current the quality transfer works on every signal except the signal you use as input (if not set to constant), so if i check for qualitys of ingredients of a recipe, i check for each quality tier if i have them available, but if i loop the ingredients of blues to check if i can craft them epic, i cant, as the transfer also outputs a epic acid signal, but the storage never has a epic signal as fluids never have a quality (thats also a issue with holmium, as that limits holium to be never crafted anything other than common)
ofc there is a workaround, i just can loop the fluid signals into transfer selectors to output every acid rarity into the network (at my skill lvl thats 4 more combinators) but as stated, fluids never have a quality, so quality fluid signals shouldnt be a thing
Why ?
to make automation via circuit easier/handy
Re: Ignore Fluid signals at "Quality Transfer"
Posted: Sat Nov 16, 2024 10:05 am
by Stin
I use the higher fluid signals for complex Fluid calculations. I would like if it stay as it is.
May i suggest a solution for your problem?
Here is a fluid quality filter for your work (input must be green / Last comninator is useless only for signal reading)
This suggestion is reasonable.
If fluids can't be involved with Quality in any way - fluids shouldn't be involved with Quality in any way.
Impossibility to have Quality for liquids is hardcoded, riiiiiiight?
Re: Ignore Fluid signals at "Quality Transfer"
Posted: Sat Nov 16, 2024 11:36 am
by Stin
EustaceCS wrote: Sat Nov 16, 2024 11:26 am
This suggestion is reasonable.
If fluids can't be involved with Quality in any way - fluids shouldn't be involved with Quality in any way.
Impossibility to have Quality for liquids is hardcoded, riiiiiiight?
That is correct, but that does not mean that qualitative signals for liquids are meaningless. I use these as 5 signal levels to control liquids. At the moment I only need 3 (2 extra)
Re: Ignore Fluid signals at "Quality Transfer"
Posted: Sat Nov 16, 2024 3:52 pm
by Xellnix
well i need 4 more combinators to generate all 5 quality tiers, so that would be less than your posted setup for filtering, so yes the workaround is quite simple, still it bugs me as you can check every other recipe ingredients for different qualitys when you just throw them into quality transfer and compare them to the network, but if the recipe has a fluid, you are forced to do a workaround
i mean sure, you found a solution to it, i did smt similar, but that doesn't mean that it shouldn't be available in the basegame as a feature. just like quality "Any" in combinators
Re: Ignore Fluid signals at "Quality Transfer"
Posted: Sat Nov 16, 2024 5:45 pm
by Stin
There are four combinators, the others are for illustrative purposes only.
I have no problem ignoring quality for fluidity when an option is introduced. But that was not suggested. The suggestion was to change the current way of calculation.
This would break my liquids system on every planet in my megabases.
Liquids can't be so easily gelled via the logistic network. That's why I transfer the actual volumes into the Uncommon quality layer.
If I made a change, I would have to redesign everything with liquids and it would be many times more complex