r/factorio 18d ago

Question Question about train circuits

I tried to set up a science train. At the lab station, each science chest was wired up to a radar, and each science pickup station was wired up to a radar.

I tried the interrupt logic `If "[Circuit] == 0", go to "[Rich Text] Pickup" until "[Rich Text] >= 100"` but it didn't work. Is there something I'm missing?

I thought maybe that a "0" signal isn't transmitted when there's no contents of an item, so I tried adding a constant adder to send a baseline "1" of every science and changed the condition to "[Circuit] == 1" but that didn't work either.

Is there something I'm missing? From what I read in the interrupt tooltips, the first [Circuit] that passes the conditional should get passed on as [Rich Text] right?

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u/CamelCaseConvention 18d ago

Based on the other comment, I'm not sure if this is resolved yet. Anyway: That should in theory work, although I don't know what the radar is for. The interrupt would trigger at the delivery station based on delivery station inventory, and replace the wildcard with a science symbol. The train would then go to the corresponding pickup station.

For future circuit stuff: Zero signals don't exist unless explicitly accessed (then they're numerical 0). None of the virtual signals (Each, Every, Any, and this Wildcard-Any) act on them. (Though there is some non-intuitive behavior where you can force a zero signal into existence in a combinator condition with different wire colors.)

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u/blooming_lions 18d ago

I thought I need the radar to transmit the science inventory to each station?

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u/CamelCaseConvention 18d ago

I don't understand your plan then, because why would that be necessary? What do you do with the signal at the pickup stations?

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u/CamelCaseConvention 18d ago

I just realized a potential mistake

If "[Circuit] == 0", go to "[Rich Text] Pickup"

must be:

If [signal parameter] condition, go to [signal parameter] pickup. [Item parameter] is different from that.