https://factorio.com/blog/post/fff-367brunzenstein wrote: βSun Nov 12, 2023 10:30 pm Will the next version of Factorio be a free update?
If not - how much?
And when will be the release about ?
https://factorio.com/blog/post/fff-373
https://factorio.com/blog/post/fff-367brunzenstein wrote: βSun Nov 12, 2023 10:30 pm Will the next version of Factorio be a free update?
If not - how much?
And when will be the release about ?
To be perfectly honest? I don't mind circuits and extremely simple logic. However, I've already beaten 1.1 without using a single circuit.JohnyDL wrote: βSun Nov 12, 2023 8:32 pmHonestly, that mod you want is what this FFF is about.Saphira123456 wrote: βSun Nov 12, 2023 7:55 pm I will personally never use the circuits as I have found them too complicated to use in-game and the tutorials on them, both in-game and outside it, have all been insufficient. Like one other person, this has led to me building multiple, small, simple, scaleable outpost-style bases for mining and drilling, and connecting them to my larger central hub with trains.
If the circuit network is one-hundred-percent necessary to complete the game in 2.0, then congratulations Wube, you just lost a customer. I will continue to use 1.1.
I wish there was a "circuit network simplified" mod that made the circuit network as simple to use as the train GUI with excruciatingly-simple logic gates - AND, OR, XOR, etcetera. Then I would actually use the network. I'm sure a lot of people will agree.
There's some more complicated stuff but it's largely about making Decider Combinators a lot more simple to follow and work like the train network. You get all the ways of comparing numbers =, !=, >, <, >=, and <= plus you can do AND and OR logic within one combinator, it shows you all the actual values you're trying to compare, it lights up green if a condition is met and you build all the other logic you want for a lot of decisions into a single unit.
And while I do enjoy circuits I can acknowledge that circuits currently/legacy are unintuitive and needlessly complex for many things, the Devs said there were conditions it was almost simpler and faster to use the train network to control, and so they made Decider Combinators more intuitive and easier to follow. They might LOOK more complicated but for anyone familiar with setting up train logistic conditions it should be a much easier learning curve.
I understand you don't like them and you won't use them as they exist right now you're welcome to play any way you want and I can think of several ways it might be possible to do the space platform side of 2.0 without circuits at all, especially if you can do the math ahead of time and deal with a little inefficiency, if you know it takes exactly list of resources to make 1000 science in space, you build the rockets to send those resources all at the same time and wait to do it again until you have the exact resources for another 1000 science or screw it send up full rockets and dump stuff you don't need overboard. I don't think there'll be a single aspect of the game that you must use to complete the game that isn't a keystone action, there are only a handful of recipes that require any buildings and you have to put science in a lab to do research and make power with a steam boiler but for everything else you could theoretically hand mine and hand craft your way into science. You can do factorio with some rediculous challenges and there are a few youtubers that're dedicated to exactly that.
I'll make you a deal though, since I plan to buy the game either way, if I cannot beat the entire game and get 100% of the new achievements (probably with different runs) without using a circuit wire or combinator somewhere in that time then I'll let you know so you can save your money if you're honestly going to have a bad time buying the game for that reason I think the devs wouldn't mind losing a single sale.... I wonder if the mods would add no circuits as an achievement just for you though
You select WHERE to output by the cable(s) you connect to the combinator
I'm actually coming round to this idea more, you can output 2 in effect by outputting the same signal with 1 twice so just turn it into a setable number
I get you ^_^ I think the circuit networks are mostly there for control signals, you can do crazy stuff with them if you want but they're there so you can turn on or off pumps to balance fluids rather than having massive stockpiles and for turning off sections of the base for various reasons. Maybe you want to stop running science and focus on defense things if you're low on resources, but if you're actively playing then most of this control you do in your head and by just running around disconnecting things when you think it's necessary.Saphira123456 wrote: βSun Nov 12, 2023 10:56 pm To be perfectly honest? I don't mind circuits and extremely simple logic. However, I've already beaten 1.1 without using a single circuit.
