Yes, has anything even changed here ?
Coloured wires also work with power switches, but serve a different function.
Yes, has anything even changed here ?
If you send 5 different signal for "set recipe" the game will pick the first one in an order that is similar to the one you see in the GUI, first tab, first row, first column for the first signal, then second column, third column.... until a full row, then second row, like a grid.Kalanndok wrote: ↑Wed Oct 23, 2024 11:51 am When setting the recipie of an Assembler by circuit network...
How does the assembler decide which recipie on the signal to craft?
For example:
I'm have a signal of 100 red circuits, 5 copper wires, 5 green circuits while having copper plates, iron plates and plastic provided manually and then subtracting the contents of the outputchest from the signal. I also feed the output back into the assembler.
Somehow the system does exactly what I want...meaning it crafts what is currently missing in the production chain but I just can't figure out what determines which recipie goes into the assembler,
Yes that is correct, negative signal are ignored, this is a bit similar to how the filter of inserters are choosen if you send more than 4 signals, or negative signals. Only the "first" "positive" four will count.
Hi Bal921Bal921 wrote: ↑Wed Oct 23, 2024 10:26 pm Hi all, I'm currently redesigning my train system to use the new rails on a vanilla Factorio savegame I started before 2.0 came out. It seems that the signal spots I can use on two seemingly identical piece of track differs as shown in the screenshot below. Can anyone enlighten me if that is the intended behavior?
I can place signals on the spots circled in purple, but I cannot place them on the rail next to them on the same spot.
you can recycle eggs in a recycler with quality modules, or you can use them for something, like productivity module 3, and then recycle the productivity module 3 ( both steps with quality module).