I’m planning my next tutorial and would appreciate your input. What topic would you like to see covered in the upcoming video? Please share your suggestions in the comments. Also a big Thank You for all the like and subs.
This is the first time in all of my years playing Factorio that I understand how a circuit works. You did an incredible work making this so easy to understand.
So you can now connect an assembler to the rocket silo that gets a supply request from space platfrom. so the resupply signal from space feeds the recipe(s) into the assembler to supply the rocket. Thus you can make a resupply system for yourself on the other planet or if you need to automatically expand your space platform. Gotta test it tho
@@DesyncBro yeah I am looking for something like this, I need whatever I request from personal logistics to automatically set an assembler recipe as above. Can't think of the arithmetic for the logistics numbers.
It's possible with robo ports though, you can calculate the difference of what's requested vs what's available and feed that into an assembler and auto request the ingredients. Avoiding feedback loops might be the hard part.
There is a better way to do this. Use a constant combinator as input, here you set everything you want. Use an output chest (passive provider preferably). Connect the chest with red wire to a arithmetic combinator. Connect the constant combinator to the arithmetic combinator with a green wire. Set the arithmetic combinators to do * (green wire) minus * (red wire) and let it output *. The result output is everything thats in the request minus that whats already in the chest. Connect the output to an assembler and set it to "set recipe". This works because only positive signals will set a recipe. With a logistics network, also add a requestor chest, another arithmetic combinators, than you can route the ingredient requests via the combinator to the requestor chest. Set the combinator to *10, so the chest will request enough ingredients for 10 items at once. Caveats: It seems it should work even better when the input signals are sorted and filtered by a selector. But it doesn't, that will just make the assembler wildly flip flop between recipes! Do not set recipies that depend on each other on the same assembler, like belts and underground belts, that can stall the whole process.
What's the map editor you are in right now and how can I access it? I wanted to have something that allows me to prototype designs quickly since waiting for bots to build ghosts isn't quick enough. Thanks!
Wait until you try Blueprint Parameterization -- most of the things he showed in the video can be "baked into" a blueprint, like setting recipe ingredients on a requester chest, setting filters on inserters, setting crafting limits, etc. You can do similar things for trains and train stations, so trains can be routed like logistics bots rather than having them drive fixed routes.
I think the idea is that you may not need all the types of science all at once for all technologies. Also, it can be annoying since each science type produces at different rates. Meaning this will self-balance and avoid idle assemblers. Idle assemblers still consume a bit of power. I agree it falls into potentially unnecessary levels of minmaxing, but it still has applications. For example, for items that you don't really care about the overall production rate, you can cut out some intermediate parts and have the assembler produce its own gears for example.
Can be useful on space platforms to have one high-quality machine taking up limited space, switching to produce exactly what the platform needs in changing circumstances. Potential use switching the quality of a recipe based on the quality of incoming ingredients, but I haven't nailed that down yet. Right now I use it most successfully to use one group of assemblers to keep a box of varied modules full and even based on what's missing. The biggest hurdle with the function, I find, is tackling the logistics clearing unused ingredients of the previous recipe from the machine.
I came here because the foundry is able to make pipe and underground pipe. having 1 foundry that just changes recipe depending on storage seems kinda sweet and compact!
I have strange issue. Trying to build all 5 types of logistic box with one assembler. I made 5 combinators, created all wires, and I do have all 5 signals in network. But it build only 3 of boxes... If I change type of assembler by putting new one on the top of old one upgrading or downgrading it (from blue to yellow or from yellow to blue) then it start building that signal that left in network.
my guess there is a missing wire somewhere. i did not have the problem with my try on this, but you can take a look of my bluebrint under , factoriobin.com/post/e1gzo6. Maybe it help to find the error.
Still kinda unsure what the logic is behind circuits. In this case does the signal only exist when x science is below 20 and signals cant travel Overtop each other? Is that why you wired in series instead of wiring every combinator like the first?
It does not matter how you route the wires as long as the same things are somehow attached to the same signal network. All nodes on a network receive the same signals. Note that the input and output sides of combinators are NOT the same network.
@@Clayne151 thanks for the clarification! I suppose the output signal goes away when the condition is met and the new signal can take over. I guess the tiebreaker is proximity
If you mouse over a pole, that is connected to the circuit network, it shows the signals in the network. In 2.0 you can see all the signals in the network from any machine's GUI, when you mouse over the network ID
When i see guides with combinator i always know that i ll spend time on completely useless thing which 99.9999999% players never use cause there is no point of it
I’m planning my next tutorial and would appreciate your input. What topic would you like to see covered in the upcoming video? Please share your suggestions in the comments.
Also a big Thank You for all the like and subs.
This is the first time in all of my years playing Factorio that I understand how a circuit works. You did an incredible work making this so easy to understand.
wow, you make it so easy to undestrand, thank you from the bottom of my heart.
you welcome
So you can now connect an assembler to the rocket silo that gets a supply request from space platfrom. so the resupply signal from space feeds the recipe(s) into the assembler to supply the rocket. Thus you can make a resupply system for yourself on the other planet or if you need to automatically expand your space platform. Gotta test it tho
I haven't played Space Age yet. But let us If it works.
@@DesyncBro yeah I am looking for something like this, I need whatever I request from personal logistics to automatically set an assembler recipe as above. Can't think of the arithmetic for the logistics numbers.
