I have multiple crushers connected to a circuit network (same wire). The idea is to set an asteroid reprocessing recipe based on the asteroid counts and keep the recipe going without a latch based on amounts. This needs to include asteroid contents of controlled crushers, including those being processed.
However, the moment an asteroid is inserted into a crusher, it transmits contents to the CN, say metallic asteroid = 1, which is immediately used by the crusher as an input for "set recipe = basic metallic asteroid processing", so instead of reprocessing metallic asteroids, they spit iron ore.
Is this a bug / something overlooked? Am I doing something wrong?
slightly off topic, I do agree with viewtopic.php?t=118465 - my problem could be avoided if "set recipe" had an option to "finish ongoing recipe when 0".
Went with latches as a result (make a decision based on asteroid counts, stick with it until the count changes to favor a different decision), maybe there's a better solution. Personally, not a fan of building decider combinator grids. Either give me a fully programmable combinator in which I can write any function whatsoever or remove the need for extensive logic circuitry for basic game needs.
Crusher set recipe + read contents
Re: Crusher set recipe + read contents
This is a side effect of using the same Circuit Network for two purposes - Reading Contents and Setting Recipe. You need to split the Reading logic (to a Belt or Inserter) or utilize a Latch circuit to avoid recipe conflicts.
There is hope that this will become configurable per wire in the future.
There is hope that this will become configurable per wire in the future.
Re: Crusher set recipe + read contents
I agree, this is the result of using the network for two purposes, though from the fact that those purposes presented as checkboxes and not a radio group suggests we should be able to actually utilize those two purposes simultaneously? I'm happy to use different wires for read and write, though that is also not an option?
Re: Crusher set recipe + read contents
Welcome to the forum.
Indeed.
When a machine is determining which recipe to set, it follows signalID order (same order as seen in craft menu). As (basic) metallic asteroid crushing is earlier, it is selected first.
However, recipe signals have higher priority. So if it receives both metallic chunk signal and Advanced metallic asteroid crushing signal, it will use the recipe signal and set that recipe, as expected.
After a machine starts crafting, it will finish that craft, even if signal used to set that recipe changes/disappears completely.
For similar issue see Define the building plan & read out the content.
Recipe setting might also be alleviated in v2.1 if suggestion in Please, PLEASE make circuit connection behavior configurable per wire is implemented.
Indeed.
When a machine is determining which recipe to set, it follows signalID order (same order as seen in craft menu). As (basic) metallic asteroid crushing is earlier, it is selected first.
However, recipe signals have higher priority. So if it receives both metallic chunk signal and Advanced metallic asteroid crushing signal, it will use the recipe signal and set that recipe, as expected.
After a machine starts crafting, it will finish that craft, even if signal used to set that recipe changes/disappears completely.
For similar issue see Define the building plan & read out the content.
Recipe setting might also be alleviated in v2.1 if suggestion in Please, PLEASE make circuit connection behavior configurable per wire is implemented.
Re: Crusher set recipe + read contents
Thanks!it follows signalID order (same order as seen in craft menu). As (basic) metallic asteroid crushing is earlier, it is selected first.
However, recipe signals have higher priority.
I guess what was happening is that the crushers FIRST received the signal to start reprocessing. Then, they transmit contents WHILE the recipe signal is on - and continue to reprocess. The reprocessing signal goes away - now only some transmit contents, which is being used to set "basic processing" for those that finished.
Interesting. Still seems somewhat off, but at least makes sense. Well, latches it is

Interesting observation: repurposing a crusher that was doing carbon asteroid processing and has a full output of carbon into reprocessing works! It keeps the carbon AND adds three output slots for asteroids. I assume this also works with advanced processing recipes and switching between basic/advanced processing. Imagine how efficient this can be IF we can read the contents and set recipes at the same time. I guess another way of achieving this would be "set recipes withr recipe signals ONLY".
Re: Crusher set recipe + read contents
That sounds like you've discovered 123664 Crusher adds more and more trash slots.
It works only when changing the recipe manually.
It works only when changing the recipe manually.
Re: Crusher set recipe + read contents
Ah, interesting. The post says it only works for manual changes, and the contents are transferred. So what happens when you try to set a different recipe via a cn with no player around (impossible on a platform anyway to put anything into the player's inventory, since there's no inventory while in space)?It works only when changing the recipe manually
Re: Crusher set recipe + read contents
From reading further it seems what happens is
'"Yes, this change appears to cause assemblers to stop working"
So basically they will be disabled until products are gone
'"Yes, this change appears to cause assemblers to stop working"
So basically they will be disabled until products are gone