I don't care about achievements, and I play modded so I don't get achievements anyway.
When you start getting into programming, like with current and future circuits, that's an insurmountable problem for me.
Make sense, i'm not using LTN much anymore nor do i use stack size often so it took a little time to process.
I can see your point , the functionnalities are limited, but on the other hand it makes it simple to understand the purpose of that particular operation that the selector can do.
Yeah division is currently the one with largest footprint in the design from Nidan i use for pairwise operation (viewtopic.php?t=103567) If it was not so big it could be used in much more places instead of being prohibitive. I don't know if the cost in UPS is a reason to not allow this operation.JohnyDL wrote: βSun Nov 12, 2023 2:01 pm I totally agree there are other ways of doing it especially with pair wise arithmetic combinators, and they have other functions too, like for example converting a whole storage array (or available in the logistic system) to a number of rockets that could be supplied with on-hand materials requires dividing the materials by their respective rocket cargo limit, you can do the same with train stations, you can ensure that when you don't have a 100% load you launch the load with the highest % available. And that's just 2.0 Rockets there's so many more operations you can do like Red-Green in one combinator or multiplying all red by some A on green but not letting the A^2 into the output which would require extra sanitising.... it's a super powerful tool with many more applications, I was just addressing that this one aspect has existing ways to do it (and checking a True False is gonna be faster than doing multiply operation so impact UPS less)
Do not let this discourage you ! This is a feeling one can have for long time before finding it fun just to try something, because you are bored waiting for some material or have a particular thing you want to build, if it's fun to try and solve the problem, it's not so insurmountable, or at least it doesn't matter the same way. It becomes something where there is always something to learn and not a "problem".Saphira123456 wrote: βSun Nov 12, 2023 10:56 pm When you start getting into programming, like with current and future circuits, that's an insurmountable problem for me.
Yeah, I could see using Everything to enable a sorted index mode - e.g.: If you're already very familiar with the decider combinator's special signals, this seems logical - but it would be hard to discover. (I only just learned about the v1.1.13 decider's Anything output mode! I guess I wasn't playing the game at the time it came out, so I missed it completely - but now that I know about it, I use it everywhere)
Splitting the selector combinator into 2 different combinators makes a lot of sense to me - it does seem like it has a lot of unrelated things in it right now.
You're likely correct that a constant 0 will be the most common use, but I strongly prefer the more flexible option that is shown in this FFF (which supports both different constant indices, and dynamic indices). I know that I'll be using it with non-0 values in my play-throughs.Svip wrote: βSat Nov 11, 2023 9:20 am I wonder if the developers experienced in their playtesting to use any index but 0 for the selector combinator's first function. I have a hard time imagining a scenario where you wish to select any other index but 0 after the list has been sorted. I'd suggest simplifying it into a min/max function instead, if there is never a true need for the other index positions. (Of course, if someone else can imagine such a scenario, I'd welcome it.)
A related small QoL addition that I'd love to see for filter inserters is the ability to set the stack size via Anything, so you can set both the filter and the stack size from the exact same signal. The semantics would be the same as the decider's anything output mode (just pick the first valid signal and use it as the stack size).
"Rocket capacity" seems oddly specific to me too. Item mass seems like the most general property to output. Rocket capacity is tied very specifically to a single vanilla feature, but I imagine mods (like SE!) will start making use of weight/mass in other contexts. Mass makes more sense to me than weight, since it looks like we're going to see planets with different gravity.. so mass would be a constant property of an item, but weight could vary depending on which planet the combinator is built on.Nidan wrote: βSun Nov 12, 2023 7:04 am I feel the selectors "rocket capacity" mode is a bit out of place as there will certainly be mods adding higher capacity rockets; I'd have "item weight" instead and a rocket silo could output "maximum cargo weight". "Rocket capacity" is then the division of those two.
