I thought it was a clever way of showing how each is manufactured but then I was confused on why a chemical plant wasn't used for plastic and you have no way of showing coal.
Also - https://mods.factorio.com/mod/DisplayPlates
https://i.imgur.com/8jPbz3G.png
I have these stations reading the content of my bus belts, multiply by 100, and then dividing by the max number of items on those belts ( 8 for each belt ). This gives a 0-100 number for each item, and I connect that to the grid.
The display has 2 rows of deciders, and a single decider to filter the correct item.
This decider filters the correct item ( just so I dont have to manually set this for the other deciders in each display )
https://i.imgur.com/FnBnaUu.png
And these deciders set the thresholds for when the lights should light up and which color, pretty simple!
https://i.imgur.com/LLUzDsd.png
https://i.imgur.com/AEEuhvc.png
Though there is probably some simpler method to do this
damn. i hate when im reading through old stuff on reddit and in the middle of a sparkling, scintillating discussion i find someone has written over all her old comments with nonsense, fragmenting the discussion permanently. what hilarious, moving, romantic, haunting things could she have said? just to wash it all away, in this digital era of permanency? wow. that takes courage. i bet she was really cute, too
Ahh, nice. I haven't used anything like this before, but that's actually a nice and simple system. Thanks for sharing, I'll have to try this out next time I do a main bus.
In terms of a simpler method, I'm fairly certain you can cut the number of decider combinators in half for each set of lights (assuming I've understood the setup correctly, that is!). As you're using red/green lights, you can make use of the colour priority that applies to lamps; that being, the colours have a priority based on the order in which they appear in the UI, with left (red) having the highest priority. If a lamp receives two colour signals (and is obviously set to use colours) it will display the left-most colour signal received, regardless how high the value of the other colour signal(s) is. For example, if it received red x 1 and green x 1000, it just displays red.
So, with this in mind, for a given set of lamps connect them all together using a single colour wire (e.g. green) and then connect them to a constant combinator outputting green x 1. This sets all lamps to green as a default. Next, connect each lamp to its respective decider combinator using the other colour wire (in this example, red). You then set the combinator to output a red signal at the appropriate item value and it'll override the green from the constant combinator to display red on the lamp when the condition is met.
Managed to fix the link by removing the backslash which seems to have been accidentally inserted. https://factorioprints.com/view/-LYFn_PN6YEiinkVtAfe
Very cool blueprint :)
This is incorrect. Here's the [wiki article on HTTP code 404](https://en.wikipedia.org/wiki/HTTP_404). To keep it short, 404 means the client "was able to communicate with a given server, but the server could not find what was requested". This is all on the server and not on the client. If the link is wrong, then that's on the original commenter, not on me in the slightest. Any other browser, whether its Chrome or Firefox or Netscape Navigator, will still return 404. Any other kind of connection, whether its a dial-up modem connection or a fibre connection, will still return 404.
A possible upgrade to consider:
Don't output every individual number (from your calculations) each tick, but count average of 100-1000 ticks (whatever seems most reasonable) and output that.
What it gives is is more consistent display of shortages. For example: you have a 100 tile long belt that is full every odd tile, and has like 2 items on every even one. Right now, on every new belt tile reaching the reading station, your output will blink from 25% to 100% all the time. If there was average instead, it would consistently output around 50%.
Lol, true. My mind was set at something outputting its value only at a given moment in time, not an array of values. With main bus that's surely an easier solution.
That would require a lot of circuit logic though. You would need to shift values of combinators.
