I’m so glad you didn’t tell us what the wires do and blah blah blah about the basics. I’m not sure if anyone else is like me, but I really want to learn more about using combinators as memory cells and the different uses for advanced circuit networks kind of like the s latch you showed.
@hb-man2 ай бұрын
Yes. There's basic info about wires that's valid since before 1.0, that hasn't changed in 2.0 AFAIK. In essence, a cable carries all signals put into it anywhere, and adds numbers of the same signal. So if you connect multiple chests to green cable, it knows the contents of all chests as a sum. And the reason two colours exist is because you need to keep some signals separate.
@Xterminator2 ай бұрын
@@tjlambaes For sure! I figured showing some more useful things and intermediate uses would be more helpful.
@tjlambaes2 ай бұрын
@@Xterminator Dosh has a cool tutorial and explanation of how he built that belt printer. To date is the most useful thing I have seen showing advanced circuit networks. He just goes so fast and leaves out a lot.
@cmdrblahdee2 ай бұрын
For the selector combinator, the thing I immediately started using it on is the asteroid collectors. If you have it sort the list of rocks you have from least to most, then set the filters based on that output, you're always grabbing what you're low on. Use a constant combinator to make sure nothing is "forgotten"
@BobDole12162 ай бұрын
Oh dang, that's clever.
@MrDivinity22Ай бұрын
But unless you're in some superdense asteroid field you always want to grab things which you are low on. As in: you'll almost never have a throughout issue on asteroid chunks of different types. So a a simple decider combinator with "Asteroid type < desired number, output 1 of that asteroid" and pass it to collectors with "Set filter" seems better?
@codybriangalacticraft6911 күн бұрын
@@MrDivinity22 on Planets on Aquilo however, being in its Orbit, There are way more Oxide Asteroids and very scarce of the two, Vulcanus however being close to the Sun, are mostly Rocky Metallic ones and with some Carbonic, There are fewer Oxides. Also their spawn rate differs how far is the space station is in its traversal from one planet to another, like around I think 20% from Fulgora to Aquilo, you'll temporarily encounter some increase in Metallic and Carbonic Chunks, but eventually they decrease drastically as your space platform reaches Aquilo
@alessandrosantarini98802 ай бұрын
For the output of the assembler you need to filter or it will output ingredients as well. That is why it is filled with gears and plates :D On the train example will actually cause problems. You will request 333 motors but you will start FILLING the train, this will ask for MORE motors. You have two options: 1) trash unrequested, when the train will leave robot will pick up trash, but you need to also set filters for the inserters or if a new train comes it will start mixing. 2) use another math combinator to reduce the amount of the request on how much the train is filled (not 100% sure is working in this way). 2-bis) you can probably use a latch to store and disable request chest when you reach the amount Overall yes, you can do very powerful stuff. Another use is to use a stack combinator BEFORE having the request input in the assembler. So it will ask for a stack of that item. This is quite handy because of some recipe that have like 1 iron plane (damn pipes!!), and it will be veeeeery slow to operate because it will request just 1 at the time. There is another use case of the request reading assembler ingredients where you can blueprint the amount based on the variable of the recipe!
@Skellitor301_VAАй бұрын
Can confirm that all you need is a math combinator to fix this. The train station will have a "Read Train Contents" option which will output the item contents as a signal. You can use this with the each signal in a math combinator to subtract from the math combinator he has currently connected to the chests. Then you'd connect the new math combinator to the chests. One thing I made sith the stack combinator that is up on my factorio prints page is an easy requester system for cargo landing pads. 4x4 footprint, just connect robo port and cargo to the powerpole. Went a bit overboard with he engineering of it, but I do like that I can request stuff to the landing pads by stacks if my logistic network is missing any
@jethrolarson2 ай бұрын
I have to say this is the first time I've been able to understand the SR latch. Good job there! Definitely want to see more advanced stuff in the future. Maybe focused on specific solutions like you did for the train. I know I've used circuits a lot in ship design to make assemblers do multiple recipes there to save space; Manage foundries; set alarms and ready conditions for ship departures; manage fuel usage (optimizing fuel efficiency as well as getting the ship to slow or stop if ammo runs low); control sushi belt contents; etc
@Cyclonut9617 күн бұрын
Interesting, and he did not even mention the R-reset. Only S-set.
