Add wildcard "current crafting" for assemblers

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Erfar
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Add wildcard "current crafting" for assemblers

Post by Erfar »

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Subject. I have a lot of assemblers that I setup for crafting limited amount of items in chest/logical network and it would be very nice to have simple wildcard similar to haw trains have that will look at current crafting recipe. And most imports it will not require changing item manually every time recipe changed.

Right now it either not possible (because you can't read recipe in 2.0) or require clunky circuits setup with "set recepie" via combinators etc.
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Re: Add wildcard "current crafting" for assemblers

Post by robot256 »

If I understand your use case correctly, this may be satisfied perfectly in 2.1.10 by using the brand new "recipe product" blueprint parameter. You should even be able to use the stack size in the blueprint.

So after a bit of a learning curve, you can make a "generic mall assembler" blueprint. When you place it, the only thing you have to select is the recipe parameter for the assemble.

Unfortunately I don't think the devs plan to add any features to 2.0.
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Re: Add wildcard "current crafting" for assemblers

Post by nzer »

robot256 wrote: Mon Jul 13, 2026 4:40 pm If I understand your use case correctly, this may be satisfied perfectly in 2.1.10 by using the brand new "recipe product" blueprint parameter.
A wildcard like what is being suggested would be strictly better than a blueprint parameter, because it would allow you to change the recipe later without having to re-paste a blueprint.
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Re: Add wildcard "current crafting" for assemblers

Post by worph »

If you are changing recipes manually on a regular basis, you are doing something wrong.
(bootstrapping a new surface is the only exception, but that only happens a limited amount of times)
I am all for QOL features, but I cannot see how this would be useful to someone that understands circuit logic. Maybe elaborate further if I misunderstood.
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Re: Add wildcard "current crafting" for assemblers

Post by robot256 »

nzer wrote: Mon Jul 13, 2026 7:00 pm
robot256 wrote: Mon Jul 13, 2026 4:40 pm If I understand your use case correctly, this may be satisfied perfectly in 2.1.10 by using the brand new "recipe product" blueprint parameter.
A wildcard like what is being suggested would be strictly better than a blueprint parameter, because it would allow you to change the recipe later without having to re-paste a blueprint.
If repasting a parameterized blueprint is too much work for you, then the only thing to be done is make an autocrafter circuit. Factorio is about automation, after all. Why make it slightly easier to change recipes manually when you could do the whole operation automatically?

A single constant combinator with a list of all the items you want to keep in stock can send build commands to one or more programmable assemblers without you touching anything. (Use the arithmetic and selector combinators to choose one of the missing items to set the recipe. Use the assembler Read ingredients output to set the supply chest requests. The assembler checking "Any>0" on the recipe wire to tell if it should run).
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Re: Add wildcard "current crafting" for assemblers

Post by Erfar »

worph wrote: Mon Jul 13, 2026 7:10 pm If you are changing recipes manually on a regular basis, you are doing something wrong.
(bootstrapping a new surface is the only exception, but that only happens a limited amount of times)
I am all for QOL features, but I cannot see how this would be useful to someone that understands circuit logic. Maybe elaborate further if I misunderstood.
My circuits change recepie.
And single wildcard will simplify combinators setup by a lot
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Re: Add wildcard "current crafting" for assemblers

Post by Erfar »

robot256 wrote: Mon Jul 13, 2026 8:41 pm
nzer wrote: Mon Jul 13, 2026 7:00 pm
robot256 wrote: Mon Jul 13, 2026 4:40 pm If I understand your use case correctly, this may be satisfied perfectly in 2.1.10 by using the brand new "recipe product" blueprint parameter.
A wildcard like what is being suggested would be strictly better than a blueprint parameter, because it would allow you to change the recipe later without having to re-paste a blueprint.
If repasting a parameterized blueprint is too much work for you, then the only thing to be done is make an autocrafter circuit. Factorio is about automation, after all. Why make it slightly easier to change recipes manually when you could do the whole operation automatically?

