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Factorio plastic blueprint
Factorio plastic blueprint






factorio plastic blueprint

One thought would be to use negative logic.

Factorio plastic blueprint how to#

The main question, as I understand it, is how to handle the case of zero items in the chest, in which case there's no circuit signal to trigger the Anything conditionals. So, based on the "need", the logic can be constrained to chests and stations, and looking at the belts doesn't get you much. The lights favor red when red and green are even, so that works too. The station and lights are wired to the output, with the station activating when Green>Red. For an unload, (AnythingFull chests minus trainload)=Red1.

factorio plastic blueprint

The train pair is (T=0)=Green1 and (T=/=0)=Red1. Can you remind me again of the logic you're trying to implement? Both in terms of the actual goal ("Only let a train in when the factory needs more raw materials" or whatever), and the various conditionals (in plain language, rather than Factorio-ese)? I think I've lost sight of the problem that you're trying to solve.Ī station needs to shutoff when a train occupies or can't deal with four cars of inventory (load or unload), and I need a minmum of deployment adjustment so I can drop several and maybe edit a single combinator setting.Ĭurrent implementation is two matched decider pairs.








Factorio plastic blueprint