#Ready for limited testing, to gather

1 messages · Page 1 of 1 (latest)

undone bane
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The interface is probably too busy, and should be a dropdown or at least radio buttons so that you can't select "Show info for one recipe" and "Show info about many items or recipes" all at once

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@pastel kernel You might be interested

pastel kernel
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very

balmy falcon
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the - and × checkmarks aren't very clear what they mean

undone bane
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Yeah. They have tooltips tho: negative, and multiply by input value

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Are they unclear even given the tooltips, or maybe it's not great to hide that in a tooltip on a tiny button?

balmy falcon
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how would they work for different ratios of input ingredients?

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given the explanation it makes sense at a surface level

undone bane
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The combinator picks only one recipe (edit: at a time, that is). The "x" checkbox is a little clunky tho: if you set eg "copper cable: 123" then you will get 123x the stats of the copper cable recipe, even though that outputs 2 cables. So you will get an output of "copper cable: 246".

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(or -246 if you checked "-" also)

balmy falcon
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that makes sense

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but I'm curious for the Ingredient checkmark

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like does it choose from the lowest input count then?

undone bane
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It chooses one signal that represents an ingredient to a recipe craftable in the given machine(s), and then chooses one recipe (or, for the "output all recipes" checkbox, all recipes) that have that as an ingredient

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Maybe useful for figuring out how to void stuff?

balmy falcon
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how is that recipe signal value determined

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when you have it using ×

undone bane
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it's equal to the input signal (or minus the input signal, with -)

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instead of being ±1

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possibly "output recipe signal" doesn't need x and - though.

balmy falcon
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my question is then how does that work for example green circuits, if you inputed 3 wires and 3 iron what would it output?

undone bane
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3x circuit recipe.

balmy falcon
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right so it just simply doesn't take into consideration the cost

undone bane
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Yeah, it just multiplies by the input value, or not. It's mostly useful when the input is a recipe signal.

balmy falcon
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if you input 4 wires and 3 iron which does it choose for the value?

undone bane
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Whichever one is earliest in the internal signal ordering

balmy falcon
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alright that makes enough sense

undone bane
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But yeah, I guess one todo is: is there a better way to account for the recipe ingredient/product quantities? Like probably there is

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instead of the current x behavior

balmy falcon
balmy falcon
undone bane
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Yeah. Could make some of the options exclusive and have a dropdown or at least radio field that disables stuff

undone bane
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by setting their recipe to something appropriate to your input items

balmy falcon
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That does sound like a very useful feature

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would need to make sure there aren't duplicate recipes

undone bane
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yeah, TBH the main uses I had in mind were automalls with recipe mode or product mode ... ingredient mode is sorta there because I could

balmy falcon
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would save me a lot of space on my space platforms

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Though probably wouldn't work for asteroid catchers I assume

undone bane
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Yeah, it doesnt know about them

undone bane
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oh and pinging also @lament zephyr

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Thoughts on how to make this better / cleaner / more useful for an automall?

lament zephyr
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Hmm so you input an item, and it outputs the recipe for that item right? Couple questions:

  • How do you handle items with multiple recipes?
  • Can you have an output that says which types of machines can craft that recipe? It would be nice to throw an error if the automall is trying to craft something an assembler can't make
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I definitely like the idea of a multiplier, it's annoying having to manually multiply ingridients x desired amount lol

undone bane
# lament zephyr Hmm so you input an item, and it outputs the recipe for that item right? Couple ...

You configure the recipe combinator with a list of machines, in priority order.

  • In "all recipes for this item" mode, the combinator outputs all recipes that have the item as output, that any of the machines in the list can make.
  • In "info about one recipe" mode, the combinator picks only one recipe. It will use the earliest possible machine in the list, and it will output an arbitrary recipe (according to the order that get_recipes_filtered returns or whatever) which is supported by that machine and produces that output. In this mode, it can also output what machine to use (from your configured list).

The multiplier component currently has a noticeable flaw: it currently multiplies by the signal, but doesn't divide by the recipe output count. I'm not 100% sure on the best fix ... probably divide by output and round up?

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The combinator ignores input signals that it doesn't have info about

pastel kernel
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divide and round up, yeah

undone bane
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or round down if dealing with ingredients? or ... another checkbox?? heh probably not

pastel kernel
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probably another checkbox lol

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but default to 1

undone bane
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lol. trying for now with straight round up

undone bane
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it still doesn't take (intrinsic) prod into account

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Asking how to make 123 cables

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the nice thing about rounding up vs down is: if you round down, you might be trying to run the recipe zero times, which could lead to confusion since the signal would be "accepted" but not produce output

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but rounding up, this can't happen

undone bane
pastel kernel
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i think not including prod would be fine

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or maybe have it as a separate recipe-input checkbox to have it output the prod for that recipe as a double multiplied by some constant so its an integer or something

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in that case have it output as a R signal or something