A single constant combinator with a list of all the items you want to keep in stock can send build commands to one or more programmable assemblers without you touching anything. (Use the arithmetic and selector combinators to choose one of the missing items to set the recipe. Use the assembler Read ingredients output to set the supply chest requests. The assembler checking "Any>0" on the recipe wire to tell if it should run).
How repast of parametrised blueprint will help to solve case with automated recepie change?
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Re: Add wildcard "current crafting" for assemblers

Post by robot256 »

Erfar wrote: Wed Jul 15, 2026 2:00 am How repast of parametrised blueprint will help to solve case with automated recepie change?
Thank you for explaining your application better. I did not understand from your previous posts that you intended to use this feature while setting the recipe using the circuit network. In that case I am even more surprised at your request, because I would never want to use the same threshold number for different products being created automatically. Instead I would use a simple circuit like the following blueprint, where the input is a wire with the quantity of each item I want to keep in the logistic network. It uses just one decider combinator and the new circuit features to both select an unfulfilled recipe and disable the assembler when all recipes are fulfilled. It has certain drawbacks which can be overcome with more complex circuits, but none of the drawbacks involve the assembler enable condition.

Edit: Just updated the blueprint to fix one of the problems. Now the additional input condition of the decider combinator ensures the assembler only ever tries to craft items you put in its own combinator.



Edit 2: Now I'm even more baffled. If you have an assembler with "set recipe" enabled, and do not send it any signal greater than 0 for a valid recipe or craftable item, then it will stop crafting and stop requesting ingredients. The only circuit you need is an arithmetic combinator to subtract the chest/network inventory from the desired amount. So I don't know how OP got stuck making "clunky" circuits at all.

Last edited by robot256 on Wed Jul 15, 2026 3:19 am, edited 3 times in total.
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Re: Add wildcard "current crafting" for assemblers

Post by worph »

I think you need to tell us more about your idea. I am completely confused about what it is you want.
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Re: Add wildcard "current crafting" for assemblers

Post by Erfar »

worph wrote: Wed Jul 15, 2026 2:56 am I think you need to tell us more about your idea. I am completely confused about what it is you want.
Trains have wildcard symbols "fuel" "cargo" etc.
Same thing should be for assembler "Current crafting"
I dont understand what you could not understand
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Re: Add wildcard "current crafting" for assemblers

Post by Erfar »

robot256 wrote: Wed Jul 15, 2026 2:53 am
Erfar wrote: Wed Jul 15, 2026 2:00 am How repast of parametrised blueprint will help to solve case with automated recepie change?
Thank you for explaining your application better. I did not understand from your previous posts that you intended to use this feature while setting the recipe using the circuit network.
So you have not read oppening post?
Erfar wrote: Mon Jul 13, 2026 3:56 pm And most imports it will not require changing item manually every time recipe changed.

Right now it either not possible (because you can't read recipe in 2.0) or require clunky circuits setup with "set recepie" via combinators etc.
robot256 wrote: Wed Jul 15, 2026 2:53 am Edit 2: Now I'm even more baffled
yes you are
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fisrt. Yor request items via circuit for SINGLE craft so with fast recipe like gears, iron sticks and iron chest yur assembler will idle most of the time
second. Your setup are not dynamically changing recepie between gears/sticks/chests it craft until reach treshhold
Third. Your setup does not check are item that you are requesting present in network at all, so if your input will bit Iron sticks and rails - your setup will not work because it will attempt to craft rails without having access to sticks.
etc.
When you start to fix every single issue with setup like this you quickly descent into making "omnicrafting" setups with dozens of combinators. That will probably include limiters "If I'm already crafting X, I could craft at least 10 of them" etc. that could have been handled by logistic connection via wildcard symbol reducing footprint of combinator's setup

and last of all "I don't need it because I can work around it" is not constructive answer in Ideas and Suggestions
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Re: Add wildcard "current crafting" for assemblers

Post by worph »

Please post a full blueprint of what a machine with its combinators would look like, if your idea was added to the game.
Use some other signal in place of your wildcard.
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Re: Add wildcard "current crafting" for assemblers

Post by Erfar »

worph wrote: Wed Jul 15, 2026 10:00 am Please post a full blueprint of what a machine with its combinators would look like, if your idea was added to the game.
Use some other signal in place of your wildcard.
Why I need to design full combinator circuits for you to understand what is wildcard if it will not work anyway because there is no wildcard symbol?

Have you used 2.0 trains interrupts?