Perhaps the landing pad could output constant values that are related to the planet's unique traits, like for instance a rocket's cargo mass capacity, meaning the player would only have to compare two values. And perhaps still, the player could build "observation stations" anywhere to output these values. Hell, if WUBE got fancy, they could also output how light it is, pollution in its chunk, etc., basically values that would be neat to have in the current game. It's basically like a constant combinator, except it comes with signals and values, that the player cannot access otherwise.dstroth wrote: βMon Nov 13, 2023 2:52 am"Rocket capacity" seems oddly specific to me too. Item mass seems like the most general property to output. Rocket capacity is tied very specifically to a single vanilla feature, but I imagine mods (like SE!) will start making use of weight/mass in other contexts. Mass makes more sense to me than weight, since it looks like we're going to see planets with different gravity.. so mass would be a constant property of an item, but weight could vary depending on which planet the combinator is built on.Nidan wrote: βSun Nov 12, 2023 7:04 am I feel the selectors "rocket capacity" mode is a bit out of place as there will certainly be mods adding higher capacity rockets; I'd have "item weight" instead and a rocket silo could output "maximum cargo weight". "Rocket capacity" is then the division of those two.
Of course, in order to convert from item mass back to rocket capacity, you'll need to know the rocket's cargo mass capacity (presumably a planet-gravity-specific value), or its weight capacity (presumably a constant) and the gravitational constant for that planet. Perhaps the devs feel that requiring players to perform this conversion themselves with combinators is asking too much (a position that I can completely understand).
I'm working on an assembler for a language with similarities to fCPU. Output of the assembler is vanilla v1.0 combinators. I will release a prototype soon.
+140
+1000
+2
That looks better!
Totally, best game devs ever!
100%
Is this confirmed somewhere?
I don't think that's how it should be done. If the second condition was different, for example Each < 0, then I would expect the whole AND to be TRUE when all green signals were positive and all red signals were negative. Your suggestion would either break that or it would be a special case where both the conditions are the same just with different wires and that would be confusing.
I mostly agree with this. The 1.1 combinators are elegantly simple -- a nice middle ground between very primitive logic systems like Minecraft's redstone, and more advanced ones like Stormwork's microcontrollers. I'm a little worried that multiple conditions and outputs will hide too much of the beauty of circuit network inside of cluttered GUIs, instead of boldly showing it in its full glory in the world. I'm not sure though, I'd have to play with it for a bit in order to form a strong opinion. The calls for allowing multiple arithmetic operations inside combinators make me cringe though -- I think that would be too much.Majiir wrote: βFri Nov 10, 2023 4:36 pm This will probably be an unpopular opinion, but: I hope you will reconsider the logical changes to the decider combinator.
Combinator circuits are a huge part of how I play Factorio. My bases are littered with circuits for restocking outposts, routing trains, managing power usage, balancing production across the factory, and more. I've created awesome contraptions like Combinator Ethernet, a packet-based communications system for combinator circuits, or my train logistics system that creates the illusion of items instantly teleporting from one station to another, without ever deadlocking. (That one is amazing for Seablock.) I've easily spent 2000 hours just tinkering with combinators, and they hugely enrich the game.
The decider combinator changes absolutely make them a more powerful tool. In my opinion, they also make combinators worse as a game.
The fun of combinators is that they are a puzzle game. The puzzle pieces are simple, while the problems can be as simple or complex as you want to challenge yourself. Making a single combinator hold an arbitrary number of conditions removes two crucial constraints that make this puzzle game fun:
- More circuit complexity requires more space. The challenge of fitting designs into small spaces is a big part of what makes Factorio fun in general.
- More circuit complexity requires more (in-game) computation time. When you get beyond simple circuits, much of the fun is about optimizing your design so that your circuit can work in fewer ticks.
