Re: Separate signals to/from red and green wires
Posted: Thu Nov 21, 2024 6:51 am
[Koub] Implemented in 2.0
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It's only partially implemented, only for combinators.
That requires one combinator per inserter, a diode. There can be no wire connecting any 2 inserters or their "read content" would be reused as "set filter" in the other. Subtracting the read content from the set filter is not an option as that has 1 tick delay and then the inserter has already picked up items.IsaacOscar wrote: Thu Nov 21, 2024 9:48 am You can use an arithmetic combinator to simply subtract the value of the filter signals.
Even for assembling machines with read contents + read ingredients, you could use a second empty machine to do read ingredients on.
Just saying that there are (inconvenient) workarounds...,
But we should just have little R and G checkboxes next to all the signal options (or at least the ones that don't let you choose the actual signal, e.g. the enabled setting or read working on an assembler)
Hmm, you could use two inserters passing to eachother?mrvn wrote: Thu Nov 21, 2024 2:13 pmThat requires one combinator per inserter, a diode. There can be no wire connecting any 2 inserters or their "read content" would be reused as "set filter" in the other. Subtracting the read content from the set filter is not an option as that has 1 tick delay and then the inserter has already picked up items.IsaacOscar wrote: Thu Nov 21, 2024 9:48 am You can use an arithmetic combinator to simply subtract the value of the filter signals.
Even for assembling machines with read contents + read ingredients, you could use a second empty machine to do read ingredients on.
Just saying that there are (inconvenient) workarounds...,
But we should just have little R and G checkboxes next to all the signal options (or at least the ones that don't let you choose the actual signal, e.g. the enabled setting or read working on an assembler)
The use case is building something with count perfect ingredients, like the Biochamber or the Biolab that both require eggs to build. If you request or put in an extra egg because the one in the inserters hand didn't count then it will spoil and spawn an alien.IsaacOscar wrote: Thu Nov 21, 2024 11:18 pmHmm, you could use two inserters passing to eachother?mrvn wrote: Thu Nov 21, 2024 2:13 pmThat requires one combinator per inserter, a diode. There can be no wire connecting any 2 inserters or their "read content" would be reused as "set filter" in the other. Subtracting the read content from the set filter is not an option as that has 1 tick delay and then the inserter has already picked up items.IsaacOscar wrote: Thu Nov 21, 2024 9:48 am You can use an arithmetic combinator to simply subtract the value of the filter signals.
Even for assembling machines with read contents + read ingredients, you could use a second empty machine to do read ingredients on.
Just saying that there are (inconvenient) workarounds...,
But we should just have little R and G checkboxes next to all the signal options (or at least the ones that don't let you choose the actual signal, e.g. the enabled setting or read working on an assembler)
I'm curious what the use case is, as I currently haven't needed to use both features at once.
Yes, but why do you also need to set the filter? An inserter won't insert things that aren't valid ingredients.mrvn wrote: Fri Nov 22, 2024 1:37 am
The use case is building something with count perfect ingredients, like the Biochamber or the Biolab that both require eggs to build. If you request or put in an extra egg because the one in the inserters hand didn't count then it will spoil and spawn an alien.
Less critical with all the other ingredients on Gleba that spoil. But you can use it to always have a multiple of the recipe ingreedients in a buffer chest, inserter hand and biochamber so things never spoil from having too much of one thing and not enough of another.
My automatic builds everything assembler also needs this as it recursively builds ingredients if there aren't enough at hand. When the inserter picks the ingredients up and you don't count the hand content then it would think ingredients are missing and build more instead of finishing the final product. Makes the assembler build 3 times the needed ingredients, not fun for e.g. the nuclear reactor.
It will insert more than one recipe needs and you might not want that. Or you might have to transfer stuff between chests. I have lots of cases where I have both a red and green wire connected to chests, inserter or assemblers to set and read something at the same time. It does happen.IsaacOscar wrote: Fri Nov 22, 2024 1:47 amYes, but why do you also need to set the filter? An inserter won't insert things that aren't valid ingredients.mrvn wrote: Fri Nov 22, 2024 1:37 am
The use case is building something with count perfect ingredients, like the Biochamber or the Biolab that both require eggs to build. If you request or put in an extra egg because the one in the inserters hand didn't count then it will spoil and spawn an alien.
Less critical with all the other ingredients on Gleba that spoil. But you can use it to always have a multiple of the recipe ingreedients in a buffer chest, inserter hand and biochamber so things never spoil from having too much of one thing and not enough of another.
My automatic builds everything assembler also needs this as it recursively builds ingredients if there aren't enough at hand. When the inserter picks the ingredients up and you don't count the hand content then it would think ingredients are missing and build more instead of finishing the final product. Makes the assembler build 3 times the needed ingredients, not fun for e.g. the nuclear reactor.
I've just discovered that you can read contents and set filter simulataenously on asteroid collectors, but it doesn't work properly with inserters. Thus I've filed a bug report (122939).mrvn wrote: Fri Nov 22, 2024 9:44 pm It will insert more than one recipe needs and you might not want that. Or you might have to transfer stuff between chests. I have lots of cases where I have both a red and green wire connected to chests, inserter or assemblers to set and read something at the same time. It does happen.
Yes you can. You can even do it with to using opposite colors. With 3 or more you need combinators so they don't set each others filter, which adds a 1 tick delay. But for collectors that is harmless.IsaacOscar wrote: Tue Nov 26, 2024 12:31 amI've just discovered that you can read contents and set filter simulataenously on asteroid collectors, but it doesn't work properly with inserters. Thus I've filed a bug report (122939).mrvn wrote: Fri Nov 22, 2024 9:44 pm It will insert more than one recipe needs and you might not want that. Or you might have to transfer stuff between chests. I have lots of cases where I have both a red and green wire connected to chests, inserter or assemblers to set and read something at the same time. It does happen.
Something like this to be consistent with the combinator R + G settings?