@FMPthEmAd2 ай бұрын
With one combinator and one constant emitter : - in constant emitter : 1 yellow belt ; 1 red belt ; 1 blue belt - in combinator : If "each" < 51 then "each" at 1. - in factory : use recipe. At the beginning of the loop, every belt signal is at 1 because there's no belt in chest. So each signal is at 1, and factory take the first one avalaible : yellow. So it makes 50 yellow belts. Now Yellow belt signal is at 51, so 0 after the combinator. Factory takes fisrt recipe avalaible, that is now the red signal. And makes 50 red belt. And at last 50 blue belts. When there's 50 belts of each in chest, each signal is at 0 after combinator. And factory stop.
@cmdrblahdee2 ай бұрын
I cant remember which is the right "each", but there's a few different colors that handle how that info is passed through, so if anyone is reading this but having issues, it might be that. Or wired wrong.
@cshairydude2 ай бұрын
@@cmdrblahdee? there is only one "each". There's also "anything" and "everything" but they can't be used as output, only each can do that.
@savedbybravado438227 күн бұрын
This doesn't work? I have 1 Constant Emitter and the produce storage container hooked up to 1 Combinator. Now the signals going in switch accordingly but my out signal is still the first recipe no matter if that recipes product input signal is turned off.
@FMPthEmAd27 күн бұрын
@@savedbybravado4382 Did you put red or green circuit correctly ? for the combinator : IN : constant emitter + chest OUT : just factory
@savedbybravado438227 күн бұрын
@@FMPthEmAd Probably didn't put it correctly. I'm trying to understand EACH in this context. Combinator IN: Constant Emitter (green) + Chest (red) Combinator OUT: Assembling Machine (red) How does the signal switch inside the combinator from one recipe to another? The OUT signal that is
@xnooknooknook2 ай бұрын
I saw the train and was hoping you were going to show some new trick on how to make a balanced loader. Great vid! Space Age has me working with circuits way more than I ever did before.
@jackofsometrades67272 ай бұрын
I use the "set recipe" feature for modules. If any of the module counts go below X, the whole block of assemblers will start producing that module. I wanted to focus on something else instead of setting up three blocks.
@MegaElderscroll2 ай бұрын
Great idea!
@TallinuTVАй бұрын
17:20 - I'm glad you caught that if you have it set to "equal 1000" it will only turn on if the value precisely hits 1000. (For instance, if it goes from 999 to 1001, because inserters can move more than one item at a time, it would never turn the inserter on unless something else reduced the amount to exactly 1000.)
@EmilyGamerGirl2 ай бұрын
The big thing about lamps is, if you just want them to be colored, you don't need to use ANY signals- you can just use the dropper button on the lamp and enter R,G,B values yourself! The signals are useful if you want the color to change based on a circumstance- for instance, you could have it be green when full, yellow when medium, and red when low.
@mnm88182 ай бұрын
Too add, even with a signal you don't need any combinator, just tell it what colour the light bulb is with what you stated above (dropper symbol). Only if you need to change to multiple colours of one lamp.
@extaticMav2 ай бұрын
Great video thank you. The receipe one you could theoretically have your entire mall creating the item you need at any given time based on demand. Cool
@gro967Ай бұрын
Sr latch is basic factorio combinator logic and very essential for things like power switches, oil balancing and especially on space platforms. Great explainer, looking forward to the advanced tutorial!
