Crafting Combinator


Includes combinators that allow you to set or read the recipe of any crafting machine, get ingredients or products of a recipe and more!

Content
2 years ago
0.14 - 1.1
21.1K
Manufacturing

g Circuit Assembler

7 years ago

Hey Mr Mod ;)
have u checked out https://mods.factorio.com/mods/nbp/circuit-assembler/discussion/5606 ?
seems to do the same but has som critics about your implementation.
Do u have any idea what he is speaking about / wouldnt it make sense to work together instead of having 2 different implementations?

7 years ago

Well, I have to admit that his implementation using inserters is rather clever. I haven't really tested it too deeply, it seems to be efficient enough to update every tick without much of a slowdown. This mod is quite bulky in that regard so it only updates once a second (which doesn't seem like too big of a problem to me but still... Not great compared to every tick).

There are some disadvantages that come to mind after some poking around though:
- You have to manually change the inserter to "set filters mode" when built (This could probably be fixed easily)
- Can only set one of multiple recipes with the same output
- Only works for recipes with an item as output
- It always sets the first recipe according to the games internal order even if the others have a higher value (admittedly this is a minor issue)

The conclusion would be: While nbps mod is certainly more efficient and therefore more responsive it's not nearly as universal as this one is. It's probably great for doing simple tasks involving only regular assemblers and simple recipes.
Some kind of merge would be possible, but there will probably still be two different entities or some kind of weird switching from one system to another... I don't think that'll make much sense. If there are ideas on how to do it however, I'm open to suggestions ;)

PS: I'm not the original author of this mod - I got it as an unfinished chunk of code from LuziferSenpai who has probably had this idea for quite some time too.
Also (not sure if it's ideal to promote competition here :P) justarandomgeek made Dynamic Assembler which can do similar things in yet another way.

Cheers TRK

7 years ago

Thanks for your answer.
U r right that ur mod is way more universal. I use it for reactors mod to change their breeding / operation cycle and its perfect for that task.

Removed dynamic assemblers since it seemed way to cluttering for me to need to build separate buildings. With an universal entity, i feel way more flexible. See my example with the reactors.

Tldr: didnt meant to start an competition. Just wanted to have the perfect symbiosis between the mods and not 3 different ways that might complicate things for ppl.

7 years ago

Nah, I'm chill ;)
It's just that each of us does the same thing a bit differently, which has both advantages and disadvantages. It's a matter of preference.
Cheers TRK

7 years ago
(updated 7 years ago)

Dynamic Assemblers was also built for a slightly different reason than (i assume) the rest - I did it because i needed a simpler project to figure out how to identify recipes on the circuit net, so that I could read/set them in Recursive Blueprints. I just haven't gotten back to that yet to release that part! Thus, my strategy (crc32 of recipe name) sacrifices in-game usability a little bit in favor of a more perfect encoding. I'll probably change to use one of the other connector styles at some point though, because mine is clearly the worst of the lot!

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