Look. Wildcard symbol visualisation
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And if you will read fisrt post you will understand why right now you can't "replicate" wildcard symbol because you can't READ recipe in assembler.
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Re: Add wildcard "current crafting" for assemblers

Post by worph »

I want to specifically see the rest of your setup.
All inserters, all chests, all combinators.
And I thought a blueprint is easier than 10 screenshots.

Also:
Maybe check out the latest experimental branch. Separate input/output wires might be interesting to you.
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Re: Add wildcard "current crafting" for assemblers

Post by Erfar »

worph wrote: Wed Jul 15, 2026 1:28 pm I want to specifically see the rest of your setup.
All inserters, all chests, all combinators.
And I thought a blueprint is easier than 10 screenshots.

Also:
Maybe check out the latest experimental branch. Separate input/output wires might be interesting to you.
1. Experimental branch has no reading of recipe
2. I still don't understand why you ask setup for non-existing feature

but here you go with simplest example possible. Think about copper wire signal as about wildcard.
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Re: Add wildcard "current crafting" for assemblers

Post by worph »

Try this instead: (I think you changed to experimental, so I used the 2.1.11 version, if this does not work for you let me know and I will downgrade)


With this you can set individual limits for each item.
It's also cheaper to build because you don't need a selector combinator, but only a decider combinator.
I don't think it is so complicated to warrant a solution like you proposed. This is a perfectly reasonable way to achieve what you want.

You just need to take out the iron from the passive provider chest or prevent it from getting into it in the first place.

This can also obviously be expanded upon.

And maybe this thread should be moved to technical help.
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Re: Add wildcard "current crafting" for assemblers

Post by Erfar »

worph wrote: Wed Jul 15, 2026 2:42 pm Try this instead: (I think you changed to experimental, so I used the 2.1.11 version, if this does not work for you let me know and I will downgrade)


With this you can set individual limits for each item.
It's also cheaper to build because you don't need a selector combinator, but only a decider combinator.
I don't think it is so complicated to warrant a solution like you proposed. This is a perfectly reasonable way to achieve what you want.

You just need to take out the iron from the passive provider chest or prevent it from getting into it in the first place.

This can also obviously be expanded upon.

And maybe this thread should be moved to technical help.
first of all any sort of blacklist filter will clog machine from changinng recepie as it want to be cleared before doing so

second of all you continue to focusing on wrong thing by continue to appealing to "there is not problem to make workaround"

For years workaround for cracking oil was "connect storage tank to pump so you will able to stop pump if you not need machine to do cracking" now there is direct solution "connect storage to machine so you able to stop machine if you not need machine to do cracking"

Creating any sort of workaround of "Just past parametrized blueprint again" "just use that setup instead"

When I set 10 machines to craft Product_1 Product_2 [...] Product_10 I want to have single kind of Wildcard symbol that could be used in logistical/circuit connection to read as "current crafting result" / "current recipe" for all purposes.
So when I want to change 10 aseemblers to make Product_11 [...] Product_20 I would have needed to change only 1 setting per assembler and not 2.

Are there any other solution to workaround? I DONT CARE

Game has wildcard system that work perfectly fine for trains and I see that it is not implemented for assemblers.
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Re: Add wildcard "current crafting" for assemblers

Post by worph »

Erfar wrote: Wed Jul 15, 2026 3:41 pm I DONT CARE
I can see that.
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Re: Add wildcard "current crafting" for assemblers

Post by Erfar »

worph wrote: Wed Jul 15, 2026 3:46 pm
Erfar wrote: Wed Jul 15, 2026 3:41 pm I DONT CARE
I can see that.
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I'm asking for particular feature with particular effect "signal that are same as current crafting result"

You are trolling
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Re: Add wildcard "current crafting" for assemblers

Post by worph »

1. What you are requesting would probably not work. You need to separate the input signals even with a wildcard.
Setting a recipe is a different thing from disabling a machine. The machine would still receive the signal for the other crafts. And using the randomize function of the selector combinator is a crazy brute force the way you suggested it in your blueprint. If you want to do complex circuit contraptions, you need to actually engage in circuitry. If the game did everything for you, there would no game left.
2. What you want to do is already possible AND easier than what you suggested and does actually work.

I will leave it at that not not further comment on the rest of your attitude. Have a good one.
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