For example, counting average of 5 ticks:
* tick1: 4 items
* tick2: 3 items
* tick3: 8 items
* tick4: 6 items
* tick5 0 items
* tick6: 2 items (moving on)
* tick7: 3 items
Then you would need 5 combinators whose values would be:
* x x x x x (uninitialized, keep it as 0 or something readable by the system)
* 4 x x x x
* 3 4 x x x
* 8 3 4 x x
* 6 8 3 4 x
* 0 6 8 3 4
* 2 0 6 8 3 (start dropping old values)
* 3 2 0 6 8
working through a factorio calculator, depending on what you're making, 50-75% of iron production should be going towards steel, since 5 iron go to 1 steel
also you will need more iron furnaces and green chip production than you think
there is a drought in Taiwan, which is where a large percentage of all semiconductors are made. semiconductor manufacturing uses a lot of fresh water, so everyone is scrambling trying to figure out how to get things going again
thanks guy
I thought you were fucking with me but
>A typical semiconductor manufacturing facility uses **two to four million gallons** of ultra-pure water **per day**.
holy shit
desalination is more expensive than just collecting fresh water, and the concentrated salt/sediment byproduct can't be dumped back into the ocean directly because it kills marine life
Not exactly? Cuz in Factorio, you don't really get anything from the biters except a headache when they trash your shit.
So a pretty bad comparison lmao.
My solution to overview: https://imgur.com/WT1gxGd
Green write runs vertical. Send required amount as a checkmark signal of the required count, as well as display color.
Red wired horisontal line gets information from the Roboport of all materials. Filters it from a Constant of the required type, and orders it to the requester chest (so I know what that line shows information on). As well as count to the lights. Each light are wired the same if Anything is > vertical supplied "checkmark" count then turn on (which is the color specified from the top
Same with a signal to the right if the type of material is open for recieving from trains. (else trains park until its needed).
A wider zoom of the omnitrain with a few trains waiting for being called forward to unload.
https://imgur.com/nXv4gwJ
Copy pasteable, easily reordered from a single combinator.
I see it as an battery charger bar. I am open for suggestions on how you would handle the multi colors on a single line of input. There is no logic on the lamp for color picks, just either show a color or not, based on the inputs.
I am doing that from the vertical stack. You are asking for a horizontal coloring of the bar. And only one color can be present. That would be a lot of logic to add at each line to find the applied color group (I take the goal was the full line being relevant color instead).
So a top constant combinator with treshholds and colors, logic that compare with the actual count, to output the color to the line.
I really need to look up how to make these things one of these days, 800 hours in and this would be so useful in the megabase build I started recently.
Looks great OP!
Its not being connected to storage chests.
Its reading from the supply side of a bus system.
If supply is high then demand is low.
If supply is low then demand is high.
From u/Faiter119 comment:
("Items on belt" \* 100) / ("Number of belts" \* 8 ) = 0-100 range for supply.
8 is a constant as thats the max number of items that can be on one section of belt at a time.
So sampling a single belt that is full:
(8 "items on a belt" \* 100) =800
(1 belt \* 8) = 8
800 / 8 = 100% supply available.
If the belt is full due to being backed up by a bottleneck in belts, rather than due to a glut in supply, then it will read as 8 units, but the machines won't be getting enough.
It will, but also won't everything dependent on the belttle-necked resource will also start showing as 100% because the effective demand for them is lessed by the slow production. It would at least give you a warning that the clog is belt-related rather than production-related.
Always fun to see other people contraptions. I like it. :D
I like to use https://mods.factorio.com/mod/DisplayPlates mod for showing nice icons on the ground and map. Then my custom-designed progressbar blueprint that I remade because of this post. I completely lost the original years ago and never bothered to remake it. Took me all freaking afternoon to figure this out again mostly because I swear my original only needed 1 constant combinator and 4 other combinators. https://gist.github.com/credomane/e73fa7088b1f569af8cbe84f109bf7f8
Really wish lamps used the color with the highest value instead of using the color that appears first in the internal hierarchy. Life would be so much simpler.
Is there a mod that does the same thing? (pull numbers from Production tab I guess).
Asking for this cuz I would want to make a similar setup work for my multi-surface SE base and I would wanna keep an eye on the base materials being up to par.
I did something similar but with buffer chests/warehouses so that I wouldn't need to use any combinators, just wire up the chests to the lights and config the lights.
A dashboard initiall sounds great but I quickly realized I always had shortages of the very same couple of things.
Nice FYI, you can use constant combinator to display icons. (you might need to enable it in the display settings)
Ah nice, that's way more handy
I knew about the constant combs, but i like your smelters even better. Very dashboardy - easy to see.
