Neat design! I'll be building something similar once I unlock the crusher recipes, only got to Vulcanus yesterday. I've been using a slightly different asteroid counter: - a constant combinator outputs 3 signals with the desired amount of asteroid chunks (for my ship, for example, it's 160 metallic, 160 carbonic, 260 oxide) - values read from the sushi belt go into an Arithmetic combinator and get multiplied by -1 - both of those signals are connected to something, get added, this results in a set of 3 signals of how many chunks we need - it gets put into asteroid collectors as is, to set filters, negative values are ignored, positive values set the filter to only grab those chunks. You can put this signal into Selector to output the lowest of them, then map it to recipes in 3 deciders, setting each of them to
Brilliant! That's awesome. In my main solo game I am just about to leave for Volcanus. This really helps though, I will be able to minimize the build to be a bit cleaner I think. Thanks for the insight!
If you set the constant combinator to -1 for each of your asteroids, and then set your decider to “foreach” you can get rid of two of those decider combinators. Very cool setup though! Thanks for the content!
Hey Dragon! Thanks for watching and your comment. I'm not sure I follow, but would absolutely love to get rid of 2 decider combinators! I have the 3 deciders checking if the belt is full, then I have the 3 deciders passing on the signal only when it's both satisfied and at least one other is not satisfied, then I have the 3 deciders after the selector, converting the signals to the reprocessing signal. Can you elaborate?
@ so the first three combinators checking if the asteroids are on the belt; you can set one to do a foreach with an input of a constant combinator(which you already have as your limit) and then set your foreach to say: Foreach (*) on green (or could be red) < Limit (L) on red. A screenshot would probably be easier to show 😂 what’s your steam name and I’ll send you one.
@@DragonFistLeeMontage I found a solution based on another comment actually, check the updated blueprint! factoriobin.com/post/11ycq3 I used their suggestion and used a math combinator to negate the belt values, then combine with my positive limit values set in the constant combinator. Then anything that is positive is not only selected as important (not selecting ammo), and the positive value shows the amount desired. This let me delete about 4 combinators, the design is much more compact!
@@TheJarGames better explanation: Constant combinator set to: L = {whatever}, Metallic Asteroid, Carbonic, and oxide = -1 on the red signal On a single decider combinator: foreach < L on green and red signal AND Foreach on red signal only = -1 Where green signal input is reading the belt network in my case
whay do even bother with sorting? just put asteroids on belt run snake a bit then left over just drop to rocked engine side on cosmos... all mats go in main storage set item count like 500 and forget.. each stop make 999s and thats it automated :D
Try to play with each/any conditions. I managed to reduce number of combinator setup down to 5: 1 input, 1 sorter and 3 for translation of each surplus asteroid signal into recipe set signal. It only recycles top one if there is a deficite. No constant combinator involved, btw. Same logic you can use just to dump excess asteroids from sushi, so viable for the very first ship too.
Interesting! I also reduced it down to 5 since the video, but I like the constant combinator as a central place to set the limits. Post your blueprint, I'd love to check it out!
Neat design! I'll be building something similar once I unlock the crusher recipes, only got to Vulcanus yesterday.
I've been using a slightly different asteroid counter:
- a constant combinator outputs 3 signals with the desired amount of asteroid chunks (for my ship, for example, it's 160 metallic, 160 carbonic, 260 oxide)
- values read from the sushi belt go into an Arithmetic combinator and get multiplied by -1
- both of those signals are connected to something, get added, this results in a set of 3 signals of how many chunks we need
- it gets put into asteroid collectors as is, to set filters, negative values are ignored, positive values set the filter to only grab those chunks.
You can put this signal into Selector to output the lowest of them, then map it to recipes in 3 deciders, setting each of them to
Brilliant!
That's awesome. In my main solo game I am just about to leave for Volcanus.
This really helps though, I will be able to minimize the build to be a bit cleaner I think.
Thanks for the insight!
I just updated the blueprint! More company and cleaner design thanks to your input, wonderful!
If you set the constant combinator to -1 for each of your asteroids, and then set your decider to “foreach” you can get rid of two of those decider combinators.
Very cool setup though! Thanks for the content!
Hey Dragon! Thanks for watching and your comment.
I'm not sure I follow, but would absolutely love to get rid of 2 decider combinators!
I have the 3 deciders checking if the belt is full, then I have the 3 deciders passing on the signal only when it's both satisfied and at least one other is not satisfied, then I have the 3 deciders after the selector, converting the signals to the reprocessing signal.
Can you elaborate?
@ so the first three combinators checking if the asteroids are on the belt; you can set one to do a foreach with an input of a constant combinator(which you already have as your limit) and then set your foreach to say:
Foreach (*) on green (or could be red) < Limit (L) on red.
A screenshot would probably be easier to show 😂 what’s your steam name and I’ll send you one.
@@DragonFistLeeMontage I found a solution based on another comment actually, check the updated blueprint!
factoriobin.com/post/11ycq3
I used their suggestion and used a math combinator to negate the belt values, then combine with my positive limit values set in the constant combinator. Then anything that is positive is not only selected as important (not selecting ammo), and the positive value shows the amount desired.
