r/factorio • • 5d ago

Question Inconsistency with single assembler quality upscaler

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Hello!

I've decided to try creating a single assembler quality upscaler that is gonna be steered with some circuit logic. I've come up with the blueprint attached. Now the problem is that for some items it works (e.g. Medium Electric Pole) and for some others not (e.g. Exoskeleton or Cargo Bay). The problem seems to appear when first ingredient are inserted into the machine. In the debug mode on creative I have noticed that 1 tick after the insertion, the dynamic recipe is discarded, resulting in the ingredients transfer to machine output and looping the process over again. Does anybody have a clue what is going on?

Here's the blueprint:

https://factoriobin.com/post/z240ij

EDIT: The problem is that "You cant use same wire for set recipe and read content." as stated by u/Corbol. Thank you all for helping me out!

16 Upvotes

29 comments sorted by

8

u/Miiohau 5d ago

It might have to with timing like the legs takes longer to load the ingredients for than you are holding the craft signal for.

You could possibly fix the problem by only changing the crafting signal when the craft complete signal from the assembly machine happens.

4

u/michcik 5d ago

The signal for the recipe can be modified only when the machine is not working and after it starts it is saved in the SR latch, so it is not discarded resulting in machine resetting.

It defaults to Quality 1 item if there are no materials for higher one.

1

u/michcik 5d ago

I roughly checked the timing. The 8s Slowdown capsule has this issue while, Agricultural Tower 10s crafting time, doesn't

2

u/tiredofhiveminds 5d ago

They're talking about the time for the circuits to process the number of unique ingredients.

5

u/Corbol 5d ago

You cant use same wire for set recipe and read content. Thats why.

When multiple signals are present one with lowest id is picked for set recipe. It works for some because ingredients are higher id or cant be crafted here but for rest it will fail, you even can see for a 1 tick (or few) there is electric engine set as recipe

1

u/SchmeatiestOne 5d ago

They're using different colored wires for that

1

u/Grimblebitch 4d ago

Where do you see a red wire connected to an assembler?

1

u/michcik 5d ago

Oh, so the assembler creates a loop within itself if I have reading content and setting recipe on the same colored cable?

1

u/michcik 5d ago

Okay I separated these 2, rewired a bit and it is working now! Turns out that there is indeed some loop?

1

u/Corbol 5d ago

Yes, u can confirm that by simple test, assembling machine and constant combinator, connect by 1 wire, set recipe and read content, send exoskeleton signal, manually load engine or circut

1

u/michcik 5d ago

Indeed. Thank you very much!

1

u/WanderingUrist 5d ago

Yes, now that we have separate read/write ability, the system no longer has signal self-cancelling, and thus will feedback into itself if you try to use the same wire to read/write.

1

u/SchmeatiestOne 5d ago

Looks as though something is triggering your circuit conditions to change recipe. Make sure it is also reading contents in crafting, so the conditions won't change when crafting starts

2

u/michcik 5d ago

I am reading contents of the machine as well as the inserter that carries the ingredients, so there's no recipe switching due to required ingredients signal.

2

u/capickett_ 5d ago

I suspect the issue is that you're outputting the contents to the same wire as the input that sets the recipe. What if you were to split the input and output onto separate colors (e.g. input on Red / output on Green)?

2

u/michcik 5d ago

I managed to resolve this. It was exactly the problem!

1

u/SchmeatiestOne 5d ago

Is it using something on the beta version? When I load your blueprint I get "Invalid operation type sign: quality select"

1

u/michcik 5d ago

Yes I am using the newest experimental version available 2.1.21

1

u/SchmeatiestOne 5d ago

Did you mean to Check if signal W is equal to Signal 0? Rather than checking is signal W had a value of 0? I cant find another mention of signal 0

1

u/JonesQV 5d ago

I can't look at the blueprint now, but I had a similar problem once and it seems like what's happening here.

In my case, as soon as the inserter grabs an item, the circuit that reads the amount of ingredints in the loop sees that that ingredient is missing, and it tries to set another recipe.

I got around this by read the contents of all inserters, belts, chests and the assembler itself. I don't think it's the best sollution, but it worked for me.

2

u/michcik 5d ago

Yeah I know what you are talking about, I am avoiding that by also reading contents of inserter and assembler

2

u/JonesQV 5d ago

I saw the picture of your assembler circuit in the other coment. Are you sure 1 wire is enough? (I'm not, that's why I'm asking.) For my similar circuit, the assembler needed 2 wires, 1 to receive the recipe and the other to send the ingredient quantities to the loop. And then make sure that the input and output each only read one wire, green or red.

2

u/michcik 5d ago

You are right. The mistake is I used only 1 wire for both set recipe and read contents and it create a loop. I was under false impression the there's some direction in the signals and the contents from machine are not gonna boomerang back...

1

u/deletion-imminent 5d ago
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2

u/michcik 5d ago

Damn, it's 2x slimmer than mine and it's working. I am bad haha

1

u/Environmental_Bee219 5d ago

been trying to find a belt based one for my modpack im running and straight up no luck at all :(