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Friday Facts #122 - Better circuit network (Part 1)

Posted: Fri Jan 22, 2016 6:12 pm
by Twinsen
Get the latest info about the circuit network http://factorio.com/blog/post/fff-122

Re: Friday Facts #122 - Better circuit network (Part 1)

Posted: Fri Jan 22, 2016 6:15 pm
by keyboardhack
Making combinators easier to use is a great step forward!

Re: Friday Facts #122 - Better circuit network (Part 1)

Posted: Fri Jan 22, 2016 6:18 pm
by Weresmilodon
keyboardhack wrote:FFF not up yet!
It is now.

Edit;
Roboport is connectable to the circuit network. It sends the logistic network contents.
Does this also apply to both active and item robots in the network? (Preferably separately)

Being able to just have a smart inserter load robots into a roboport until a set number of active robots would be wonderful.

Re: Friday Facts #122 - Better circuit network (Part 1)

Posted: Fri Jan 22, 2016 6:28 pm
by _aD
This feedback has been left intentionally blank as a result of plagiarism.

Re: Friday Facts #122 - Better circuit network (Part 1)

Posted: Fri Jan 22, 2016 6:30 pm
by jeroon
I agree 100% with _aD, great FFF!

Re: Friday Facts #122 - Better circuit network (Part 1)

Posted: Fri Jan 22, 2016 6:34 pm
by Twinsen
Weresmilodon wrote: Does this also apply to both active and item robots in the network? (Preferably separately)
Being able to just have a smart inserter load robots into a roboport until a set number of active robots would be wonderful.
At the moment it just sends the available items in logistic chests. I plan to make it possible to select what you want to get, either items or the network stats(like the number of available and total construction and logistic robots).

Re: Friday Facts #122 - Better circuit network (Part 1)

Posted: Fri Jan 22, 2016 6:45 pm
by Yttrium
That "Nonsense" is what I actually use to check how compressed a belt is, If all materials split perfectly then I know that my belt is "Fully compressed" But if you can change this behaviour without breaking splitter filtering then I'm fine with changing it.

Re: Friday Facts #122 - Better circuit network (Part 1)

Posted: Fri Jan 22, 2016 6:50 pm
by Xarph
Could the colors on wires be changed? As red-green colorblind person, copper and green wires look the same, and red wires are almost impossible to see in dirt-settings. If there's an option to make arbitrary colored wires, they could also be used for more complex circuits.

Re: Friday Facts #122 - Better circuit network (Part 1)

Posted: Fri Jan 22, 2016 6:58 pm
by AssaultRaven
Xarph wrote:Could the colors on wires be changed? As red-green colorblind person, copper and green wires look the same, and red wires are almost impossible to see in dirt-settings. If there's an option to make arbitrary colored wires, they could also be used for more complex circuits.
That is a good idea.

But to go a bit further, I'm not color blind and as of a year ago I had 20/20 vision, and I also have trouble seeing wires. They're just so thin! Maybe detail view could make them just a pixel or 2 thicker? Or make their display length configurable between "thin" and "fat?" Which, again, might just need a pixel or 2 difference between those options.

Re: Friday Facts #122 - Better circuit network (Part 1)

Posted: Fri Jan 22, 2016 7:10 pm
by Weresmilodon
Twinsen wrote:I plan to make it possible to select what you want to get, either items or the network stats(like the number of available and total construction and logistic robots).
Nice.

Re: Friday Facts #122 - Better circuit network (Part 1)

Posted: Fri Jan 22, 2016 7:30 pm
by Rseding91
AssaultRaven wrote:
Xarph wrote:Could the colors on wires be changed? As red-green colorblind person, copper and green wires look the same, and red wires are almost impossible to see in dirt-settings. If there's an option to make arbitrary colored wires, they could also be used for more complex circuits.
That is a good idea.

But to go a bit further, I'm not color blind and as of a year ago I had 20/20 vision, and I also have trouble seeing wires. They're just so thin! Maybe detail view could make them just a pixel or 2 thicker? Or make their display length configurable between "thin" and "fat?" Which, again, might just need a pixel or 2 difference between those options.
Wires are just sprites :) You can easily make a mod to replace the sprites with any you'd like.

Re: Friday Facts #122 - Better circuit network (Part 1)

Posted: Fri Jan 22, 2016 7:36 pm
by Gwynbleidd
Xarph wrote:Could the colors on wires be changed? As red-green colorblind person, copper and green wires look the same, and red wires are almost impossible to see in dirt-settings. If there's an option to make arbitrary colored wires, they could also be used for more complex circuits.
I'd also like some colorblind friendly changes or a colorblind config option (lots of games have them now). Regular and advanced circuits, regular inserters and smart inserters, active provider and requester chests all look the same to me.

Re: Friday Facts #122 - Better circuit network (Part 1)

Posted: Fri Jan 22, 2016 7:42 pm
by V453000
I am afraid it would become harder to do this properly if you consider that the combinator sprites also include wires, and some other entities as well. :?

Re: Friday Facts #122 - Better circuit network (Part 1)

Posted: Fri Jan 22, 2016 7:44 pm
by Zeblote
In light of all this information, we are considering changing the way splitter works. Possibly by making have a internal state per transport belt lane instead of per item. It split each lane of each belt equally to the output.
No more ugly one sided belts :D

Re: Friday Facts #122 - Better circuit network (Part 1)

Posted: Fri Jan 22, 2016 8:32 pm
by ratchetfreak
Will we be able to mod the circuit network properly in 0.13? To give mods the option to create custom combinators and more complex activation options

At the very least there needs to be a way to get the input into a connector and setting the output. (

Re: Friday Facts #122 - Better circuit network (Part 1)

Posted: Fri Jan 22, 2016 9:59 pm
by DOSorDIE
When we can connect the Assembling Machine to the Circuit network to control what they should build would be my dream ...
Then i can make a full automatic fabric that build what it need without that from each type 1 Assembling Machine are needed.
And progamable smart Inserter (Filter) whould be also nice.
Set the smart Inserter to "Signal" then it filter what came as signal.

But the new features also be great ... when we can have it to play with it :geek:
Thank you dev team for the great work you make!

Re: Friday Facts #122 - Better circuit network (Part 1)

Posted: Fri Jan 22, 2016 10:19 pm
by ghoti
I've had a lot of fun messing with the splitters, turning them into sorting machines. To be honest I'm a little sad to see the behavior changed, but even still, you have my blessing there.

It's funny, it's useless, and it's harmless, but I think it's better that splitters didn't have this unexpected behavior.

Re: Friday Facts #122 - Better circuit network (Part 1)

Posted: Fri Jan 22, 2016 10:36 pm
by pcmaster160
Zeblote wrote:
In light of all this information, we are considering changing the way splitter works. Possibly by making have a internal state per transport belt lane instead of per item. It split each lane of each belt equally to the output.
No more ugly one sided belts :D
I like the one sided belts, it's a good indicator of how compressed the belt coming in is (if there are a few that end up in the middle this is shown). In addition it's not like the splitter doesn't fill the inside after the outside lanes are full.

Re: Friday Facts #122 - Better circuit network (Part 1)

Posted: Fri Jan 22, 2016 10:42 pm
by Smarty
what is looking good twinsen nice work

Re: Friday Facts #122 - Better circuit network (Part 1)

Posted: Sat Jan 23, 2016 12:57 am
by vaderciya
Is there a circuit/combinator tutorial somewhere that I can watch or read? I want to use them in my factories, but I don't know how they work