okay, it does seem to be working now :D Still asteroids getting tossed out because the crusher is slower than the supply, but I can work with that.
SaboteurKiev wrote: Sat Mar 21, 2026 1:31 pmI am using just a single belt for all asteroids, and just reprocess to what I need. It is really fast and I am using only solar panels for my aquilo ship, so do not see any issues. Just research your turrets damage and asteroid productivity
This is not in any way helpful or relevant to the topic.
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Re: Help With a Signal Network Set-up

Post by mmmPI »

DrakeyC wrote: Sat Mar 21, 2026 5:21 pm I'll take another look at things and make sure I didn't muck anything up, then. But yeah, I don't want a loop like this, stuff other than asteroids gets dumped down the chute belt and I don't want any clogging.

EDIT: Okay, it does seem to be working now :D Still asteroids getting tossed out because the crusher is slower than the supply, but I can work with that.
I have spent a bit of time to make the no-loop version, but i'm not sure it's necessarily more compact because of the extra combinator, it also wasn't tested extensively in game, it has an additionnal self reseting timer set up to 10 ticks, and now the belt is read in "hold" mode, only when the timer reset can the new value registered be used to set a recipe. No need to have moving chunk anymore, but more complicated logic.

no loop.jpg
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