@XterminatorАй бұрын
@@gro967 For sure! I look forward to doing more advanced tutorials once I get big brain enough to do them lol
@gro967Ай бұрын
@@Xterminator I think it would be a great starting point to take some of the concepts of the Circuit network cookbook wiki page and modernize them to 2.0 :)
@arpadfodor244324 күн бұрын
for 8:30 a bit more easy version: on a constant combinator set the stuff u want with with - number(like -100 gear,-150 pipe etc), than connect it to the decider combinator together with the chest, on the decider and set the condition the each
@jhines00428 күн бұрын
there is an even easier way to do this now in 2.0 Yes to constant combinator showing what you want but use them as positive numbers -- run them into the decider combinator on one wire (green perhaps) and then the contents of the chest in on the other wire (red perhaps) Then in the decider combinator you can say For Each on Green Wire Only (look at the little checkboxes with R and G to limit which wire you are looking at for the condition) ... so For Each signal from the Green wire that is Greater Than Each on the Red wire Output Each and then choose to either output a constant 1 or the value from the red wire or the value from the green wire -- or the combined red and green wire value.
@StickerWyck2 ай бұрын
Packed RGB means all the 0-255 components are combined in the same channel. It's the most complicated option but it's also the most powerful as it allows you to assign multiple colours to multiple lights without wiring them independently (which can be an absolute mess of wires). It works by adding up the RGB components together in 3 powers of base-256. To put it a better way: [Packed value] = (blue value) + (green * 256) + (red * 65,536). You can even blueprint a little circuit to convert RGB to Packed to do all that math for you at the cost of slight latency to the circuit.
@MrTomyCJ2 ай бұрын
7:50 I having tried, but maybe you could have a constant combinator with the amount of each item you want, outputting a red signal, and a decider combinator that outputs any green signal (coming from the chest) that is lower than the red signal. For similar setups you often need to also read the item that inserters are holding, otherwise things tends to flicker.
@MacManChomp2 ай бұрын
You can use a single decider to change assembler recipes in your design by using a constant combinator with your limits. Send the destination contents to the decider on a green wire and constant on red and compare green < red, but if using a logistics network, items will sometimes go below zero. That will cause errant signals unless you filter them out, which can be done with the same decider using AND Red > 0. Wire colors don't actually matter here, but signal separation does, so you can swap the colors without issues.
@wolf58th21Ай бұрын
Thank you!! This is great! Have some ideas rom this video!
@XterminatorАй бұрын
@@wolf58th21 Awesome! So glad it helped!
@KrimsonStorm2 ай бұрын
I think my favorite thing to do with the new circuit network is for belting in ingredients up to space. Instead of using bots to fill rockets, read requests from the space platform, do some logic with deciders, and tell which arms to activate to throw into the silos. For example, on volcanus I'm shipping out tungsten, calcite, foundries, miners, and then both military and metallurgy science. Divvy up which silos launch what items, and then the order it should fulfill requests. Boom, no bots needed for most deliveries. Works great for belt and train heavy playstyles, like mine. Now excuse me I got to figure out how to belt only gleba. I still wish we could scan the spoilage percentage of an item.
@Xterminator2 ай бұрын
@@KrimsonStorm That's an awesome usage! I should definitely try that as well. I also wish you could read spoilage percents too though.
@terhuneb2 ай бұрын
Yes, I want to see a video about managing rocket logistics/requests to and from the space platform.
@riffzifnab92542 ай бұрын
I just automated Gleba science delivery. Had to use multiple boxes so the inserter would pick the freshest packs. If only I could enable/disable a logistic group on the space platform so it would only pick up science packs when I needed them.
@KrimsonStorm2 ай бұрын
@@riffzifnab9254 there is a way to do that! You want to check if you are out of Ag science, and notify a ship in orbit to go grab some Ag science from gleba. Essentially, you need to store 2 bits worth of information. One bit is on nauvis (or wherever your labs are) and the other will be on the ship/space platform in orbit. Luckily, the set-reset latch Xterminator showed in this video is a form of memory, with a reset condition. So we don't need to go over how to create that. You will need some way to have your labs detect the absense of Ag science. Perhaps count how much science your labs are using by detecting if an arm has swung, and if it hasn't swung over a few minutes, it could signify your labs need ag science. From there, you will want two constant combinators and a decider combinator. Your constant combinator will output your requests from all space platform sciences except ag science, the other is purely ag science. Set up the decider combinator as an SR latch to become true when the labs need ag through the method I said before, or maybe some other method, and become true once the age science has arrived at the landing bay. Instead of transmitting the quantity of Ag science, you have the output of the ground based at latch be some icon that is only for this request. For this example we will use the check mark ✔️ In space, your ship will receive that request. The space platform should route that value into it's own SR latch so the bit of memory is stored on the first decider combinator. A second decider combinator takes that signal, and then outputs the request of, say 2000 ag science with the help of another constant combinator on the ship. When the ship arrives on gleba with that stored bit of information, the rockets can then fulfill the request. If you're already using inserters to add things to rockets like I mentioned in my post, or if you're using bots, it should still work. Once the space platform /ship receives enough ag science, the latch (memory) on the ship turns off the Ag science request, and then returns to nauvis, or wherever the labs are, to drop off science and then wait for more requests. Let me know if this helps!
