Been having trouble with labs, i cant seem to have it auto switch to different techs based on which one is has the lowest science requirement, i have it set to read the level of the research that is working on and the research cost, but how would i switch it to the lowest cost research, that way i can cycle through the lowest and i don't have to keep manual switching them, been needing a way to just place a blueprint and have it research as im doing things without me going back and changing it every 7 techs..
I am really not good at circuit networks and i just know the basics and i cant seem to figure this out.
Have Labs auto switch to lowest science tech?
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The-Zee-System
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Re: {2.1.8} Have Labs auto switch to lowest science tech?
You can't. Maybe move this to ideas and suggestions?
It's tricky because some tech costs are too big for the circuit network.
It's tricky because some tech costs are too big for the circuit network.
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jimmy_1283
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Re: {2.1.8} Have Labs auto switch to lowest science tech?
I am trying to do this myself, but I also kinda suck with circuit networks. I have an idea, that may work but can't quite wrap my head around putting it all together.
Combinator with each infinite research (A-Z) with value = cost. (first level of infinite)
4 Combinators with a multiplier for cost increase per level. (+1000/*1.2/*1.5/*2)
Combinator with max level for item productivity research. (30)
Output from lab, reading L
Memory cell that keeps the latest value for all research (A-Z, and current cost, including current research)
Decider that reads max level and sets value to 0 for anything that's ≥ 30. (max productivity bonus)(if EACH ≥ 30 THEN set 0 ELSE EACH input value)
Selector that reads from memory cell and sends (A-Z) signal for research, lowest first, to Decider. (0 value sends no signal)
Decider that reads L < 1 AND EACH from Selector, sending signal to set research on Lab. (Should be 1 tick, because L will be ≥ 1 while researching.)
Probably missing a few things, but I reckon this could work as a base for someone with greater understanding than I.
Also this only really works if you're starting at first infinite for everything, and the power doesn't go out. I suppose you could probably read L for that one tick to update the value in the memory cell?
Combinator with each infinite research (A-Z) with value = cost. (first level of infinite)
4 Combinators with a multiplier for cost increase per level. (+1000/*1.2/*1.5/*2)
Combinator with max level for item productivity research. (30)
Output from lab, reading L
Memory cell that keeps the latest value for all research (A-Z, and current cost, including current research)
Decider that reads max level and sets value to 0 for anything that's ≥ 30. (max productivity bonus)(if EACH ≥ 30 THEN set 0 ELSE EACH input value)
Selector that reads from memory cell and sends (A-Z) signal for research, lowest first, to Decider. (0 value sends no signal)
Decider that reads L < 1 AND EACH from Selector, sending signal to set research on Lab. (Should be 1 tick, because L will be ≥ 1 while researching.)
Probably missing a few things, but I reckon this could work as a base for someone with greater understanding than I.
Also this only really works if you're starting at first infinite for everything, and the power doesn't go out. I suppose you could probably read L for that one tick to update the value in the memory cell?