This let me delete about 4 combinators, the design is much more compact!
@@TheJarGames better explanation:
Constant combinator set to: L = {whatever}, Metallic Asteroid, Carbonic, and oxide = -1 on the red signal
On a single decider combinator: foreach < L on green and red signal AND
Foreach on red signal only = -1
Where green signal input is reading the belt network in my case
@@DragonFistLeeMontage Ahh! I get it! That's also brilliant. I think with that approach I could eliminate 1 more combinator yet.
whay do even bother with sorting? just put asteroids on belt run snake a bit then left over just drop to rocked engine side on cosmos... all mats go in main storage set item count like 500 and forget.. each stop make 999s and thats it automated :D
🐍🐍🐍
Try to play with each/any conditions. I managed to reduce number of combinator setup down to 5: 1 input, 1 sorter and 3 for translation of each surplus asteroid signal into recipe set signal. It only recycles top one if there is a deficite. No constant combinator involved, btw. Same logic you can use just to dump excess asteroids from sushi, so viable for the very first ship too.
Interesting! I also reduced it down to 5 since the video, but I like the constant combinator as a central place to set the limits. Post your blueprint, I'd love to check it out!
@@TheJarGames 0eNrtWuGO4jYQfpWT/9acYjsBgtpKfYI+wApFITGHtcGhjkMXrXj3jpNAYDHgGLTtVSuttE4y/mbmmxl74vCOFkXNN0pIjWbvSGSlrNDs5R1V4odMC3NPpmuOZmiZVnqkVSqrTan0aMELjfYYCZnzNzQje2yZk6m6WnF1Ikf3c4y41EIL3ipqLnaJrNcLkJwRfEshRpuygrmlNFoAb0TI9wijHYwo/R6BolwonrUSU2PUB3w6FD+4jk+oRQHzV8BcHAgH4sfX4a32R974hh8L4Hgg4OQW4RhBhmpVFsmCr9KtKJWZlgmV1UInXKaLgudoplXN8fE2TMmPKpZCVTrpU1XvNsa2rVC6hjtHY1uJ0Z8meU1V6NSUyDgwV+tNqlJtdKNfm+edIsXTPFmlMjcqNfAAKb5Mi+rcluZBK7suc9AV2GibeNPmlEbT3lFegGCpRuDXQsjGr0v48TXw0B6ScsOBokai0wCg7SBZp2+HEDXLQtLza6UiPtqaKqFXa65F5matcwb1wH22VB7pwtNsZTKi4gbm1DF8RskvMLOs9aYelop7Gz0kOErmPBM5vxPK8Pp6YCenQ/3AzOnVyyVRnUXlG0wdQQZzVYp8lK1q+dqW1EkR/Y7MttDy8XH76UgBIwUM8BVcBXtYmfGqEvJHC7/Zgb211MlSletESIDuinE/t9NI/Gikn0EjpGZaFJD2NiYPOUYC49YVhCxVi1I+gnA9lCfT78XxauFsudrpVRO+awGiwwJEPzNAN+l9LNUvoZ+R7cyPTPavZ/tjZF5CP4PM0L/pCy42VJuCyL8tdlMw9ldAXPoNMvGniNgbSzL1blWJUytM4nMF1aYQGrLGAj3tm1YHYBp4W+4UTTr0LWo6EJ96N6du+Mwb3y2ydGjBjgc6EHnjOzowtF6jgQ5MvPEdHRhavOFQBbG3AieG2NAaZjfwb7/W2l4rL95wL94qqW3NZMTbajfa2dClgQ5VwLwVuMV18F4+1IHIW0Fg3wjZh8VAyIor+z7V76okvti2MfRjBcxrW6nDyR6+15Vh9Bd09GAQyMhSrZvu/qxP+w0Zqw9HgPjmC8VANIbvdeBOgNBG1hVPjv6b8rIxPXFmOj4j2oY1dcaafgXtkaDFzkSPv4h+gOgwcCZ6cq86QuKMFX4F7ZGgUWeio7tBY85Y9CtojwQtdCaa3Q1a5N493MXqO5HDtz9bD9KBTCyRt/XBFTc9cHOO0xGChObrLj3yk4MjvlyKTHCZ7UbQBNcFH1HUS5tgJUJuwehS7brkOl4BpZVOs1fzEQJfeULMAdDc5vjEwfHp/9DvqYPf4xt+H/y7KEKDZk7kDiKJpXr+c2zEDmyELmxYFpGfkZAocCCEuhBiWfR/SkL6bWxRF69uu23UEPPsD9+dGSLj5x9xqOUT9/7OlmxAnrm/RdSZJvY5NLUF+ThTHc5TyWLOZJFPyilVylGpnpFYByR/wuDm37CmGAUvY0xwjNkcv0xhREg3ZJjAHwxjuMuCZghdCkjQw5iZsZGGSb0MNTLsMG5gGhn4h6ElMPdDo7MZz9sFxoTp+JsrjIp0wYE79IdZ174t0iKVGQzWr98IPN2CHw3X0ZjGYRxH4YTRgEHz9Q/ggawf
@@TheJarGames hope, YT will not freak out :D