Thanks for this series! I enjoy using and setting up factories under more control with combinators, but never have much ideas to go about doing it. Keep this up!
Cheers Kitch, I’ve used RS Latches in Minecraft so I was kiddy when I found out that they are a thing in Factorio. The problem was finding a good basic tutorial on how to build them.
Here for the edge detection at 15:33 - thanks! I'd figured out a way to do it, and... I think I like yours better. Also, 24:05 might be relevant, too. ;) Counting trains!
If you want to get into silly stuff, one could make a circuit that makes an index of items expected to be listed in a constant combinator, and use that in conjunction with a range-based filtering setup to pull item values out of another constant combinator setup. Then with a variable input you can get values from array lists or tables. Then that allows for doing stuff like music boxes and text displays with somewhat compact storage. (I'm sure it's been done before, but I haven't seen it explained much. I just figured it out not too long ago and it's kind of neat to play with.)
Like how you mentioned how you struggled to understand the circuit network and blamed it on how it was explained, because I'm still confused watching this.
I wonder is there is a way of doing the belt item counter except for trains, I'm trying to set up a distant smart stacker but the time it takes for a single train to get to the correct station it already sends off a new train so I end up with my initial problem minus excessive fuel consumption
I saw in FFF 252 that they have this play-one-tick feature in the map editor that would make demonstrating/debugging this complex stuff much easier. Too bad it won't be available until 0.17.
Yo Kitch. Thanks for the video. It is so educational. What I really would like to do is, to put with one inserter an item on the belt. Put it in another chest limit it to a maximum of 10 items in the chest. Also that the inserter that put items on the belt has a delay of let's say 5 seconds such that it gradually brings 10 items to the other chest. Could you make a video about that?
What you called an edge detection, I was calling an impulse generator. Was building a Turing step machine few month ago. Impulse generator was the way to distribute output of each step into main bus as a single tick impulse, which was accepted and processed by a central memory block. Nice video tutorial. Especially this episode.
@@KitchsVideos you might find it interesting for your circuit tutorials: www.reddit.com/r/factorio/comments/9wot7d/gliding_wall_of_lasers_race_to_the_edge_with/
For the arithmetic one, which I primarily use as a counter, I set the operation to a * temporarily and switch it back to +. or, you can always remove the wires :)
I'm having a lot of trouble with circuits not behaving as I would expect. Edge detection is not triggering an inserter even though I do see it flash for a tick on the inserters list of signals... Deciders output as input when greater than zero on a different variable than input also having no output. I'm sure I'll figure it out right after I post this but it's frustrating me to hell
At the end of your Decider VS Arithmetic combinator example... you didn't show that if you tell the Decider to send out the input value it will behave exactly the same as the Arithmetic.
I made you a new train chime to try out. Just directly send it signal T from all the train stops. factorioprints.com/view/-LYODUrbiFVjOONom9sk There's a simple version (play all the notes!) and a less simple version (play the notes one at a time). On the less simple version, there's a signal that constantly counts up. Whenever a train arrives or departs, the arrival or departure signal is reset, and the notes play when their number is counted. Technically it could be used to make complex melodies... if someone was inclined to do so. (It'd be a lot of work just to have a song play when your trains arrive/depart. lol)
I know I’m late to the party lol but you have the best factorio circuit tuts. Thanks a bunch.
I love using circuits! Use them any time I can or can not.
I have been battling circuits to the point of giving up I'm really glad I found this video thankyou for the help
Thank you! This really cleared up a lot of the "Why isn't this working" when I was trying to build my own networks.
Thank you indeed Kitch - now even I understand S/R latches and Im now able to use it myself thanks to your demo
Thanks for this series! I enjoy using and setting up factories under more control with combinators, but never have much ideas to go about doing it. Keep this up!
Cheers Kitch, I’ve used RS Latches in Minecraft so I was kiddy when I found out that they are a thing in Factorio. The problem was finding a good basic tutorial on how to build them.
Here for the edge detection at 15:33 - thanks! I'd figured out a way to do it, and... I think I like yours better.
Also, 24:05 might be relevant, too. ;) Counting trains!
this is exactly what i was looking for
You are my hero! Thank you!
If you want to get into silly stuff, one could make a circuit that makes an index of items expected to be listed in a constant combinator, and use that in conjunction with a range-based filtering setup to pull item values out of another constant combinator setup. Then with a variable input you can get values from array lists or tables. Then that allows for doing stuff like music boxes and text displays with somewhat compact storage. (I'm sure it's been done before, but I haven't seen it explained much. I just figured it out not too long ago and it's kind of neat to play with.)
Like how you mentioned how you struggled to understand the circuit network and blamed it on how it was explained, because I'm still confused watching this.
I wonder is there is a way of doing the belt item counter except for trains, I'm trying to set up a distant smart stacker but the time it takes for a single train to get to the correct station it already sends off a new train so I end up with my initial problem minus excessive fuel consumption
Isn't this principle called a Schmitt-trigger? Sure the RS-latch is used to produce a single output signal.
Probably... (I have no idea what I'm doing... electronics are magic to me) :)
Yeah this is a schmitt trigger (hysteresis added)
I saw in FFF 252 that they have this play-one-tick feature in the map editor that would make demonstrating/debugging this complex stuff much easier. Too bad it won't be available until 0.17.
Missed this detail, this is great news
I missed that as well.. this will be really, really good. :)
Yo Kitch. Thanks for the video. It is so educational. What I really would like to do is, to put with one inserter an item on the belt. Put it in another chest limit it to a maximum of 10 items in the chest. Also that the inserter that put items on the belt has a delay of let's say 5 seconds such that it gradually brings 10 items to the other chest. Could you make a video about that?
What you called an edge detection, I was calling an impulse generator. Was building a Turing step machine few month ago. Impulse generator was the way to distribute output of each step into main bus as a single tick impulse, which was accepted and processed by a central memory block.
Nice video tutorial. Especially this episode.
Yeah, I think it is more of a pulse generator. But I was using it to detect the >0 of the train arriving, and the
@@KitchsVideos you might find it interesting for your circuit tutorials: www.reddit.com/r/factorio/comments/9wot7d/gliding_wall_of_lasers_race_to_the_edge_with/
The memory cell from the first example keeps counting up but what if you want it to reset back to 0?
For the arithmetic one, which I primarily use as a counter, I set the operation to a * temporarily and switch it back to +. or, you can always remove the wires :)
You could also set operation to %, so it caps at certain number.
@@KitchsVideos You mean manually? You do realize what game this is, right?
I'm having a lot of trouble with circuits not behaving as I would expect. Edge detection is not triggering an inserter even though I do see it flash for a tick on the inserters list of signals... Deciders output as input when greater than zero on a different variable than input also having no output. I'm sure I'll figure it out right after I post this but it's frustrating me to hell
At the end of your Decider VS Arithmetic combinator example... you didn't show that if you tell the Decider to send out the input value it will behave exactly the same as the Arithmetic.
Could you upload this map please as i would like to study more on circuits
Thank you
wonder if he ever looked up how to pronounce arithmetic
I made you a new train chime to try out. Just directly send it signal T from all the train stops.
factorioprints.com/view/-LYODUrbiFVjOONom9sk
There's a simple version (play all the notes!) and a less simple version (play the notes one at a time).
On the less simple version, there's a signal that constantly counts up. Whenever a train arrives or departs, the arrival or departure signal is reset, and the notes play when their number is counted.
Technically it could be used to make complex melodies... if someone was inclined to do so. (It'd be a lot of work just to have a song play when your trains arrive/depart. lol)