@KrimsonStorm2 ай бұрын
@@riffzifnab9254 there is a way to do that! You want to check if you are out of Ag science, and notify a ship in orbit to go grab some Ag science from gleba. Essentially, you need to store 2 bits worth of information. One bit is on nauvis (or wherever your labs are) and the other will be on the ship/space platform in orbit. Luckily, the set-reset latch Xterminator showed in this video is a form of memory, with a reset condition. So we don't need to go over how to create that. You will need some way to have your labs detect the absense of Ag science. Perhaps count how much science your labs are using by detecting if an arm has swung, and if it hasn't swung over a few minutes, it could signify your labs need ag science. From there, you will want two constant combinators and a decider combinator. Your constant combinator will output your requests from all space platform sciences except ag science, the other is purely ag science. Set up the decider combinator as an SR latch to become true when the labs need ag through the method I said before, or maybe some other method, and become true once the age science has arrived at the landing bay. Instead of transmitting the quantity of Ag science, you have the output of the ground based at latch be some icon that is only for this request. For this example we will use the check mark ✔️ In space, your ship will receive that request. The space platform should route that value into it's own SR latch so the bit of memory is stored on the first decider combinator. A second decider combinator takes that signal, and then outputs the request of, say 2000 ag science with the help of another constant combinator on the ship. When the ship arrives on gleba with that stored bit of information, the rockets can then fulfill the request. If you're already using inserters to add things to rockets like I mentioned in my post, or if you're using bots, it should still work. Once the space platform /ship receives enough ag science, the latch (memory) on the ship turns off the Ag science request, and then returns to nauvis, or wherever the labs are, to drop off science and then wait for more requests. Let me know if this helps!
@michaelromero89Ай бұрын
Classic use case for SR latch: separate steam / nuclear in the early game from your power grid. Attach an SR latch and power on/off circuit between the main grid and the source of energy. Attach an accumulator to serve as the SR range (e.g. turn steam on and generate pollution with accumulators are at 20%, and then turn off when accumulators are at 100%).
@nguyendi922 ай бұрын
For SR Latch, You don't need different color wires. The S signal ( check signal) will not recount itself, It will constantly output 1 even if you loop it back. Unless your output wire also check another number down the line, thus add a new total. I don't see any reason to use a different wire. An If you want a Clock, You actually need to Input X
@sir91292 ай бұрын
for the changing assembler recipes you can use each and check for an amount then output each. this checks all the signals and lets through the signals that passes the condition and it only uses 1 combinator
@FerrumAnulum2 ай бұрын
I think the biggest quality of life improvement that 2.0 did for circuit network, is the ability to see input and output signals themselves in the combinators ui.
@guillaumebourgeois9989Ай бұрын
Not gonna lie the biggest shit i learn with your video (except of all the really cool network example) is that you can put a train at the end of another to make it a two way train. My mind fucking blow.
@chazbenningfield374312 күн бұрын
You shoulda put a link to your first tutorials, if you wanted us to watch them. I'm impressed how much content you have about factorio, but there is ALOT i have to search through to find it.
