Selector combinator mode: item ingredients
Posted: Thu Jan 09, 2025 7:18 pm
Having access to ingredients via parametrized blueprints is nifty, but would it be possible to have a selector combinator mode which outputs the ingredients of a given signal sequentially? Ingredients would be requested like the existing 'select input' mode.
Most items only have one non-recycling crafting recipe, but not all. An incomplete solution would be to ignore alternative recipes and only index the ingredients for the first-unlocked recipe.
To get around this, I suggest all ingredients of each item are listed. e.g. plastic's 'ingredient index' mode would output signals as follows:
0: coal
1: petroleum
2: bioflux
3: yumako mash
Players could then filter ingredients to ignore materials that either don't appear in Gleba recipes, or only appear in Gleba recipes, as required using a further decider combinator, meaning that this solution would be useful on all planets and potentially for modded scenarios.
This mode could also output the quantity per craft, i.e.:
0: coal 1
1: petroleum 20
2: bioflux 1
3: yumako mash 4
An alternative would be to also add a 'recipe index' e.g. 'recipe index' for plastic would output signals as follows:
0: plastic bar (i.e. the item itself, associated with the standard recipe)
1: bioplastic (i.e. the first non-standard recipe)
The 'ingredient index' could then be set up to accept item signals (for the standard recipe) and alternative recipe signals (for non-standard recipes).
Most items only have one non-recycling crafting recipe, but not all. An incomplete solution would be to ignore alternative recipes and only index the ingredients for the first-unlocked recipe.
To get around this, I suggest all ingredients of each item are listed. e.g. plastic's 'ingredient index' mode would output signals as follows:
0: coal
1: petroleum
2: bioflux
3: yumako mash
Players could then filter ingredients to ignore materials that either don't appear in Gleba recipes, or only appear in Gleba recipes, as required using a further decider combinator, meaning that this solution would be useful on all planets and potentially for modded scenarios.
This mode could also output the quantity per craft, i.e.:
0: coal 1
1: petroleum 20
2: bioflux 1
3: yumako mash 4
An alternative would be to also add a 'recipe index' e.g. 'recipe index' for plastic would output signals as follows:
0: plastic bar (i.e. the item itself, associated with the standard recipe)
1: bioplastic (i.e. the first non-standard recipe)
The 'ingredient index' could then be set up to accept item signals (for the standard recipe) and alternative recipe signals (for non-standard recipes).