Output R/G settings for buildings

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Karto
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Re: Output R/G settings for buildings

Post by Karto »

+1 for 2.1
Rodonies
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Re: Output R/G settings for buildings

Post by Rodonies »

+1, I was actually looking for a way to do this. I also suggest adding an R/G channel selector for inputs like "Set Recipe"
perahoky
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Re: Output R/G settings for buildings

Post by perahoky »

i need this feature too.

wwhen i connect a ssembler to red and green and use set recipee and read ingrdients, it sets the recipe from the read ingredients.

i want to build multiple asemblers which get their recipe from circuit network and send their ingredients to another network.

i need to select R / G like in combinators for assemblers to differentiate signals from "circuit network assembler feature" like set recipes / read ingredients.

in my opinion this ia a bug because it renders the feature unusable when used both.
thedoh
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Re: Output R/G settings for buildings

Post by thedoh »

Epb7304 wrote: Tue Mar 25, 2025 1:03 pm instead of making a new post, I will add on my take on this, I made a graphic

Assembler Circuit Connection.png
This is great, though I would offer one minor suggestion for UI/UX: Just like how the circuit / logistic network connection information are hidden until you explicitly connect a wire or configure the logistic network stuff, the red/green wire could be a hidden UI element until both a red and a green wire are connected. This could avoid overwhelming the screen until you need it.
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Re: Output R/G settings for buildings

Post by macdjord »

thedoh wrote: Tue Jun 09, 2026 3:44 pm
Epb7304 wrote: Tue Mar 25, 2025 1:03 pm instead of making a new post, I will add on my take on this, I made a graphic

Assembler Circuit Connection.png
This is great, though I would offer one minor suggestion for UI/UX: Just like how the circuit / logistic network connection information are hidden until you explicitly connect a wire or configure the logistic network stuff, the red/green wire could be a hidden UI element until both a red and a green wire are connected. This could avoid overwhelming the screen until you need it.
I'd suggest doing it the same way decider and arithmetic combinators do: it always shows both checkboxes, but if a wire of the given colour is not connected then that checkbox is greyed out.
gdubrocks
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Re: Output R/G settings for buildings

Post by gdubrocks »

Bump for 2.1
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boskid
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Re: Output R/G settings for buildings

Post by boskid »

gdubrocks wrote: Thu Jul 02, 2026 5:12 pm Bump for 2.1
Would you like to add anything to this bump given that a 2.1 experimental was released in the meantime?
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Re: Output R/G settings for buildings

Post by gdubrocks »

boskid wrote: Thu Jul 02, 2026 5:15 pm Would you like to add anything to this bump given that a 2.1 experimental was released in the meantime?
Yeah, I am on the 2.1 experimental patch, and the new wire features are great but they still leave me wanting.

For example the reason that many people wanted multiple wires in the first place was to do two separate outputs from the same machine. A very common use case is on assemblers where you need to know how many materials are still needed to complete a receipe. This is a very useful behaviour on spaceships with limited belt space, on automall designs, and for sushi of all types. It's possible to achieve it now, but is extremely clunky and requires multiple machines, or multiple combinators which are manually set for each assembler.

If you read the previous comments on this thread, almost every single person is asking for the same functionality I am mentioning, and the new split wire feature implementation doesn't make it any easier.

The current wires cannot output two different colors from an output, but there is another way to achieve the same functionality if you don't want to allow two outputs from the same machine on different wires.

See viewtopic.php?t=134720 for more details.
GN89
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Re: Output R/G settings for buildings

Post by GN89 »

Maybe we could add an option to the Selector Combinator to output ingredients based on the selected recipe? Or, if an item signal is passed as an input, it could output its ingredients in binary format (for alternative recipes), where each bit position represents one of the recipes? Of course, this would require adding a detailed tooltip explanation.

While this can already be achieved via circuitry, it requires manually building extensive lookup tables. However, this might be slightly off-topic here, so maybe it's better to move this to a new "Ideas and Suggestions" thread.
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Re: Output R/G settings for buildings

Post by GN89 »

GN89 wrote: Fri Jul 03, 2026 3:58 am Maybe we could add an option to the Selector Combinator to output ingredients based on the selected recipe? Or, if an item signal is passed as an input, it could output its ingredients in binary format (for alternative recipes), where each bit position represents one of the recipes? Of course, this would require adding a detailed tooltip explanation.

While this can already be achieved via circuitry, it requires manually building extensive lookup tables. However, this might be slightly off-topic here, so maybe it's better to move this to a new "Ideas and Suggestions" thread.
Actually, I might have rushed that a bit in my previous post — a binary bitmask would only give us a list of required ingredients (as flags), but not their actual quantities.

To expand on this idea, we could split the functionality using the dual outputs of the combinator:
* Red output: Outputs the binary bitmask of the required ingredients (as mentioned before).
* Green output: Outputs the exact quantities of those ingredients based on an input index signal.

This approach needs more refining, especially for cases where an item signal is passed as an input instead of a specific recipe, but it is definitely a direction worth digging into for advanced circuitry.
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