Friday Facts #384 - Combinators 2.0 | Factorio

sexy_peach@feddit.de to Factorio@lemmy.world – 22 points –
Friday Facts #384 - Combinators 2.0 | Factorio
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I like the notes field so that we can keep track of what this is supposed to do.

Oh, didn't see that! That's amazing. It is going to be more understandable than the heavily shortened text plates I'm currently having to use to remember anything at all about my setup. :)

Very excited for the new decider combinator. Currently playing Space Exploration mod, and my Interplanetary Post Office rocket logic has a lot of combinators to determine whether to launch a rocket: (target launchpad clear) AND ((all requested items loaded) OR (rocket full) OR ((some items loaded) AND (more than 10 minutes since last delivery))). With this I can shove all that into one nice, visually debuggable combinator.

This could be good. I'm not following it completely, I think I'll need to see it in practice, but I avoid combinators right now bc they're kinda weird to me.

This will make running my supply train so much easier. Right now, I need one decider combinator per item I want to test. With this it's all gonna be in one item, this is so convenient!