I am celebrating the implementation of wire selection (on the decider combinator for now). I was in good hope, that you will do this, after having seen what other new features you implemented, as it also makes so much sense. Although the pictures don't show it for the arithmetic combinator, but you say, the whole thing is not finished, I have hope that you will implement it for the arithmetic and the constant combinator as well.
dstroth wrote: βMon Nov 13, 2023 2:52 am "Rocket capacity" seems oddly specific to me too. Item mass seems like the most general property to output. Rocket capacity is tied very specifically to a single vanilla feature, but I imagine mods (like SE!) will start making use of weight/mass in other contexts. Mass makes more sense to me than weight, since it looks like we're going to see planets with different gravity.. so mass would be a constant property of an item, but weight could vary depending on which planet the combinator is built on.
Of course, in order to convert from item mass back to rocket capacity, you'll need to know the rocket's cargo mass capacity (presumably a planet-gravity-specific value), or its weight capacity (presumably a constant) and the gravitational constant for that planet. Perhaps the devs feel that requiring players to perform this conversion themselves with combinators is asking too much (a position that I can completely understand).
But in most ... 99% of cases .... you're just adding steps to the process of getting the numbers that you actually want, in Vanilla do we actually care about the weight/mass of the items? For me the answer is a clear No... yes it's a more fundamental property but it's also not at all useful on its own. We care about how much stuff we can launch into space, I'm not sure that the weight is even always directly tied to rocket capacity size though, we're assuming it is but are we sure? That doesn't appear to be the case from my understanding of #382mmmPI wrote: βMon Nov 13, 2023 1:49 amI can see your point , the functionnalities are limited, but on the other hand it makes it simple to understand the purpose of that particular operation that the selector can do.
One way i would look at it could be another "stack size" metric that instead would be "weight" and "weight capacity" as you say. So you could ask how many slot in a steel chest by sending steel chest signal and it would say 40,( send 2 steel chest and it answer 80 in a signal player pick as output) and with stack size of material you know how many you can fit.
And similarly, the other mode would be the selector receiving as input, 1 Rocket, or 1 modded-super-rocket, and it would answer 1000 kg, or 10 000 kg. And you could ask how much mass /weight, for "steel plate" and it would give the answer for the number you send ( 1 for easy math, send 200 and it tells you the weight of a stack ), so player would have the same information available to know how many of "thing" would fit into "other thing" be it slot/stack size as currently for train wagon or chest or "weight" limit for rocket.
Not sure it would be easier to use for simple task though.
I'm not sure how to do it, with each and every, as I understand them now, you'd get some really funky behaviour, like you put in the values A=1, B=2, C=3, D=3, E=4, F=5, G=6, H=10 and you use "each" you'd get the result out of B=2, C=3, D=6 (two things indexing D), E=4, F=5 it'd have to be a new special signal as I understand it. (or a new setting See my Sorter/Lookup in this and my other posts)dstroth wrote: βMon Nov 13, 2023 2:52 amYeah, I could see using Everything to enable a sorted index mode - e.g.:
sort_everything.jpg
If you're already very familiar with the decider combinator's special signals, this seems logical - but it would be hard to discover. (I only just learned about the v1.1.13 decider's Anything output mode! I guess I wasn't playing the game at the time it came out, so I missed it completely - but now that I know about it, I use it everywhere)
Or using Each, so you can set the hand size based on what item is being picked up, maybe you only need/want to pick up 1 of some item at a time, but you still want to load other items at full speed.... I'd also like an option of negative numbers emptying full hands back into the input space (if possible)dstroth wrote: βMon Nov 13, 2023 2:52 amA related small QoL addition that I'd love to see for filter inserters is the ability to set the stack size via Anything, so you can set both the filter and the stack size from the exact same signal. The semantics would be the same as the decider's anything output mode (just pick the first valid signal and use it as the stack size).
I've made some fairly serious attempts at doing this kind of thing. One large problem you hit is that there's no telling in what order bots will construct a blueprint, which makes any such mechanism intensely fragile.
