#it breaks down to 4 conditions for each
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i suspect i fucked up the conditions for continuing crafting
its switching after 2 crafts immediately despite having the materials to continue to do so
is this insufficient to force it to latch onto this current recipe?
Am I correct to use EpicGreenChip = 401 when the recipe is currently at Epic green chip?
if i want it to keep working as long as there is >= 2 crafts of material available in chest,inserter,EMP combined
i suppose W=1 is not necessary at all? but it gets iffy because ideally i want it to use up all crafts that is multiple of 2 before defaulting back to next recipe
so if it currently at 1 craft but has 2 craft left, i only want it to craft 1 more time, not twice
yes
this is the reason for this condition:
ingredients for 1 craft + craft counter 0
ah ya i was wondering why it missing in mine
did your linked BP miss out on legendary recipe conditions
had to make my own but not sure if it was wrong
it didn't have legendary
ok
i just remembered, no legendary anyway
you want q4/q5 prod3s for legendary
and it doesnt fit with q5 qual3s in the greenchips
@ivory bison need your help again for a recipe switcher for a much simpler steel chest upcycler
base quality of incoming steel is always common, but i want the steel recipe to switch to the other qualities after it has processed all the available commons
but would prefer for it to cycle sequentially common > uncommon > rare > epic > legendary > back to common
instead of some dynamic quantity thats available in chest, if that makes sense?
what are the conditions i need to set up for each quality level? I guess the first one is obvious enough, default is common steel chest recipe
it'll keep doin so until uncommons build up to e.g. 5000, or 8000, or whatever. then it will just process all 8000 until it goes to <8
how to get it to latch for that whole 8000 uncommon steel, before switching to rare?
add a condition to the trigger conditions for uncommon+ that common chest [g] = 101 so that it won't trigger while crafting another quality
Ah
What happens after, say, uncommon steel gets completely used up and i want it to now switch to rare steel chest regardless of current composition of common, uncommon, and rare steel in the buffer chest?
Trigger condition common chest[g]=101, uncommon chest[g] =201 (checks current craft recipe is uncommon), uncommon steel[R] =< 8, EACH[G]=rare chest? Is that it?
Hmm the set of conditions is more complicated than i thought
Take for egthis particular substation setup, there's two situation where the production stalls, one is the non-common components clogged the entire chest, two is the non-common substation chest just two tiles north of it is full
that's usually my cue to switch recipe manually