@ytiq48992 ай бұрын
On changing recipes. You can put your constants into constant combinator than use ariphmetic to subtract all from all and you get your filters
@arielmoonsoo92192 ай бұрын
I'd have to double check the docs, but I believe you can translate the separate R/G/B triplet into the combined color by performing the following operations and saving the result to the same signal R
@kenoomish91732 ай бұрын
For the crafter As someone suggested already, you can just say EACH if less then certain amount, then output EACH. But that will stop working if all of one item gets taken out or it will start producing new item if something else gets put in by accident, it is better to use a constant on a second wire as a setter of what should be produced, you can also make it to compare EACH coming from the storage and check if it is less then the EACH from the constant combinator, this will allow you to also specify what amount of a certain item you want when setting the desired items in the constant. Note tho that this will still cause issues if the input is the same as output and one of the item is used in creation of another (like the belts in video), this will cause the machine to produce desired amount of first item, then switch to making the second one, taking first item out of storage causing there to be less of that item in storage and switching the recipe back to the first one, taking the item out and putting it back, realizing then now there is enough of that item so no new one needs to be crafted and switching back to the second recipe causing it to flipflop between those two recipes. I figure it could be fixed by including an SR latch but it would lose the ability to set specific amounts for certain items... If anyone is curious, that would require you to set values for the items you want to produce in the constant combinator to one then you connect it to the decider, lets say with red wire, connect storage with green wire to input, then you connect red wire from the output to input. Now for the decider combinator, the setting signal is EACH from green is less then, say 50 AND EACH on red is more than zero. The output should be EACH at count one. Now we set the resetting signal, for that we make new block in the decider by using the OR and inside that we are checking that EACH signal on red wire (in this example) is equal to two AND the EACH signal on green is less then, lets say 200 (make sure to give it some larger margin since assemblers will take some stock inside). With this you take green wire from the output (the one not connected to input) and connect it to the assembler.
@savedbybravado438227 күн бұрын
What does EACH mean in this context? That both R and G are enabled?
@kenoomish917325 күн бұрын
@@savedbybravado4382 It is used at 28:28 unfortunately not explained though, it is one of the signal wildcards the game provides and it takes every incoming signal and runs the condition for all of them, so lets say you have EACH = EACH and output EACH and you feed it some signals, lets say copper and iron it would be the same as making two comparators saying copper = copper output copper and iron = iron output iron.
@a1ethan1592 ай бұрын
I've not built this yet but I plan on building a system where the recipe for asteroid crushers is set with three or more SR latches with a selector combinator so that I am setting the recipe when the conveyer has say reached 100 or more of an asteroid type so that I can save space and just cycle through the asteroid recipes. Essentially, having a factory with less idle machines
@jmb47kkamikaze80Ай бұрын
For the assembler you need to use a constant combinator and put how much you want of each item than grab a math combinator and connect it to all the chest and do {each * -1 ,output each) do not connect math and constant combinator .Connect constant combinator to decider and connect math to decider this will cause the math to deduct what you have in the chest from the constant combinator signal. obviously decider combinator is just {each >0 ,output each} use a purple chest for assembler output ,yellow chest for storing the item with filter, request chest (with the opposite wire color from the combinator connections to avoid requesting the item itself and just request the ingredients. Robot will remove and put the item where they belong assuming you use yellow chest to keep material well stored . I did this for almost everything I, I have them grouped . 1assembler logic does pipes, gear, steel pole . one does all the rock silo and spaceship parts ect you get the point you just group martial that are in the same category or that use the same martial, category is better as you just put it down and know everything that has to do with trains is automated already LOGIC 🤣🤣🤣 You can upscale and have more than 1 assembler in the logic system but I'm not gonna type all that as with multi assembler build I do use more than one decider in order to have a order of what item must go first but you surly will figure out how to do that I hope .I only came up with this because I played space exploration with the signal transmitter and hop boy did I waste hours to figure out the deduction logic system and now I use it for almost everything ,some thing need different approach but that's a developers job figure out the problem and find a new answer while want to break your screen 🤣🤣🤣
@RottedMushroom2 ай бұрын
My go to setup for setting multiple amounts of items in a chest is one constant combinator with the list of items I want and the amounts and then an arithmetic combinator hooked to the chest multiplying each signal by -1. This way when desired amount is reached it cancels out the signal from the constant.
