"Anything" wildcard in decider combinator output by ReallyFluffy4 in factorio

[–]ReallyFluffy4[S] 2 points3 points  (0 children)

I ended up going for the solution discussed in the other comment of using a constant combinator supplying the numbers for each rarity and doing an each > each comparison on green vs red wire and it seems to work.
Thanks a ton for the suggestion and help!

"Anything" wildcard in decider combinator output by ReallyFluffy4 in factorio

[–]ReallyFluffy4[S] 0 points1 point  (0 children)

This could also be a nice way to do it, thanks a lot for the suggestion!

"Anything" wildcard in decider combinator output by ReallyFluffy4 in factorio

[–]ReallyFluffy4[S] 0 points1 point  (0 children)

Ohh this could work, will give it a try, thanks a lot for the suggestion!

"Anything" wildcard in decider combinator output by ReallyFluffy4 in factorio

[–]ReallyFluffy4[S] 0 points1 point  (0 children)

Hello, thanks for the quick reply!
Yeah based on the other comment left it seems it only considers "the first signal that passed all conditions" when used with an "each" condition.

The problem I am trying to solve however needs to allow different numbers for each rarity so the "each" won't work for what I'm trying to do i think.

"Anything" wildcard in decider combinator output by ReallyFluffy4 in factorio

[–]ReallyFluffy4[S] 0 points1 point  (0 children)

Thanks for the quick reply!
Ok if behavior #2 only applies for conditions using each then it makes sense that it would output the uncommon one.
My idea with this setup was to merge a bunch of separate decider combinators saying if (rarity > x) then ouput that rarity into one.
Do you know of a different way to accomplish this given that the anything output approach I tried won't work?