Factorio

Factorio

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Minulaptor Dec 10, 2018 @ 9:43am
How to get a certain number of items on a belt
Hey guys, just starting my second playthrough and a big problem I had the last run was creating a giant stockpile of stuff I dont need.

I've tried to google it but I dont think i'm wording it properly.

So, I have my engine's on the south side of my base, and i am transporting them directly to my electrical engine factory. Which is on the north side. My question is how do I only allow a certain number of engines to sit and wait on the belt instead of a constant supply of engines that i'll never use.

If someone can point me to the right tutorial that would be awesome!

Thanks.
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Showing 1-9 of 9 comments
Jupiter3927 Dec 10, 2018 @ 9:56am 
You would need to use the circuit network for all the belts and your inserter dropping engines in from your stockpile.
The circuit network will read the amount of engines on the entire belt system that way and you can set your inserter to only put engines on if there are less than however many engines you want on the belt.
serker31 Dec 10, 2018 @ 10:35am 
All in all, idle product on belt is but a drop in sea of what you going to use. But here are examples:
1. It might be better to have your factory more organized, to have mostly only basic product sitting on belts. For example, build another engine factory for your electric engine factory and ship only iron plates for it. And then don't ship product anywhere, but have it used on spot.
2. Or even better, add some organization to your factory via main bus. Check steam guides.
3. Use bots to deliver stuff anywhere. But it's cheap (i.e. too easy).
Last edited by serker31; Dec 10, 2018 @ 10:35am
impetus_maximus Dec 10, 2018 @ 1:44pm 
what you want is called a memory cell. an arithmetic combinator wired to itself, set to *each + 0 *each.
wiring the output to it's own input keeps the items in 'memory'.
set the inserters to enable if engines less than [insert numet here], hand read mode pulse and wire it to the memory cell.

on the inserter taking off the belt, set mode of operation to 'none'. read mode pulse.
wire that to the input of a arithmetic combinator set to each * (multiply) by -1, each.
run the output along your power poles to the 'memory cell'. this will subtract the amount taken off the belt in the cell.

the wires can all be the same color.

example blueprint2. [edit for correction]
0eNrFV9tuozAQ/ZXKj7tQxRBIgvZttY/7BasIGZgQS2AjY6JGEf++Y9OwNCGt01bblyi+nTme4zmTnEhWddAoLjRJToTnUrQk+XMiLS8Fq8ycPjZAEsI11MQjgtVmpBUTbSOV9jOoNOk9wkUBTyShvffm4YyXPlSQa8Vzv5EVTM4H/dYjIDTXHAYmdnBMRVdnoDDACDNCgABVHn28A6gdywEjNbJFBCkMB0T148fII0f8Qh8jDFZwhWftemwIX8QIXqF6jb08Yy8sNqZQDOCt2UHNR6kAxPQ2vCBJiHu5yjuu7TCYEDHjqN/2/Qy5cCTHFNf7GjRSy2WdccG0VDMEwwt6WskqzWDPDhz346Z/QCkuF3wkv+Oq1emVnAeudIczI5Nhhw8s3xstWzAwBqvVzLyshUdkA4oNrMh3PCk73XR3Y/efmOA1JtgjgetxenE8uKHP8l59oi+Xx6cv9fn2f/ShbylwqwSie+ozfmd5Xj6X5eVrmucWj9y42HGBS36+h1bPmZLlRa35DVvTFrTmorTUFNTyAGmHaxU6GxSpsVFc2rGqBY8M04NJni1RlFyA3yEWMVftjLoRVl8tC/sitV8Bs2RGv97O3WJ1y+ln7G+8xcRVgxnM9SQzLSjkPoMWzaHF83VxlmMsildq4mUHmuZpeBPPlWAj1Q1TtlQT8sMuP8dRwIp0z4bS0Xg7zL1WHXzAk+iNV7Rxz3/gmn+6cAcNnUGpM+jCGTNwJ0qdQUNnUPeMLp0x3XlGzpjOlUdjZ0x34d0tInLGdLGI+B0OYewvlbt00uTCz63rpVtd041ze1h9RXeo5VVzwN/j1jyTyV8Fj1QMtca530hDHR9+QlU9/HpidWNb8AEjD7qsV0GwppvFKuj7v7rJPRY=
Last edited by impetus_maximus; Dec 10, 2018 @ 1:46pm
Killcreek2 Dec 10, 2018 @ 2:02pm 
Originally posted by impetus maximus:
what you want is called a memory cell. an arithmetic combinator wired to itself, set to *each + 0 *each.
wiring the output to it's own input keeps the items in 'memory'.
Was about to post a similar reply, but you've already covered it nicely. :)

Only thing I would do differently is using a decider combi rather than an arithmetic combi: set to "if (reset signal) <1, output each", looped back into itself.
Then it can be connected to a constant combi for an easy way to reset the counter if / when needed (toggle constant on+off to send a reset pulse), or even connected to a global control circuit to allow / disable / reset the counter automagically.
AlexMBrennan Dec 10, 2018 @ 2:43pm 
what you want is called a memory cell
Debatable. Your solution is more expensive (wires are free, combinators are not) and less resilient (e.g. it breaks if the player picks up stuff from the belt).
impetus_maximus Dec 10, 2018 @ 4:03pm 
Originally posted by Killcreek2:
Only thing I would do differently is using a decider combi rather than an arithmetic combi: set to "if (reset signal) <1, output each", looped back into itself.
Then it can be connected to a constant combi for an easy way to reset the counter if / when needed (toggle constant on+off to send a reset pulse), or even connected to a global control circuit to allow / disable / reset the counter automagically.

i've often wondered how to make the count resettable. i end up removing the loop wire to reset. not good when there are multiple products sushi science!
i'll have to play around with that.

cheers
Killcreek2 Dec 10, 2018 @ 5:17pm 
Originally posted by impetus maximus:
i've often wondered how to make the count resettable. i end up removing the loop wire to reset. not good when there are multiple products sushi science!
i'll have to play around with that.

cheers
yw.
You don't actually need the extra constant to reset the decider-memory, you can flip the <1 to >1 and it will wipe & stop storing the data, then flip it back to <1 to enable counting again. (I just find it a bit easier to include a reset combi in any BP that features a similar counter.)

Manually adjusting the values of a single specific stored value among many signals is possible with only a few combis, though a bit tricky to setup correctly. GL
THE kilroy Dec 11, 2018 @ 5:16am 
Originally posted by impetus maximus:
Originally posted by Killcreek2:
Only thing I would do differently is using a decider combi rather than an arithmetic combi: set to "if (reset signal) <1, output each", looped back into itself.
Then it can be connected to a constant combi for an easy way to reset the counter if / when needed (toggle constant on+off to send a reset pulse), or even connected to a global control circuit to allow / disable / reset the counter automagically.

i've often wondered how to make the count resettable. i end up removing the loop wire to reset. not good when there are multiple products sushi science!
i'll have to play around with that.

cheers
If you dont care about perfect accuracy you can add a placeholder item such as a pistol to your loop, and have a seperate counter, when the placeholder is detected compare the newcounter and the expected , if there is a significant difference use the new count, obviously not a perfect solution but i have found this handy for "player safe" circuit-ed distribution.
impetus_maximus Dec 11, 2018 @ 12:09pm 
thanks again Killcreek2.

clever idea THE kilroy. that would work.

BTW, Minulaptor you still with us?
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Date Posted: Dec 10, 2018 @ 9:43am
Posts: 9