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No idea if they'll ever fix it, but I've not really bothered with using set recipe ever since I first tried using it. The thing is extremely annoying and not fun to use.
Ok, but is it actually possible to use? And if so, can you show a blueprint?
(It honestly feels less like "this is a puzzle!" and more like "we threw this in and didn't test/think about it at all", though.... no other part of the game is or has ever felt totally broken like this - with the one minor exception of the way bends in belts worked way, way, back in the early days, maybe...)
...implying that a partial answer to my question to "how does this work" is that the output and input signals are simply combined on both channels (ie. you will always "read" anything you "write"/"set". This would make "set recipe" categorically incompatible with "read contents", and also appears empirically to not be the case? But what are the actual rules/mechanics?
https://factorioprints.com/view/-OAOEo9pdmReRKP3Njyi
It's absolutely possible. I've used it in the past, but only to a limited degree. Like I did a thing that switched between particular recipes that have similar ingredients. It was terribly bad though. Don't think I have those blueprints anymore.
There's definitely inserters in my setup that could empty, and they don't. I'm not expecting the products to be magic'd away. It seems like some kind of thing is going on where if they are emptied, then the recipe will instantly change, but it can't change because they're not empty, and they can't empty because it didn't change, etc... this is further complicated by the input inserter inserting new ingredients /in/, which also seems to prevent a set-recipe change?
Again - a working blueprint that changes an assemblers recipe and continues along with the new recipe (with incompatible in/out product recipes) would be worth a thousand words here. Is there one?
I don't see any components in Starter Planet Express that set recipe. (There are no production machines connected to the circuit network in any way, and all have manual recipe enabled and set.)
There are components that activate / deactivate (via inserter enable conditions) and thus produce certain recipes at certain times. But this is completely different than what I'm asking about.
Similarly, you can read the machine's content to determine the filters for the inserter(s) adding items to the machine if you want it to only be fed a full round of ingredients for example.
By design, nearly all things related to circuit network are meant for advanced users that enjoy fidling with those relatively complex systems, "set recipe" and the other entries for machines are no different.
You can make some pretty interesting stuff with the new changes from 2.0, including the things related to machines (set recipe, read content, read ingredients), things that previously would have required mods to do (usually a mod that auto-deploys blueprints based on circuit network conditions).
But these things are not really "simple" to do for someone with little understanding of circuit network.
One thing that might be important to note is that the signals from the two "read" options are not counted for setting the recipe, so you can use both "read" (one of them) and "set recipe" on the same machine if needed (although using both "read" makes it impossible to determine what quantity comes from which entry).
For example, it is fairly easy to make a machine that switches between iron gear wheels and iron rods based on the lowest amount in the chest (a constant combinator with a signal of 1 for the two items and a selector set to selecting, index 0 ascending sorting), but it will also output leftover materials if you don't make a more complex system.
https://steamcommunity.com/sharedfiles/filedetails/?id=3376745458
Green cable from the roboport to the back of decider combinators and the roboport is set to "Read logistic network contents"
One constant combinator where you set the amount per item you want this contraption to build, conntected to a row of decider combinators back with red cable.
Set a couple of items in the constand combinator with the required quantity.
https://steamcommunity.com/sharedfiles/filedetails/?id=3376745727
For each item from the constant combinator, you build one decider combinator where you now compare the signal per item you choose from the red and green wire.
https://steamcommunity.com/sharedfiles/filedetails/?id=3376745609
if the signal from red wire is less then green wire, give the item as output with a value of 1.
The outputside of the decider combinators goes into a crafting machine, using a green wire, with "set recpie" AND "read ingredients"
https://steamcommunity.com/sharedfiles/filedetails/?id=3376745869
Another green cable goes directly from the machine into one or more requester chests with "Set requests".
I used 2 requester chests just to speed it up a bit. Only 1 also works, but is alot slower.
https://steamcommunity.com/sharedfiles/filedetails/?id=3376745994
if all set items from the constant combinator reached desired levels in the logistics network, the machine will reset and no recipe will be in there to be build.
Given this, all items that are considered "leftover" in the machine will be picked out and placed into the active provider chest - thus clearing the machine completely empty.
Same when a recipe changes - all leftover items will be removed into the same active provider chest.
Edit: Steam thought it's worth to censor the string -_-
https://nopaste.net/m0Hd9tSJ1D
Ok, I was hoping to have set-recipe work as a sort of interrupt, but this is interesting as well - you're saying explicitly stop the current recipe, then switch? That's super annoying and space wasting for no reason, but might work better...
I didn't ask for "simple", and I didn't ask how circuits work, but thanks.
Can you provide a blueprint which demonstrates switching recipes with set-recipe with incompatible in/out or not? I do have a pretty good understanding of how the circuit network operates, with the exception of the weird corner cases / special rules of set-recipe (which are what I'm asking about).
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You set recipes using circuit logic, like directly with a constant combinator, basic logic using a decider combinator or more advanced using the other combinators. You see it all over that ship if for example you manually set something to be made in the assembler to the right of the cargo bay. For example if you set platforms to be made then the logic will start requesting steel bars and copper wires be made in order to produce them, and molten iron and copper to be made to make those. There is also logic in there that makes sure basic stock of things like sulpher and carbon is available so coal and oil can be made if lubricant is necessary, and then there is logic there to automatically handle asteroid processing for the ore, calcite and ice for water. If you have an assembler set to set recipe, then any combinator that outputs a signal for a certain product to a circuit connected to that assembler will cause it to select the recipe for that product. It works the same for any production facility, assembler, foundry, chemical plant, etc.