Tutorial talk:Circuit network cookbook: Difference between revisions
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== Remove "Balanced chest insert" == | == Remove "Balanced chest insert" == | ||
checked all points from the tutorial and it did not work (it stacks 2 or 3 rounds of belt and it stops when it reaches balance, without fulfilling the chest) | checked all points from the tutorial and it did not work (it stacks 2 or 3 rounds of belt and it stops when it reaches balance, without fulfilling the chest)<br> | ||
TT: I suppose either not "div by (-n)" but "div by (1-n)" is needed, or one controller (bestchoice: the last one) is to be excluded from filter - so to "break the equality" | |||
== AD: Multiple Item Assembling Machine == | == AD: Multiple Item Assembling Machine == | ||
Revision as of 12:32, 6 November 2025
I'm uncertain as to editing practices on this wiki, but wanted to mention something I feel could be worthy of note, a circuit network recipe for controlling usage of uranium-235 and uranium-238 between nuclear fuel and other usages to ensure there is always fuel for the reactor.
Set up a conveyor with a splitter to create two conveyors, one for uranium-235 and one for uranium-238. Have these two conveyors run by two inserters that each feed a container, each container feeds an inserter delivering its contents to an assembly machine making nuclear fuel. Hook the first two containers up to the inserters feeding them from the conveyor, as well as the tile of conveyor after the tile the inserters are drawing from. Set both the inserters to disable when the amount of uranium (235 or 238, whichever either is taking) in the container reaches X amount, and the conveyors to disable when the amount of uranium is below the same amount. Have the assembly machine deliver its product to a third container, and connect that container to the inserters feeding the assembly machine from the uranium containers, with the enable condition nuclear fuel = 0. This container will be the one that feeds your nuclear reactors.
With this set-up, the first two inserters will grab uranium until they reach quota, and until they do the conveyors are disabled to ensure the uranium will not pass by them by. Once quota is met the conveyors enable and the inserters disable, allowing excess uranium to continue down the conveyors to other machines. Meanwhile that stored uranium will not be consumed to produce nuclear fuel until you have none left in reserve, at which time the inserters passing the uranium to the assembly machine activate, in turn activating the first two inserters to get more uranium from the conveyor.
Thus, you always have a stockpile of nuclear fuel and uranium, and when you run out the consumption of uranium by other machines is halted to prioritize production of nuclear fuel. DrakeyC (talk) 21:33, 1 September 2020 (UTC)
- This page is mostly maintained by the community. So please feel free to add your circuit with images ofc. If you have any more questions about this page then feel free to contact me (I am on discord / reddit under the same username) Stevetrov (talk) 14:42, 3 September 2020 (UTC)
Remove "RS latch" and "Usage of RS latch" sections?
I'd think it would be good to remove at least the "RS latch" and "Usage of RS latch" sections: The two-decider form of the latch was superseded almost 9 years ago, and the Usage section doesn't add anything that isn't already covered by the steam example.
Any objections? --Dalestan (talk) 04:24, 31 March 2025 (UTC)
Remove "Balanced chest insert"
checked all points from the tutorial and it did not work (it stacks 2 or 3 rounds of belt and it stops when it reaches balance, without fulfilling the chest)
TT: I suppose either not "div by (-n)" but "div by (1-n)" is needed, or one controller (bestchoice: the last one) is to be excluded from filter - so to "break the equality"
AD: Multiple Item Assembling Machine
I dare to recommend building your own circuit-controlled production manufactories based on this multiple-item assembling idea. These are micro-factories for minor production – just tell them what you need (and take it after a while) for building a blueprint.
I made a simple 2-Assembler module on a single chest, continually supplied by six commodities available at the “green” stage of the game (FeP, Whe, CuP, GrCir, YBel/YIns). It can build almost everything you need to deploy in early-mid game (e.g. splitters, chests, advanced inserters, mines/assemblers, even chemical components) – right after unlocking Circuit Network technology.
Interface: just set your demand into the constant combinator (or paste your own preset blueprint controller) → and you’ll get it. Only extended commodities (steel, stone bricks) must be dropped into the chest manually. A second, similar blueprint can produce linear components – rails and all pole types (fed by CuP, FeP, stone, and manually added wood).
Just leaving a note to say that something this simple (6×8 tiles, about 15 circuit entities) is really possible. If you’re interested, reply – I don’t intend to spoil anyone’s game by publishing such a “shortcut” blueprint unasked.