[MOD 0.11.22] Smart Circuit Systems - 0.3.8

Topics and discussion about specific mods
Kikkers
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Re: [0.11.x] Smart Circuit Systems - 0.3.2

Post by Kikkers »

And another update, now with an item sensor. I can't think of anything else to add for now.
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Re: [0.11.x] Smart Circuit Systems - 0.3.2

Post by Kirk »

Player/biter sensor! :D
JamesOFarrell
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Re: [0.11.x] Smart Circuit Systems - 0.3.2

Post by JamesOFarrell »

Kikkers wrote:And another update, now with an item sensor. I can't think of anything else to add for now.
I'm still pushing for a smart train station. Pause the train at the station if the condition is not met. un-pause the train when it is.
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Re: [0.11.x] Smart Circuit Systems - 0.3.2

Post by Kikkers »

JamesOFarrell wrote:I'm still pushing for a smart train station. Pause the train at the station if the condition is not met. un-pause the train when it is.
Don't tell anyone, but you can now do that with the item sensor combined with the omni actuator. :)

(item sensor is optional, but you can detect the contents of a cargo wagon so you can check when the train is full/empty)
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Re: [0.11.x] Smart Circuit Systems - 0.3.2

Post by JamesOFarrell »

Kikkers wrote:Don't tell anyone, but you can now do that with the item sensor combined with the omni actuator. :)

(item sensor is optional, but you can detect the contents of a cargo wagon so you can check when the train is full/empty)
Impressive piece of work. I need to have a play with the omni actuator now =)
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Re: [0.11.x] Smart Circuit Systems - 0.3.2

Post by Boogieman14 »

Interesting stuff. I placed an Item sensor next to a loco, hooked it up to a power pole and this is the result after a (not too long) while.

Image

Those numbers just keep increasing as long as the loc is there, guess you're forgetting to reset a variable somewhere :) Fuel obviously while the loc is stood there, the other stuff is in the supplies wagon at the end of the train.
I don't have OCD, I have CDO. It's the same, but with the letters in the correct order.
Kikkers
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Re: [0.11.x] Smart Circuit Systems - 0.3.2

Post by Kikkers »

Could you give the save? Would give me an easier time to finding what's happening.

Edit: nevermind the save, I think I know why this happens. Seems that the inventory.clear() function is not completely reliable. I can work around it, but you'd have to wait for a patch (later today probably) and then break down your circuit network to reset it.
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Re: [0.11.x] Smart Circuit Systems - 0.3.2

Post by Boogieman14 »

Didn't save the game with this mod enabled, but this is a save from a short while before I tried it. Train station is to the west of current location, iirc :) (at work now, so can't check)

Save: https://www.dropbox.com/s/v0zh9nmhhf1tf ... e.zip?dl=0
Mods: https://www.dropbox.com/s/fr8wzmxy6vuui ... s.zip?dl=0
I don't have OCD, I have CDO. It's the same, but with the letters in the correct order.
Neotix
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Re: [0.11.x] Smart Circuit Systems - 0.3.2

Post by Neotix »

I would like to have Electricity sensor.
I know that you added Smart Accumulator but it's too slow (charging/discharging).
I need sensor that will react immediately on power status. When he is connected to the energy grid, it generate ghost item, and after disconnect it will destroy that ghost item.
I need that to build logic system based on Power-Switch-Mod v0.2.0 with "AND" and "OR" gates.
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Re: [0.11.x] Smart Circuit Systems - 0.3.2

Post by Kikkers »

Neotix wrote: I need sensor that will react immediately on power status. When he is connected to the energy grid, it generate ghost item, and after disconnect it will destroy that ghost item.
How exactly would that work though? Any pole is connected to a network, unconnected poles have a network of 1 pole (itself).

wouldn't it be possible to get the desired behavior using the electric switch somehow?
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Re: [0.11.x] Smart Circuit Systems - 0.3.2

Post by Neotix »

It could be working like very small smart accumulator with 1 capacity and discharge when we cut off electricity. When he have energy, it generate ghost items.
With that in logic gates we could set condition like Electricy (ghost item) > 0. When it "true", connected logic gates transmit energy to next pole and charge next sensor. In logic system based on gates, speed is crucial and that why we can't use smart chests or actual smart acc.

More complicated version could generate ghost items depends on providing energy. When we have enough energy, sensor will generate 100 items but when we demand more energy and production is less efficient, sensor will contain less ghost items. It's would be like Energy production bar in electricity screen but with possibility to connect it into logic network.

My English is not so good but i hope that you will understand what i wrote.
Kikkers
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Re: [0.11.x] Smart Circuit Systems - 0.3.2

Post by Kikkers »

So basically, you would like a 1-charge-unit accumulator with (almost) instant charge and discharge, with wire connection? Seems doable. Would be nice to have a graphic for it, maybe a pole with a battery hanging from it...

Also, updating to 0.3.3 with a fix for all sensors. Apparently, this bug was present since the beginning, even with the smart tank, but only happened when the sensor was killed or mined.
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Re: [0.11.x] Smart Circuit Systems - 0.3.2

Post by Kikkers »

Kikkers wrote:So basically, you would like a 1-charge-unit accumulator with (almost) instant charge and discharge, with wire connection? Seems doable. Would be nice to have a graphic for it, maybe a pole with a battery hanging from it...
That's in now. Let us know if you're able to make something fancy with it.
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Re: [0.11.x] Smart Circuit Systems - 0.3.4

Post by Neotix »

I started to build clock :D
Is it possible to add drain into that pole? Because to discharge sensor i have to put something with drain like inserter.
Kikkers
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Re: [0.11.x] Smart Circuit Systems - 0.3.4

Post by Kikkers »

Priority now is to optimize the code, I seem to be doing stuff in an suboptimal way.

A drain would be useful (also of fluids, dumping oil in lakes seems neat), but that can wait. You can work around not having a good drain without too much hassle (inserter, lamp, radar station).
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Re: [0.11.x] Smart Circuit Systems - 0.3.4

Post by Degraine »

I promised Kikkers I'd post the tricks I'd used with power switches, so here they are.

Actually, I added them to my Factorio gallery.
Kikkers
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Re: [0.11.x] Smart Circuit Systems - 0.3.4

Post by Kikkers »

Impressive, thanks for sharing!
I was hoping that people would use them in different ways.

The smart accumulator actually stores only half of a basic accumulator, but (dis)charges at half the rate to synchronize them with basic accumulators.
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Re: [0.11.x] Smart Circuit Systems - 0.3.4

Post by Degraine »

Right, right...I knew it was the rate that was important, because using a smart accumulator in a system with Bob's high capacity accumulators didn't work so well.
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Re: [0.11.x] Smart Circuit Systems - 0.3.4

Post by fregate84 »

very nice !

Can you add one to put a train signal red on wire condition ? I try to stop my train when all is full :-)
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Re: [0.11.x] Smart Circuit Systems - 0.3.4

Post by Kikkers »

fregate84 wrote:Can you add one to put a train signal red on wire condition ? I try to stop my train when all is full :-)
The current preferred way to manage train behavior is using item sensor (for checking train contents) and omni actuator (to force the train to stop). I'm sure you can figure it out from there ;)
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