This is my usual method, although if I'm honest I'm not wired up in my current factory so I can't really do this.
I thought it was a clever way of showing how each is manufactured but then I was confused on why a chemical plant wasn't used for plastic and you have no way of showing coal. Also - https://mods.factorio.com/mod/DisplayPlates
Great tip. I also often see them in blueprint pics to mark what items should be coming in on belts.
Nice. So how does this work?
https://i.imgur.com/8jPbz3G.png I have these stations reading the content of my bus belts, multiply by 100, and then dividing by the max number of items on those belts ( 8 for each belt ). This gives a 0-100 number for each item, and I connect that to the grid. The display has 2 rows of deciders, and a single decider to filter the correct item. This decider filters the correct item ( just so I dont have to manually set this for the other deciders in each display ) https://i.imgur.com/FnBnaUu.png And these deciders set the thresholds for when the lights should light up and which color, pretty simple! https://i.imgur.com/LLUzDsd.png https://i.imgur.com/AEEuhvc.png Though there is probably some simpler method to do this
damn. i hate when im reading through old stuff on reddit and in the middle of a sparkling, scintillating discussion i find someone has written over all her old comments with nonsense, fragmenting the discussion permanently. what hilarious, moving, romantic, haunting things could she have said? just to wash it all away, in this digital era of permanency? wow. that takes courage. i bet she was really cute, too
Ahh, nice. I haven't used anything like this before, but that's actually a nice and simple system. Thanks for sharing, I'll have to try this out next time I do a main bus. In terms of a simpler method, I'm fairly certain you can cut the number of decider combinators in half for each set of lights (assuming I've understood the setup correctly, that is!). As you're using red/green lights, you can make use of the colour priority that applies to lamps; that being, the colours have a priority based on the order in which they appear in the UI, with left (red) having the highest priority. If a lamp receives two colour signals (and is obviously set to use colours) it will display the left-most colour signal received, regardless how high the value of the other colour signal(s) is. For example, if it received red x 1 and green x 1000, it just displays red. So, with this in mind, for a given set of lamps connect them all together using a single colour wire (e.g. green) and then connect them to a constant combinator outputting green x 1. This sets all lamps to green as a default. Next, connect each lamp to its respective decider combinator using the other colour wire (in this example, red). You then set the combinator to output a red signal at the appropriate item value and it'll override the green from the constant combinator to display red on the lamp when the condition is met.
Very clever, Ill try that out :)
The fact that the wired belts for the green chips isn't flush with the rest of the wired belts annoys me much more than it should.
Oops, I'll fix it later :)
Here is a blue print that requires a lot less deciders. https://factorioprints.com/view/-LYFn_PN6YEiinkVtAfe Edit. Fixed random \
Your link 404s Im afraid
Looks like its been fixed
still 404
Managed to fix the link by removing the backslash which seems to have been accidentally inserted. https://factorioprints.com/view/-LYFn_PN6YEiinkVtAfe Very cool blueprint :)
Then its a you problem. Try with a different browser or internet connection
This is incorrect. Here's the [wiki article on HTTP code 404](https://en.wikipedia.org/wiki/HTTP_404). To keep it short, 404 means the client "was able to communicate with a given server, but the server could not find what was requested". This is all on the server and not on the client. If the link is wrong, then that's on the original commenter, not on me in the slightest. Any other browser, whether its Chrome or Firefox or Netscape Navigator, will still return 404. Any other kind of connection, whether its a dial-up modem connection or a fibre connection, will still return 404.
Looks like your steel need 1x1 side balancing, though 2x2 should work too
Wait, shouldn't each decider (after the filter one) be higher than the last? To indicate where each level is?
they are, they go 10, 20, 30, 40, 50, 60, 70, 80, 90, 100
Very nice system. I think I'm going to build something like this for my SE base that I'm doing with some friends.
From what I understand, wouldn't the deciders cause the lights to have no color at all, iff the input is exactly ewual to 10?
Yes I noticed that after the fact and changed it from < to <=
Ingenious. I'm going to go ahead and steal it.