@plantoloz39312 ай бұрын
i think they just change it so you can set a negative amount on the constant combinator. I mean the group multiplier
@RottedMushroom2 ай бұрын
@@plantoloz3931 Ah that is very cool actually. Now that I think about you could also just set the constants to negative and then you don't need the arithmetic one at all lol.
@Omnifarious02 ай бұрын
12:30 - Your belt example works almost by accident. It will select the "lowest" signal, by some metric. In this case, the lowest will be the yellow and the highest blue (I suspect). And so as long as yellow is present, it will be yellow. If you had a scenario where you pulled blue from the chest so it started making blue, it would swap over to yellow the second you pulled some yellow from the chest. This problem is a very tricky problem to solve, and I've been thinking about it for awhile. Especially in the context of getting the most out of productivity modules. You could use one of the new fancy selector combinators to always pick the belt color that had the lowest count. :-) That would take two combinators because you'd have to filter to just belts with one decider (using multiple conditions 'ored' together and then passing the count of all signals that met the condition), and then use the selector to select the first signal when sorting in ascending order.
@StickerWyck2 ай бұрын
The selector combinator can be used for the MIN or MAX functions in the "select input" mode.
@ivo2152 ай бұрын
For the assembler recipe, you can put the items and amounts you want into a constant combinator, and use a red wire into a combinator. Then you can use a green wire from your output chest into that same combinator. Then you can use the decider combinator to forward each signal where the combinator has the larger number. This is what you need to have made. You feed that signal into a selector combinator. You can set that to select one of the input signals. And you use that to set the recipe in the assembler. Then you use the assembler to output the ingredients of it's recipe to a requester chest. The requester chest will request the ingredients. The assembler will craft and output that item until the required amount is met or until the selector combinator selects a different item to craft.
@kiger82832 ай бұрын
Very usefull, thanks!
@CellaDorrn7 күн бұрын
slight improvement tip for the auto builder.. first use the yellow star, that way you can make a comparison of all signals and give them out so your build would do with one comparison.. but to do it a bit better you don't just ask if it is below 50, you also ask if it is a thing you want.. red thing for constants.. add your items you want to have on the menue.. then simply ask the question is the stuff in the chest below 50 AND whats is the stuff the constant combinator 1 for example.. so one comparison and one red and one green wire.. then output what's on the chest wire.. again yellow star that way it even builds stuff that is 0 in the chest way harder task is if you want to know what you can build with your material that you also need.. T_T
@LeonSparrow2 ай бұрын
You should look into using Each on the decider, prime it with a combinatior. That way u use 1 combinatior. Eg input Each > 100 output Each. You need to prime any missing inputs (for example, if Each < 1 then Each, will not work because there is no definition of the singal as you cannot read a 0 item singal, because that means the item is not there so it doesn't send a signal, so use a combinator to prime.
@GreenTurts2 ай бұрын
i use a universal recycler with a requestor chest, robotport, and a couple combinators where i can set whatever i want the limit of an item to be and any excess at all is recycled in the network. very handy on fulgora and initial quality upcycling. limits where you need to put your very good quality modules into one set of recyclers. instructions: constant combinator with either limits of items set as a negative number OR constant combinator with limits of items as a positive and an arithmetic combinator to make them negative with a *-1 on it. roboport set to read logistic network contents. decider combinator. you will need one color wire coming from the constant combinator (or arithmetic one if you use that as well) and another color coming from the roboport. you will do EACH < 0 for the signal coming from the combinator (IT HAS TO BE or = to 0. this will only pull items above the limit that you have defined in that constant combinator and ignore everything else in your network. requestor chest set to "set requests" hooked up to the output. if you want to do multiple requestor chests, just setup an arithmetic combinator and divide the decider combinator output by the number of requestor chests used. i personally have this setup with bulk inserters shoving everything onto a turbo belt with like 10 recyclers with my highest quality modules in them to up cycle materials. then items output from recyclers go into active provider chests.