That does not work, because requests from space platforms only show up when there is already enough to fill a whole rocket.
It's possible with robo ports though, you can calculate the difference of what's requested vs what's available and feed that into an assembler and auto request the ingredients.
Avoiding feedback loops might be the hard part.
@@Clayne151u can literally read orbital request. just used it to automate biter eggs transport.
There is a better way to do this.
Use a constant combinator as input, here you set everything you want.
Use an output chest (passive provider preferably).
Connect the chest with red wire to a arithmetic combinator.
Connect the constant combinator to the arithmetic combinator with a green wire.
Set the arithmetic combinators to do * (green wire) minus * (red wire) and let it output *. The result output is everything thats in the request minus that whats already in the chest.
Connect the output to an assembler and set it to "set recipe". This works because only positive signals will set a recipe.
With a logistics network, also add a requestor chest, another arithmetic combinators, than you can route the ingredient requests via the combinator to the requestor chest.
Set the combinator to *10, so the chest will request enough ingredients for 10 items at once.
Caveats: It seems it should work even better when the input signals are sorted and filtered by a selector. But it doesn't, that will just make the assembler wildly flip flop between recipes!
Do not set recipies that depend on each other on the same assembler, like belts and underground belts, that can stall the whole process.
What's the map editor you are in right now and how can I access it? I wanted to have something that allows me to prototype designs quickly since waiting for bots to build ghosts isn't quick enough. Thanks!
Editor extensions mod
in a prev. video i show how to set it up . ua-cam.com/video/q6yzsKYran8/v-deo.html
nice tutorial!
Thanks!
Wait I thought you can't connect logic wires to the machine.
Is this something new in the DLC ?
You can, since Update 2.0, connect Assemblers, Chemical Plants,Oil refinery and centrifuges. You dont need the Space Age to do that.
@DesyncBro bro thank you so much I always wanted to do that
@@DesyncBro Even the temperature of the nuclear reactor as far as I know
@@Flautman you right , i forgot to mention it. im sure in Space Age are more building having that feature. but i havent played SA yet.
Wait until you try Blueprint Parameterization -- most of the things he showed in the video can be "baked into" a blueprint, like setting recipe ingredients on a requester chest, setting filters on inserters, setting crafting limits, etc. You can do similar things for trains and train stations, so trains can be routed like logistics bots rather than having them drive fixed routes.
Whats the prupose behind this, what makes this more advantageous over manually setting it and going off doing something else.
I think the idea is that you may not need all the types of science all at once for all technologies. Also, it can be annoying since each science type produces at different rates. Meaning this will self-balance and avoid idle assemblers. Idle assemblers still consume a bit of power. I agree it falls into potentially unnecessary levels of minmaxing, but it still has applications.
For example, for items that you don't really care about the overall production rate, you can cut out some intermediate parts and have the assembler produce its own gears for example.
Can be useful on space platforms to have one high-quality machine taking up limited space, switching to produce exactly what the platform needs in changing circumstances. Potential use switching the quality of a recipe based on the quality of incoming ingredients, but I haven't nailed that down yet.
Right now I use it most successfully to use one group of assemblers to keep a box of varied modules full and even based on what's missing.
The biggest hurdle with the function, I find, is tackling the logistics clearing unused ingredients of the previous recipe from the machine.
I came here because the foundry is able to make pipe and underground pipe. having 1 foundry that just changes recipe depending on storage seems kinda sweet and compact!
@davidnodland4591 actually, this use case makes the most sense since it will always only be molten iron
On demand fabrication instead of warehousing.
I have strange issue. Trying to build all 5 types of logistic box with one assembler. I made 5 combinators, created all wires, and I do have all 5 signals in network. But it build only 3 of boxes... If I change type of assembler by putting new one on the top of old one upgrading or downgrading it (from blue to yellow or from yellow to blue) then it start building that signal that left in network.
my guess there is a missing wire somewhere. i did not have the problem with my try on this, but you can take a look of my bluebrint under , factoriobin.com/post/e1gzo6. Maybe it help to find the error.
How do you get to the checkered map for blueprint planning like this? Is it a seperate world to a freeplay map?
It is a Mod, check out my prev. Video on how Set one Up.
Still kinda unsure what the logic is behind circuits. In this case does the signal only exist when x science is below 20 and signals cant travel Overtop each other? Is that why you wired in series instead of wiring every combinator like the first?
It does not matter how you route the wires as long as the same things are somehow attached to the same signal network. All nodes on a network receive the same signals.
Note that the input and output sides of combinators are NOT the same network.
@@Clayne151 thanks for the clarification! I suppose the output signal goes away when the condition is met and the new signal can take over. I guess the tiebreaker is proximity
Very cool
Ok so i kinda get it but how do u loop it and why is the wire on pole what is the point of it
If you mouse over a pole, that is connected to the circuit network, it shows the signals in the network. In 2.0 you can see all the signals in the network from any machine's GUI, when you mouse over the network ID
Ahhhhh ok... ya I'm ganna have to try and do stuff like this
thanks
cool
When i see guides with combinator i always know that i ll spend time on completely useless thing which 99.9999999% players never use cause there is no point of it
Quick guys , this dude know how 99.99999999999% of all players play. he must be the smartest person ever! /s