If that's how you like to play, that's fine, since it's your factory and you should play how you want, but you do need to recognize that that's not how most people approach the game. If science production is so slow that it's necessary to afk overnight to produce it the required amount, most players just build more science production, expanding everything upstream from that as needed to supply it. The game is a constant balancing act between being bottlenecked by science production and being bottlenecked by how quickly you can design new subfactories to take advantage of the research you complete. If science production is bottlenecking you that much, build more science production and you'll be able to spend much more time actually playing the game (that is, building solutions to production and logistics puzzles).Saphira123456 wrote: βSat Nov 11, 2023 4:46 am I already have a difficult time making one assembling machine's worth of blue science, how is it beneficial to make it more difficult by duplicating the line? It's not like it's going to make it any easier to catch up.
I often have to spend many hours just letting the game run idle as it is, oftentimes overnight, eight hours straight of the game running. Robots would only increase the amount of time I spend not playing the game, instead waiting around for more science packs.
What's the difficulty you have with circuits? If the tutorials that exist aren't doing the job, both this forum and the Factorio subreddit are quite helpful and may be able to translate the tutorials' information into something that better aligns with your learning style. If nothing else, the approach you're describing of setting up outposts to collect raw resources and train them into a main production area is how the vast majority of people play the game regardless of whether or not they use circuits, so if you think that precludes using circuits you might be fundamentally misunderstanding something about how circuits are useful.Saphira123456 wrote: βSun Nov 12, 2023 7:55 pm I will personally never use the circuits as I have found them too complicated to use in-game and the tutorials on them, both in-game and outside it, have all been insufficient. Like one other person, this has led to me building multiple, small, simple, scaleable outpost-style bases for mining and drilling, and connecting them to my larger central hub with trains.
I doubt it will be. They've already explicitly made the comparison to Space Exploration (which is designed to need some level of circuit knowledge to beat), indicating that Space Age is going to be designed to be a lot more accessible than SE. By how they've described rockets working, I expect some circuit knowledge will be really helpful to streamline and automate the process, but it probably won't be entirely necessary (or if it is, it'll be in the form of simple applications like limiting chests or controlling pumps).Saphira123456 wrote: βSun Nov 12, 2023 7:55 pm If the circuit network is one-hundred-percent necessary to complete the game in 2.0, then congratulations Wube, you just lost a customer. I will continue to use 1.1.
That's basically what they're doing with the decider combinator update. Rather than needing multiple decider combinators and to think about how to configure their outputs to achieve the logic you want, they're letting you put as many conditions as you want into a single combinator using a similar GUI to the ones trains use. It's still limited to AND and OR, so you'll have to get more creative to pull off other boolean logic, and you'll still need one combinator per set of conditions (so you won't be able to have one combinator output one thing when Iron>100 and something else when Iron<100), but the most basic logic gates have now been rolled up into a single combinator.Saphira123456 wrote: βSun Nov 12, 2023 7:55 pm I wish there was a "circuit network simplified" mod that made the circuit network as simple to use as the train GUI with excruciatingly-simple logic gates - AND, OR, XOR, etcetera. Then I would actually use the network. I'm sure a lot of people will agree.
Yes, it's adding steps in an attempt at being more generic . And yes i assumed weight was the only thing that limit rocket capacity.JohnyDL wrote: βMon Nov 13, 2023 2:09 pm But in most ... 99% of cases .... you're just adding steps to the process of getting the numbers that you actually want, in Vanilla do we actually care about the weight/mass of the items? For me the answer is a clear No... yes it's a more fundamental property but it's also not at all useful on its own. We care about how much stuff we can launch into space, I'm not sure that the weight is even always directly tied to rocket capacity size though, we're assuming it is but are we sure? That doesn't appear to be the case from my understanding of #382
Yes , i tend to think it would be a fun puzzle Give us access to raw value like stack size, number of slot, weight of one item, and then we could do the math with combinator, it's not super advanced maths, ideally when the research is done it auto-update the value, but there is room for different level of automation/complexity.JohnyDL wrote: βMon Nov 13, 2023 2:09 pm What's more if say there's an infinite tech for stronger/bigger rockets this could automatically be factored into a 'rocket cargo limit' in the selector but if you're only told the weight then each time you complete this tech you'd have to reconfigure combinators and recalculate how much a rocket can hold
JohnyDL wrote: βMon Nov 13, 2023 2:09 pm And it doesn't account for factors other than weight, real rockets (and I'm assuming Factorio rockets might for gameplay reasons) are limited by volume/risk/etc too, and you might end up with some really funky weight numbers if that's the only limit. They even told us that they massaged the numbers around things that could be recycled and trying to get to round numbers.