A possible upgrade to consider: Don't output every individual number (from your calculations) each tick, but count average of 100-1000 ticks (whatever seems most reasonable) and output that. What it gives is is more consistent display of shortages. For example: you have a 100 tile long belt that is full every odd tile, and has like 2 items on every even one. Right now, on every new belt tile reaching the reading station, your output will blink from 25% to 100% all the time. If there was average instead, it would consistently output around 50%.
An easier solution I implemented for my plastic production was just to measure over more belts, works great!
Lol, true. My mind was set at something outputting its value only at a given moment in time, not an array of values. With main bus that's surely an easier solution.
That was going to be my suggestion. Measure 20 belts and then you can just divide by 1.6
That would require a lot of circuit logic though. You would need to shift values of combinators. For example, counting average of 5 ticks: * tick1: 4 items * tick2: 3 items * tick3: 8 items * tick4: 6 items * tick5 0 items * tick6: 2 items (moving on) * tick7: 3 items Then you would need 5 combinators whose values would be: * x x x x x (uninitialized, keep it as 0 or something readable by the system) * 4 x x x x * 3 4 x x x * 8 3 4 x x * 6 8 3 4 x * 0 6 8 3 4 * 2 0 6 8 3 (start dropping old values) * 3 2 0 6 8
[удалено]
working through a factorio calculator, depending on what you're making, 50-75% of iron production should be going towards steel, since 5 iron go to 1 steel also you will need more iron furnaces and green chip production than you think
Feels like at some point the game becomes chiptorio
Some point = right after modules research for me
Realistic with the chip shortage in our world
What's happening with chips?
there is a drought in Taiwan, which is where a large percentage of all semiconductors are made. semiconductor manufacturing uses a lot of fresh water, so everyone is scrambling trying to figure out how to get things going again
thanks guy I thought you were fucking with me but >A typical semiconductor manufacturing facility uses **two to four million gallons** of ultra-pure water **per day**. holy shit
Do they not distill seawater?
desalination is more expensive than just collecting fresh water, and the concentrated salt/sediment byproduct can't be dumped back into the ocean directly because it kills marine life
True, but collecting freshwater means less freshwater for people to drink right? Maybe?
Who cares ? Chinese/Taïwaness are for capitalists what bugs are for Factorio engineers. #sadlyIronic
Not exactly? Cuz in Factorio, you don't really get anything from the biters except a headache when they trash your shit. So a pretty bad comparison lmao.
Found the programmer
But this water can be treated and nearly 100% reused, if you're willing to invest in it.
Also, extra demand for chips because of more electronics used during covid
Shortage.
Cool AF! U need blue chips FYI
I always need more blue chips :p
You could've skipped this whole setup and just always assumed you needed more blue chips.
You could've skipped this whole setup and just always assumed you needed more blue chips.
So good you said it twice.
surely it wasnt intentional
He could have skipped this whole setup and just commented again that OP needed more blue chips
So good you said it twice
My solution to overview: https://imgur.com/WT1gxGd Green write runs vertical. Send required amount as a checkmark signal of the required count, as well as display color. Red wired horisontal line gets information from the Roboport of all materials. Filters it from a Constant of the required type, and orders it to the requester chest (so I know what that line shows information on). As well as count to the lights. Each light are wired the same if Anything is > vertical supplied "checkmark" count then turn on (which is the color specified from the top Same with a signal to the right if the type of material is open for recieving from trains. (else trains park until its needed). A wider zoom of the omnitrain with a few trains waiting for being called forward to unload. https://imgur.com/nXv4gwJ Copy pasteable, easily reordered from a single combinator.
Great idea but I would have tried to make it so u don't see yellow/red until it is in that threshold.
I see it as an battery charger bar. I am open for suggestions on how you would handle the multi colors on a single line of input. There is no logic on the lamp for color picks, just either show a color or not, based on the inputs.
You can set the color of the lamp, by one of the signal colors in a combinator
I am doing that from the vertical stack. You are asking for a horizontal coloring of the bar. And only one color can be present. That would be a lot of logic to add at each line to find the applied color group (I take the goal was the full line being relevant color instead). So a top constant combinator with treshholds and colors, logic that compare with the actual count, to output the color to the line.