@Dadof32023Ай бұрын
For pump wise woth rhe unlimited through put until 320 pipes. It would make sence to not hook it to a pump but hook it directly to the buildings using it for cracking. (They can recieve signals and run base off of them)
@cshairydude2 ай бұрын
One thing that's missing from the puzzle is making sure inserters don't try to over-fill their destination. To get exactly the right quantity in my supply trains I had to make a convoluted setup where one signal is picked out from all demanded items, used to set filters and separately passed through a quantity normalizer to set hand size on a specific signal. I wish it could take hand size from the relevant signal that's being used to set filters instead. (Also it ignores "set hand size" and uses 1 instead if the hand size signal is zero or negative, which is infuriating) (I also have a preprocessing stage to zero all demands while no train is present, because otherwise circuit network latency means it sets the wrong filters for 1 tick and the train fills up with roboports. But that's kind of an interesting problem to have to solve)
@dripthanos55952 ай бұрын
you can actually make a clock without a constant combinator by making a decider combinator output a signal as one when the condition(s) is(are) true, and then output the same signal as input count when the condition(s) is true. Then you just hook up the output into the input
@MrDivinity22Ай бұрын
Incredible. The first use case for the option to have multiple outputs I've seen.
@theMGKPL2 ай бұрын
you bring to me a concept of sushi train, one train that brings them all!! if done right you could make fully automated city blocks where you set product and the auto city block makes all magic for you as well as universal trains that just reed what city block need and get straight to station that have this basically you can make like a handful of universal blueprints to rule them all
@radordekeche9472 күн бұрын
It does not finish the first signal it had. Rather, if a recipe is ongoing it finishes the recipe. You can get into an odd situation where if, say, you have 101 yellow belts and need to craft more red, then the assembler will pull 2, see it needs more yellow, switch the recipe, then unload the yellow, see it needs more yellow... and so on.
@justinward32182 ай бұрын
Man I’ve been trying to think of how to do a latch bit / sr. I’m thinking use the same foundry on a ship to melt down ore and make plates. Connect a tank to the output, which becomes the input once it’s full.
@luke49162 ай бұрын
@Xterminator, So can I use the recipe switch in the asteroid crusher, and it will change the recipe output when the belt reads e.g. "> 20 iron/ ice". So many features alone in 2.0, adding circuits is making my head spin. Thanks for making this video it is very much appreciated.
@alexanderjanke15382 ай бұрын
25:28 no it's not new. You could read the train ID before space age too
@aartbluestoke33522 ай бұрын
i solved the multi-crafting up to some count pattern by constanct combinator with request subtract inventory to crafting. It flip-flops a bit though ...
@sanaldunya74852 ай бұрын
that is great tutorial could you do it for how to automate rocket lauches
@wilk85Ай бұрын
For multi item crafting i tried that at the first day when space age was released, and it was flicking between items after each one produced, seems like something changed. Need to test it more then after plenty of bugfixing they made
@iduumb3062Ай бұрын
On the SR latch, isn't there a potential that you insert more than 1k and it doesn't hit the trigger to begin emptying the chest? I think you have to do >= rather than = on that for the 1k trigger. Edit: Nevermind, I unpaused after I commented and see that you realized the error.
@matthiskalble36212 ай бұрын
For the sr latch use greather than or equal to is much more stable
@MegaElderscroll2 ай бұрын
Especially with fluids.
@saltywagyu2 ай бұрын
Why do the lamps look worse when coloured by circuits? They're not as bright and have a darker hue to them
@petermuller36822 ай бұрын
You dont need a constant combinator to change the color of light. just click the pipette in top right corner to set it.
@Cyclonut9617 күн бұрын
that's because this is new since 2.0, not previously.
@ErichteiaАй бұрын
Train id existed in 1.1. However, I’d strongly recommend against using it (I tried). It changes whenever you make a change to your train. Add a wagon? New id. Accidentally removed locomotives? New id. Biters attacked it and you lost a part of the train? New id. So you’re guaranteed to run into issues and have to constantly update the id if you want to use it. No idea why you can’t read train groups instead. Would be much much better. Haven’t messed with it in 2.0 though. Can anybody tell whether they are better behaved now?