[...]
For Rockets we don't know but it could be that Iron Plates have an effective weight of 1.33333...kg or 1333.33333..grams that's not something you can effectively do signal math on and get the correct answer. You could always round up but then you're losing out on something somewhere and if you're calculating the exact value for the space in a rocket then you obviously care about efficiency. And even if Vanilla is all in Integer values what about Mods? Will they be limited to integer values or could some want to use fractional values?
It could be because weights were made so that you can always put a integer number of 1 item in a rocket and fill it entirely. I understood this as you send "steel plate" and it tells you how many steel plate you can put into 1 rocket. In my mind you can already "math" how much weight a steel plate, if you consider the rocket can carry 1 ton it's a division which will yield a number that may be truncated, but one could then build to "weight" one stack of steel plate, in order to know how many iron plate you can put if you only fill the rocket half with steel plate. I was under the impression that this was how i'm supposed to use the "rocket capacity" function of the selector. Since by default it only tell you information on a rocket filled with 1 item to the max capacity.Output the rocket capacity of the input item (useful for Space Age logistics).
This is beyond my ability to suggest a fix ! The rocket was shown having 1 metric ton of payload capacity. If you use other units, it WILL create imprecision considering the circuit truncate decimals. Even in real life it happened The rocket itself would need to be of a different payload capacity and the weights of all item reworked. I think it's not going to happen.JohnyDL wrote: βMon Nov 13, 2023 2:09 pm And that doesn't account for localisation, how many people are going to be confused by metric units and want to do the math in some other system looks at the Americans and will that lead to different mass values being output and different rounding errors with converting a mass into how much cargo will fit in a rocket
Yes ! the "sensor" combinator, i thought it could be a function of the selector, but it could be a stand alone combinator, i've read other people in the thread suggested connecting the landing pad to get access to stats like surface stats. I had in mind, gravity, and weight, i think it's highschool math & physic ( it was for me), not university, so more accessible maybe than when you go specialized in IT. Productions stats, +1, i agree more stats is more good !JohnyDL wrote: βMon Nov 13, 2023 2:09 pm That said, if you're arguing for the weight and other stats AS WELL AS what has already been shown yeah I'm for that. I said I'd split up the current Selector into a Sorter with many more sorting related functions; picking the order, enumeration vs outputting a specific index(s), etc... and a LookUp with making many more stats from the game accessible to the player; Item Stats, Recipies, Inventory Size Stats, Surface Stats, Production Stats, etc the list goes on. More stats is more good in that regard
Rocket capacity compares to mass as stack size compares to volume. It's more consistent in terms of the maths required to use either rocket capacity and stack size, or mass and volume.dstroth wrote: βMon Nov 13, 2023 2:52 am"Rocket capacity" seems oddly specific to me too. Item mass seems like the most general property to output. Rocket capacity is tied very specifically to a single vanilla feature, but I imagine mods (like SE!) will start making use of weight/mass in other contexts. Mass makes more sense to me than weight, since it looks like we're going to see planets with different gravity.. so mass would be a constant property of an item, but weight could vary depending on which planet the combinator is built on.Nidan wrote: βSun Nov 12, 2023 7:04 am I feel the selectors "rocket capacity" mode is a bit out of place as there will certainly be mods adding higher capacity rockets; I'd have "item weight" instead and a rocket silo could output "maximum cargo weight". "Rocket capacity" is then the division of those two.