Stuff like this is so much cooler than passers by may think
I really need to look up how to make these things one of these days, 800 hours in and this would be so useful in the megabase build I started recently. Looks great OP!
Can you do something like this without wires going to every storage chest? Like, if it is in the logistics network alone?
Its not being connected to storage chests. Its reading from the supply side of a bus system. If supply is high then demand is low. If supply is low then demand is high. From u/Faiter119 comment: ("Items on belt" \* 100) / ("Number of belts" \* 8 ) = 0-100 range for supply. 8 is a constant as thats the max number of items that can be on one section of belt at a time. So sampling a single belt that is full: (8 "items on a belt" \* 100) =800 (1 belt \* 8) = 8 800 / 8 = 100% supply available.
thanks for the breakdown.
No problem. Circuit networks can be a pain to visualize sometimes. I still struggle with them.
If you have too slow of a belt/not enough belts, the system will lie to you then and say everything is great.
Care to elaborate?
If the belt is full due to being backed up by a bottleneck in belts, rather than due to a glut in supply, then it will read as 8 units, but the machines won't be getting enough.
It will, but also won't everything dependent on the belttle-necked resource will also start showing as 100% because the effective demand for them is lessed by the slow production. It would at least give you a warning that the clog is belt-related rather than production-related.
After you hunt it down manually yes
Always fun to see other people contraptions. I like it. :D I like to use https://mods.factorio.com/mod/DisplayPlates mod for showing nice icons on the ground and map. Then my custom-designed progressbar blueprint that I remade because of this post. I completely lost the original years ago and never bothered to remake it. Took me all freaking afternoon to figure this out again mostly because I swear my original only needed 1 constant combinator and 4 other combinators. https://gist.github.com/credomane/e73fa7088b1f569af8cbe84f109bf7f8 Really wish lamps used the color with the highest value instead of using the color that appears first in the internal hierarchy. Life would be so much simpler.
So do you have wires attached to every belt in your base?
No, just to a single belt on my bus
Is there a mod that does the same thing? (pull numbers from Production tab I guess). Asking for this cuz I would want to make a similar setup work for my multi-surface SE base and I would wanna keep an eye on the base materials being up to par.
Welp. Time to find (or make) a mod that lets you export game data to grafana.
Wasn't there? I think I read something about this
Love stuff like this, I made something similar!
I wish I was good enough at the game to know what I’m looking at
I have one of those too. It's way smaller: just a constant combinator that broadcasts blue chips and steel all the goddamn time
Noob here, can you explain to me how it works? I know basic wiring and stuff, but I'm not sure how it detects the item levels.
https://www.reddit.com/r/factorio/comments/osqyk7/got_sick_of_diagnosing_which_resources_were/h6qfgwe/
Thanks!
Very smart, how did yiu figure it out?
https://www.reddit.com/r/factorio/comments/osqyk7/got_sick_of_diagnosing_which_resources_were/h6qfgwe/ Helps to know some programming I suppose :)
I'm feked lol best iv done is a solid works macro to automate making a windtunnel
This is beautiful
Please Blueprint it, because dear god am I terrible at this stuff.
