One of the reason no one uses combinators is because of how complicated it is to always set up and getting messed up via cables or/and not setting a correct condition.
The new option (aka new drop bar option) is essential a decision combinator that has mutiple outcomes.
Let me give you an exemple using train stops.
I have 3 decision combinators: if item in box = 0 => P = 100 <- meanign a trains will priorities this one since it's empty.
Copy paste but box > 0 AND Box > (value that is to full) = P = 50, meaning the normal priority
And the 3rd one: Box > (value that is to full) = P = 0, meaning no train will come here.... or at least that was the plan. a value of 0 does not create a signal so insted i create a different signal that is a value of 1, and if this value of 1 is send to the train station, it will be disabeled (no train)
And this is the ideea. Insted of having 3 combinators, that i need to check for each one, set manually each filter for each one, this new combinator will ask me for the signals only, as in, i don't need to manually add the signal each time. So in my case it's the Parameter 1 or 2 (aka when palced i will change the item) and in this exemples case, the P for train priority.
Under it, there will be a "add section" <- the one that the constant combinator has. Here i can set numbers, and the signals will automatically be put there. This will allow us to visually see them more easy + if there is a contradiction, issue, error, whatever, it will be highlithed that it's not good like this. And each section to have it's own output WITH red and green wires (like the red wire send what item the assemble to craft, and the green wire send the icon for item request, filter, and what eles that might not work with "read ingredience").
Like this we can create mutiple, easy to use, combinators.
And depending how it's implemented, the display panels can be used easily to show numbers of items and more (i mean, currently the display panels are such a pain to set up, that it's more easy to coneect a combinator to the roboport and just add what item you want to monitor, and connect that item to a power pole. Of course, there is always search in the logistic network tab, but the ideea is to quickly see value of items without needing to type the name)
New option for selector combinator: multy decision combinators in one
Moderator: ickputzdirwech
Re: New option for selector combinator: multy decision combinators in one
I'm using combinators extensively, so "no one" is an exaggeration.Green Cat wrote: Fri Oct 10, 2025 5:27 pm One of the reason no one uses combinators is because of how complicated it is to always set up and getting messed up via cables or/and not setting a correct condition.
I encourage you to explore the combinator behavior and details more thoroughly. Your example, which is a select .. case ..., can be achieved with a single combinator with the "map item to recipe" approach from my combinator cookbook: viewtopic.php?t=124776
For your example that outputs different P values depending on conditions, Instead of outputting EACH, output P and instead of the different solid fuel recipes with the values 1, 2, 3 configure different virtual signals with the different values you want to output, for example A=100, B=50 and C=0. Since EACH is used in the conditions, the output is being summed up and cast to P.