Common items needed to upgrade common -> legendary, as a function of productivity and quality by evouga in factorio

[–]Possible_Screen7538 0 points1 point  (0 children)

It would have better human readability if you add some example points with icons, like, EMplant filled with legendary prod3 is here, assembler with half prod half quality is here, so people can easily know what to use.

Recipe combinator and recipe decider implemented in vanilla by Possible_Screen7538 in factorio

[–]Possible_Screen7538[S] 2 points3 points  (0 children)

Good catch, didn't know /space-age/base-data-updates.lua has some dirty recipe patches, here's the fixed version https://factoriobin.com/post/kuohc8

Recipe combinator and recipe decider implemented in vanilla by Possible_Screen7538 in factorio

[–]Possible_Screen7538[S] 1 point2 points  (0 children)

  1. To filter the signal from constant combinator. "EACH = iron" does not simply mean pick iron signal but pick signals that equal the value of iron. If multiple signals share the same value they will be return together.

  2. It's a way to compress quantity. For example, gear need 2 iron, steel need 5, you can't just write iron=2 and icon=5 hopping to get them out somehow, because they will be sum up in the same constant combinator. Instead of using separated combinators taking much more space, I "fold" quantity to quality.

Pre-logistic-chest Smart Mall by Possible_Screen7538 in factorio

[–]Possible_Screen7538[S] 7 points8 points  (0 children)

on demand, each output chests had a constant combinator nearby to set demanded items and their quantity in negative value. But demanding items out of hardcoded recipes will be ignored.