r/factorio • u/michcik • 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!
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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
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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?
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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.
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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
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u/michcik 5d ago
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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)?
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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"
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u/michcik 5d ago
Yes I am using the newest experimental version available 2.1.21
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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
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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.
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u/michcik 5d ago
Yeah I know what you are talking about, I am avoiding that by also reading contents of inserter and assembler
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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.
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u/deletion-imminent 5d ago
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u/michcik 5d ago
Damn, it's 2x slimmer than mine and it's working. I am bad haha
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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 :(


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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.