Unlocking Efficiency: How to set a recipe with a combinator.

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  • Опубліковано 21 лис 2024

КОМЕНТАРІ • 43

  • @DesyncBro
    @DesyncBro  13 днів тому +1

    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.

  • @enaidgollwyd
    @enaidgollwyd 18 днів тому +19

    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.

  • @curamelas
    @curamelas 2 дні тому

    wow, you make it so easy to undestrand, thank you from the bottom of my heart.

  • @Crabiani
    @Crabiani 18 днів тому +12

    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
      @DesyncBro  17 днів тому +4

      I haven't played Space Age yet. But let us If it works.

    • @nizamrahman4665
      @nizamrahman4665 17 днів тому

      @@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.

    • @Clayne151
      @Clayne151 4 дні тому +1

      That does not work, because requests from space platforms only show up when there is already enough to fill a whole rocket.

    • @Clayne151
      @Clayne151 4 дні тому

      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.

    • @hailgod1
      @hailgod1 2 дні тому

      ​​@@Clayne151u can literally read orbital request. just used it to automate biter eggs transport.

  • @Clayne151
    @Clayne151 4 дні тому +1

    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.

  • @AdoobII25
    @AdoobII25 18 днів тому +2

    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!

    • @M_1024
      @M_1024 18 днів тому

      Editor extensions mod

    • @DesyncBro
      @DesyncBro  18 днів тому

      in a prev. video i show how to set it up . ua-cam.com/video/q6yzsKYran8/v-deo.html

  • @jurreosinga4175
    @jurreosinga4175 17 днів тому +1

    nice tutorial!

  • @aboudabenmoussa9688
    @aboudabenmoussa9688 18 днів тому +4

    Wait I thought you can't connect logic wires to the machine.
    Is this something new in the DLC ?

    • @DesyncBro
      @DesyncBro  18 днів тому +10

      You can, since Update 2.0, connect Assemblers, Chemical Plants,Oil refinery and centrifuges. You dont need the Space Age to do that.

    • @aboudabenmoussa9688
      @aboudabenmoussa9688 18 днів тому +4

      @DesyncBro bro thank you so much I always wanted to do that

    • @Flautman
      @Flautman 14 днів тому

      @@DesyncBro Even the temperature of the nuclear reactor as far as I know

    • @DesyncBro
      @DesyncBro  14 днів тому +2

      @@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.

    • @odw32
      @odw32 3 дні тому +1

      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.

  • @EliteInExile
    @EliteInExile 17 днів тому +2

    Whats the prupose behind this, what makes this more advantageous over manually setting it and going off doing something else.

    • @OhmIsFutile
      @OhmIsFutile 17 днів тому +1

      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.

    • @Syphaxis
      @Syphaxis 16 днів тому +3

      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.

    • @davidnodland4591
      @davidnodland4591 12 днів тому +2

      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!

    • @EliteInExile
      @EliteInExile 11 днів тому +1

      @davidnodland4591 actually, this use case makes the most sense since it will always only be molten iron

    • @Clayne151
      @Clayne151 4 дні тому

      On demand fabrication instead of warehousing.

  • @DarthPenguinius
    @DarthPenguinius 10 днів тому

    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.

    • @DesyncBro
      @DesyncBro  10 днів тому

      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.

  • @aKugelblitz
    @aKugelblitz 17 днів тому

    How do you get to the checkered map for blueprint planning like this? Is it a seperate world to a freeplay map?

    • @DesyncBro
      @DesyncBro  17 днів тому

      It is a Mod, check out my prev. Video on how Set one Up.

  • @Alabar3000
    @Alabar3000 7 днів тому

    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?

    • @Clayne151
      @Clayne151 4 дні тому +1

      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.

    • @Alabar3000
      @Alabar3000 3 дні тому +1

      @@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

  • @Samuel-tq9jx
    @Samuel-tq9jx 18 днів тому +1

    Very cool

  • @thewonderer1165
    @thewonderer1165 12 днів тому

    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

    • @vr4k497
      @vr4k497 12 днів тому

      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

    • @thewonderer1165
      @thewonderer1165 12 днів тому

      Ahhhhh ok... ya I'm ganna have to try and do stuff like this

  • @yasielfranchi
    @yasielfranchi 4 дні тому

    thanks

  • @lastmanstanding5423
    @lastmanstanding5423 18 днів тому +1

    cool

  • @gregory050412
    @gregory050412 6 днів тому

    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

    • @DesyncBro
      @DesyncBro  5 днів тому +1

      Quick guys , this dude know how 99.99999999999% of all players play. he must be the smartest person ever! /s