Train stations with multiple wares
Posted: Mon Nov 14, 2022 3:35 am
Hello folks! I'm having an issue setting up a specific train station, and I'd need the help of one of the combinator guru out there to tell me if there's an easy fix.
Problem is, my understanding of the combinator is pretty basic. I can get along with the circuit network cookbook... well most of it... but that's prtty much it.
So I have this train station that needs to output 7 different ressources (yes, I know, bad idea, but I want to try. And yes, it's Bob&Angel, which is why I have so much different stuff to shuffle around). I want to make it so that a train will come pick a resource:
-only if there's enough to fill it
-fill it only with one ressource (although that point is minor)
-only if the receiving station has enough room for it
Most of this is covered, but I have one major hiccup.
The setup:
-The "pulling" station sends a -1 signal on the base network for every ware it has enough room to receive a train. (I set that as convertion for other setups, so I'm using this here by default)
-The "pushing" station
1) convert these back to +1 with a (decider, any<0, any, 1)
2) sends a signal for any wares in sufficent quantities (decider, any>8000, any, 1)
3) combines both signals from 1 and 2, send to the station and filter inserters if both entries above have a common hit (decider, any = 2, any, 1)
So as soon as I have a ware that is both needed and has a value of >8000, the station activates and the inserters are ordered to take the ware in question
The problem: The train arrives, the inserters start to load the train, until the warehouse value drops below 8000. Then the inserters deactivate, leaving a train nearly empty. I would need twice the required quantity to fill up the train fully.
I was thinking I would need to use a S/R latch or a memory cell in conjonction with my setup above, so the inserters keep their setup active as long as there's a train in the station, then reset when the train leaves. Sadly, I have absolutely no clue how to proceed.
Here's a snapshot of the current setup. Thanks for suggestions.
Problem is, my understanding of the combinator is pretty basic. I can get along with the circuit network cookbook... well most of it... but that's prtty much it.
So I have this train station that needs to output 7 different ressources (yes, I know, bad idea, but I want to try. And yes, it's Bob&Angel, which is why I have so much different stuff to shuffle around). I want to make it so that a train will come pick a resource:
-only if there's enough to fill it
-fill it only with one ressource (although that point is minor)
-only if the receiving station has enough room for it
Most of this is covered, but I have one major hiccup.
The setup:
-The "pulling" station sends a -1 signal on the base network for every ware it has enough room to receive a train. (I set that as convertion for other setups, so I'm using this here by default)
-The "pushing" station
1) convert these back to +1 with a (decider, any<0, any, 1)
2) sends a signal for any wares in sufficent quantities (decider, any>8000, any, 1)
3) combines both signals from 1 and 2, send to the station and filter inserters if both entries above have a common hit (decider, any = 2, any, 1)
So as soon as I have a ware that is both needed and has a value of >8000, the station activates and the inserters are ordered to take the ware in question
The problem: The train arrives, the inserters start to load the train, until the warehouse value drops below 8000. Then the inserters deactivate, leaving a train nearly empty. I would need twice the required quantity to fill up the train fully.
I was thinking I would need to use a S/R latch or a memory cell in conjonction with my setup above, so the inserters keep their setup active as long as there's a train in the station, then reset when the train leaves. Sadly, I have absolutely no clue how to proceed.
Here's a snapshot of the current setup. Thanks for suggestions.