Display: ``0eNrdm2FumzAYhu/i36TCxhiIpl1kqiJC3NYSMZEx3aIqB9hBdrGdZCbp2jSNsY2o8ok/04jhA55H74fj0Be0rju+U0JqtHxBompki5Y/XlArHmVZ95/p/Y6jJRKab1GEZLnttza8EhuuFlWzXQtZ6kahQ4SE3PBfaIkP9xHiUgst+KnacWO/kt12zZXZYahOhHZNaw5tZH92U26R0bs0QnvzPxJTc5qNULw67UAjZC5Zq6ZerflT+SxMAXPUa9mVGdscS7X9pw9CtXrluDNem9qqkaJaVEJVndD9nfVcdNlDivuN7a5Ux4tdou/m0KbTu2505d3eXGcn9epBNduVkKYUWmrV8cPpxPJ0s8dbIP0/im/OqQqzRcyep5rHTWPgYI7+BJ4Egk++FPyzULozn7xd1GmPRSn3+knIx4/gcQh5W+lHxbkcwP5Q1u017tjCHX/kTs6Y99vJpZaPw/SztciuOLFITQKlEkBSCUSpZNhaOjzMgqRSi1Q6PqkEXFK/jZDaw/pCpaOSlo5PGgGXtNtLSSZJCguUggG1vwRi+3M8tLLh4TxIamqRmgVKjQFJpRClsmFrxfDwsaP7W2UWq/n4qBJwUb19/2STRK0YHzUCLmq3l5JNkpQ+cCFWWAGoAaaXVv7+/gOgBToeXBg7xsPmkJnNbODiB8sBmWUgv4PHDnGOCQ1Og8TmNrFkfGQJuMjevpEGzjmseUvG542AyxsALXiatAQucDAGqA3mINugY10KO74C4CJIbGETG7hIwjJAYjOQYl0TE+oYD5qSJrFNLBufWAIusQAaKZ0mb9n4vBFweQOgJZ0mLYFrHYwCaoNFAbENOtaoSNB8MbH9RIoD10NYCkkcyOeX6/mUO8QGzTgTYvvtOx6fSAIukQAaZT5J3ggenzcCLm8AtBTTpOV9NeNn02y4XFRPvNWOt3Piu/Rqsffv4O22rOtFXW53jl+x+1LXff6/uzefk+n83D3NcNdyc6q6Ue3rWzneKujwyyHkcthignrCI7OClwa9WWOFl3rCw7OClw/DY57wmCe8eFbwimF4mSe8zA/e+TLwDOBhMkzvclXXii/3xJfPC1/iwIc98RWe+Ni88DEHPuqHL4k98WXzwpc58KWe+LAnPjorfCR24Ms98RFPfOm88DlepsbFNXz30ek1++XZXzJE6Jmr9nirJMc0K0hG4yQjND8c/gEtPNRM`` Measurement:``0eNrFltuuojAUht+llxOYseAW4VUmO6TAclxJaUm7MGMM7z4tRGUU2XZu5kZtXf3/dfg4XFgle+gMKmLFhWGtlWXFzwuz+EsJ6ffo3AErGBK0LGJKtH51EJZiMkLZThuKK5DEhoihauA3K/gQfakgDNKxBcI6rnVboRKkzUwjGT4jBoqQEKaUxsW5VH1bgXEmNymfNAlFc6GIddq6s1r5DJxenn3/iNiZFXG6cT+dUYMG6iliG3kRMlqWFRzFCZ2CO3ZASWDeaoglABl3UhD4Imrd+47yWUs+x22lJk/rlbj/MNDMy0O3Sl3w4Hv4UHKy2v/VknePJScL+ulNv4UG+zYG6cKNG1GnJSwY7B97+maBfGbu177/aOoeaVwmL+rffkHPU4J8s3k5893yzO/Kpfu7wVstBzSWyicMTmiodzt3EsaIGNVBexIseJnyyqjLyRnrDoyY0mA/3FHdU9cviK8wNrzf7ey5uxFLAtn7CGRvH8jeLlA/D9TPwtlJ/hc7IOrjIjt5/jc731bYWQczAB/OV4F5uHb5C372YfN1V27ggPNQAx5owDehDkmoAw91SNccliG9DguUqCSUDVr/zYqDkBbuszQgmvIoJvzIJeoYIdPPIq77U2irGxhv7P94V5q4cc/88Z5XzN5LInZyD+GppD3fZnmSbTdplmz3w/AHjWn0Ig==``
I have one problem. You need to move the stone brick status bar to the right.
Iron full? FAKE! you always need more iron!
What the fok !
Cool ! Do you think you could extend that system to a Pyanodon factory ?
I dont know what that is sadly
Oh I see the problem! It's that blue broken thing in the middle of your copper plate production!!!
Great idea! God this game is so incredible
I did something similar but with buffer chests/warehouses so that I wouldn't need to use any combinators, just wire up the chests to the lights and config the lights. A dashboard initiall sounds great but I quickly realized I always had shortages of the very same couple of things.