Have Labs auto switch to lowest science tech?

Don't know how to use a machine? Looking for efficient setups? Stuck in a mission?
The-Zee-System
Inserter
Inserter
Posts: 41
Joined: Wed Feb 15, 2017 2:03 am
Contact:

Have Labs auto switch to lowest science tech?

Post by The-Zee-System »

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.
User avatar
DaveMcW
Smart Inserter
Smart Inserter
Posts: 3756
Joined: Tue May 13, 2014 11:06 am
Contact:

Re: {2.1.8} Have Labs auto switch to lowest science tech?

Post by DaveMcW »

You can't. Maybe move this to ideas and suggestions?

It's tricky because some tech costs are too big for the circuit network.
jimmy_1283
Long Handed Inserter
Long Handed Inserter
Posts: 79
Joined: Mon Oct 17, 2016 12:55 pm
Contact:

Re: {2.1.8} Have Labs auto switch to lowest science tech?

Post by jimmy_1283 »

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?
Post Reply

Return to “Gameplay Help”