Of course, in order to convert from item mass back to rocket capacity, you'll need to know the rocket's cargo mass capacity (presumably a planet-gravity-specific value), or its weight capacity (presumably a constant) and the gravitational constant for that planet. Perhaps the devs feel that requiring players to perform this conversion themselves with combinators is asking too much (a position that I can completely understand).
I remember using those : https://mods.factorio.com/mod/FactorIO and https://mods.factorio.com/mod/Inventory%20Sensor Which allow things like reading the number of empty slot in an inventory ( maybe rocket silo in the future ) or show the amount of time left for a crafting in a machine as you mention.Svip wrote: βMon Nov 13, 2023 6:33 pm The "sensor combinator" could even bridge the gap between all the buildings you cannot attach wires to (likely because of all the artwork needed). I'd love to be able to determine whether an assembler is working or not. A sensor combinator could be placed near it, and then "synced" with the assembler, so the sensor - in addition to all the other stuff it outputs - would output information about the assembler. The game also have plenty of signal types to output this information along. I am sure there is probably a mod that already does sensor combinator.
These are good points! The engineer in me always wants to reduce solutions down to their simplest, most general building blocks. But, I agree that in the contex of Space Age, it probably makes more sense to just report the the quantity that most people will want directly - i.e. how many items will fit into a rocket, given a potentially large set of external constraints like mass/volume/gravity/etc.JohnyDL wrote: βMon Nov 13, 2023 2:09 pm But in most ... 99% of cases .... you're just adding steps to the process of getting the numbers that you actually want, in Vanilla do we actually care about the weight/mass of the items? For me the answer is a clear No... yes it's a more fundamental property but it's also not at all useful on its own. We care about how much stuff we can launch into space, I'm not sure that the weight is even always directly tied to rocket capacity size though, we're assuming it is but are we sure?
<snip>
What matters in the vast majority of cases is the actual items per unit space that is taken up.
Agreed, I wouldn't mind seeing more metadata/stats/etc exposed via a special combinator.JohnyDL wrote: βMon Nov 13, 2023 2:09 pm That said, if you're arguing for the weight and other stats AS WELL AS what has already been shown yeah I'm for that. I said I'd split up the current Selector into a Sorter with many more sorting related functions; picking the order, enumeration vs outputting a specific index(s), etc... and a LookUp with making many more stats from the game accessible to the player; Item Stats, Recipies, Inventory Size Stats, Surface Stats, Production Stats, etc the list goes on. More stats is more good in that regard
Hah - as an American engineer that much prefers working in metric, I sincerely hope Factorio sticks to metric everywhere!JohnyDL wrote: βMon Nov 13, 2023 2:09 pm And that doesn't account for localisation, how many people are going to be confused by metric units and want to do the math in some other system looks at the Americans and will that lead to different mass values being output and different rounding errors with converting a mass into how much cargo will fit in a rocket
Ah, I may have misunderstood what you were originally suggesting. I didn't mean to literally use Each or Every signal as an index, but rather to use Everything as a magic signal that would enable my proposed "sorted index" mode. Its behavior wouldn't be the same as Everything on the decider - it would just cause the selector combinator to output the complete sorted list, with each output signal's value representing its position in the sorted list.
"Each" would be even better! Maybe even just a separate mode/checkbox for "set stack size from filters", so it is more discoverable.JohnyDL wrote: βMon Nov 13, 2023 2:09 pmOr using Each, so you can set the hand size based on what item is being picked up, maybe you only need/want to pick up 1 of some item at a time, but you still want to load other items at full speed.... I'd also like an option of negative numbers emptying full hands back into the input space (if possible)dstroth wrote: βMon Nov 13, 2023 2:52 am A related small QoL addition that I'd love to see for filter inserters is the ability to set the stack size via Anything, so you can set both the filter and the stack size from the exact same signal. The semantics would be the same as the decider's anything output mode (just pick the first valid signal and use it as the stack size).