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
3 years ago
0.14 - 1.1
21.1K
Manufacturing

i Prevent resetting recipe on null input?

7 years ago
(updated 7 years ago)

I've been working on a setup that uses belt-fed chests' contents to see what's available and choose a recipe based on that, but the issue I have is that the chest at the end of the line runs out of materials, causing the crafting combinator to not receive any input momentarily, which un-sets the recipe and gives me a bunch of scrap ingredients to deal with. This repeats indefinitely, wasting a lot of craft time and making machines at the end of the lines that aren't >100% fed useless.

Is there a setting/would it be possible to change the mod so that the recipe is not reset when there is zero signal input, but rather remains on what it last was?

7 years ago

Update: Turns out the problem is really easy to fix in game. I put a memory cell (decider with output looped back to input via secondary wire) between the recipe-chooser circuits and the crafting combinator, set to pass through each if each <360.

This worked well for a consistent input, but it may leak quite a bit when the recipe is changing. My factory isn't currently demanding anything beyond the lowest-priority recipe, so it may be a while before it gets a proper test.

7 years ago

Update 2: Nevermind, the numbers got stuck wherever they were in the 360 cycle when the crafting signal shut off. Definitely would cause issues once switching started.
Switched to a basic timer resetting the cells every 15 seconds, and that seems to work okay (still some leakage, sadly).

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