@alamrasyidi40972 ай бұрын
man, that SR latch is so simple. im not unfamiliar with these concepts, but im a bad designer, and factorio's circuit logic is just so wonky and unintuitive. i keep having to build SR latches for my factory, and it keeps getting more cluttered and confusing with every circuit system i added. thanks for the explanation
@MrPureBasicАй бұрын
Hey Xterminator. Sound engineer here. You need to be a bit more careful about your LUFS sound level. That's way too low. Can't hear you on a laptop and it may be dangerous on big speakers as ppl will boost your video a lot and will get BLASTED by 20dB on the next vid. It contributes a lot on the apparent content quality. Still love your channel heh ;)
2 ай бұрын
You can remove the concrete from the floor, put it again, remove, put, and so on. It will clear the grass and the video will look much cleaner.
@stevendalton1148Ай бұрын
I have failed to identify how to make the test server with infinite resources. Am I missing a setting or a mod somewhere?
@Hawk78862 ай бұрын
I learned nothing from this. Still like and subscribed.
@buffguytv6814Ай бұрын
where do you build the red and green wires?
@XterminatorАй бұрын
@@buffguytv6814 You don't need to build them actually. You can just access them through your tool bar. You might need to add the option to your tools shortcut section though by clicking the three vertical dots on the right side edge of your tool bar.
@MiraihiАй бұрын
Thanks for the guide. As I've found out, knowing how circuit nerworks work are absolutely cruicial on Gleba since you're essentially not allowed to overproduce.
@Logically_Fallacious2 ай бұрын
Whoa, I asked the universe for up to date circuit tuts, and voila, it's been partially answered! Is your "basic" video this one from 6 years ago!? Factorio Circuit Network Tutorial: Basics for Beginners - Guide & Walkthrough kzbin.info/www/bejne/bYSkpWqQp9aqjpI I was told for trains, you can go as far back as 4 years, but that one you did with circuits 6 years ago still is helpful? On the upside, I do like that circuit mod you highlighted recently, that is good, imo.
@Xterminator2 ай бұрын
@@Logically_Fallacious Yeah that's the one! It goes over the most basic stuff like how wired works, hooking up things, etc, and all that is still valid today. :)
@CesarGonzalez-n8c2 ай бұрын
nice
@balazshasznosi26092 ай бұрын
This is the first video that made me understand signals
@Xterminator2 ай бұрын
@@balazshasznosi2609 so glad to hear that!
@DesyncBro2 ай бұрын
Good Video as usual, that said If you dont mind XTerm, i have a Tutorial how to use the Packed RGB option for Lights on my channel. Maybe some of your viewer are interested? Best regards
@Sora-MMKАй бұрын
"i already do have a video going over that" yeah... cool... okay... would be nice if you would link it somewhere.
@SpencerUnderwoods2 ай бұрын
I think the reason your belt assembler didn't constantly change recipes is because your output went to a regular chest. When I've made similar set ups with logistics chests it constantly swaps recipes when a red belt eats a yellow belt, or a blue belt eats a red belt. I think it needs a latch to force the recipe to stay the same until crafting is done
@MacManChomp2 ай бұрын
This can be done with a memory circuit, where you hook the output of a decider to the input and output everything as long as some reset signal is 0. Then you can use the assemblers recipe finished signal to reset the memory circuit, dropping the recipe if it's no longer necessary. It's better though to separate dependent crafts in this situation, to prevent craft B from triggering a signal for craft A, causing the machine to craft one and swap over and over. I can't think of a way to stop this without using a large number of combinators.
@kamiza68022 ай бұрын
ok, glad I'm not the only one...was going mad. Spent more time emptying the machine of ingredients than crafting. Was fun idea to save space, but agree, when have dependent crafts this may not work as well (or don't mind a very long wait)
@TChapman500Gaming2 ай бұрын
Try this: out = (A AND (B OR C))
@hayzersolar2 ай бұрын
There's a mod called the crafting combinator. Now they have done away with it and this you can do it by yourself now