Separating Red / Green Circuits, Particularly in Crafting Machines

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Galdoc
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Separating Red / Green Circuits, Particularly in Crafting Machines

Post by Galdoc »

What?
I'd like to be able to have circuit network connectable entities have the ability to send distinct combinations of outputs to the Red and Green wires. I'd like this for as many entities as possible, but at the very least, any crafting machine where various output signals may become inextricably entangled.
Why?
Example: Nutrients can serve as both Fuel and as Input (or Output) for some recipes. When connected to a Circuit, the Nutrient signal outputs will glom together from Read Contents, Read Fuel and Read Ingredients. If I ever need to separate them back out into distinct Signals for purposes of engaging with spoilage mechanics (particularly, things that spoil with consequences like eggs), this becomes cumbersome when not impossible. Yes, I can set up a dummy crafter set to the same recipe that's Outputing its Read Ingredients and subtract it off -- but I CANNOT do anything analogous to disentangle Contents and Fuel. Anecdotal data point: this is the problem that killed my Space Age run. :( Yes, skill issue, but still.

I also get the sense that this may be a boon to those who get really expressive with circuit networks, though I'm sure by now many workarounds exist for problems. In this, I feel it's more about removing friction from the system. But, just my 2c.
What?
I think this can be most easily be achieved as described in the screenshot (see below). Next to the title `Output` there is a Split R/B button (I've merely styled it as a flipped Circuit connection button for expediency of the mockup). Clicking it will remove the R/G checkboxes and instead duplicate the Output pane, and label one R and the other G. Clicking it again restores the default behavior. Also, pay no attention to the actual selections; I've picked some arbitrary combination of outputs just to demonstrate that they can be different.

While I wouldn't presume to know what goes on on the backend, this strikes me as having to duplicate, per entity, whatever struct (?) is used to store Output toggles for any entities that use it, with a simple bitmask that informs which is the Red and which is the Green for purposes of calculation. I'm sure it's more complicated than that with validation and such. But, while everyone's in there adding magic special amazingness, I figured it was a good time to make the request with one big use case.
06-30-2026, 13-12-11.png
06-30-2026, 13-12-11.png (757.04 KiB) Viewed 256 times
Dangwiggums
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Re: Separating Red / Green Circuits, Particularly in Crafting Machines

Post by Dangwiggums »

^THIS^

I have found myself frustrated by the inability to differentiate specific outputs myself. in my case, when making 'smart' assemblers, with dynamic recipe switching.
I want to be able to 'read ingredients' and send them to a combinator to manipulate quantities, and then to a buffer or requester chest to have bots bring ingredients.
I also want to, separately, be able to 'read contents', so that I can insert specifically and only the quantity of material required, so that I don't have to deal with a machine having to empty itself every time it switches recipes. My workaround has been to use another machine, AS a janky combinator, to differentiate signals that way. It has just felt... weird with how polished the rest of the game, and circuit networks in general are, that there are signals that CAN interfere with each other, but can't be unentangled simply.
The solution Galdoc mentioned above, or even one that has a checkbox for R or for G next to each signal output, would be... AWESOME!
LoerisOtter
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Re: Separating Red / Green Circuits, Particularly in Crafting Machines

Post by LoerisOtter »

Repeat of this forum

viewtopic.php?t=117032
gdubrocks
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Re: Separating Red / Green Circuits, Particularly in Crafting Machines

Post by gdubrocks »

Bump, this is a pretty slick UI for it too.
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