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Wire sensors

Posted: Sun Jun 21, 2015 12:23 pm
by ratchetfreak
In the Friday facts topic about combinators there has been some ideas thrown around for sensors to use with the new combinators. So I decided to create a new topic here listing them off:

Logistics sensor, outputs the number of each item present in the logistics system.

Construction sensor, outputs the items missing for construction.

train sensor, outputs a signal when a train is parked in range/on the rail it's attached to.

accumulator sensor, outputs a signal relative to the charge in the accumulator.

solar sensor, outputs a signal based on the solar intensity.

player sensor, outputs a signal when a player is in range. With options for differentiating between alliances.

tank sensor, outputs the level of liquid in the tank.

Re: Wire sensors

Posted: Sun Jun 21, 2015 5:35 pm
by Peter34
Belt Throughput Sensor. It consists of a 1x1 footprint object, placed next to a Transport Belt (it can be Rotated via keypress, and "points" towards the belt), and measures how many items pass through it on the Belt per minute, without being concerned about what the items are.

One usage case is if I want to measure how much iron is coming out of a particular multi-Furnace setup. I'll just add one such Belt Throughput Sensor per Belt, and total up their values.

Re: Wire sensors

Posted: Sun Jun 21, 2015 6:56 pm
by ssilk
Most of that suggested sensors will or are beeing implemented for 0.13.

Only construction sensor is new. It's a cool idea,
Construction sensor, outputs the items missing for construction.
Where will it measure? Which area? The actual logistic network?

Re: Wire sensors

Posted: Sun Jun 21, 2015 10:12 pm
by ratchetfreak
ssilk wrote:Most of that suggested sensors will or are beeing implemented for 0.13.
just pulling it where it's a bit more on topic ;)
ssilk wrote:Only construction sensor is new. It's a cool idea,
Construction sensor, outputs the items missing for construction.
Where will it measure? Which area? The actual logistic network?
measured in the logistics network.

That way you can trigger a train (with the new controls in 0.13) to come along with a few walls and lasers to the outpost as needed.

Belts and Inserters on the Network

Posted: Thu Jun 25, 2015 4:33 am
by omega_haxors
Joined, cause very similar -- ssilk

Due to the way the game handles the circuit network, it is impossible to see items that are on a belt or being passed by an inserter. This can make it quite a hassle to do any advanced monitoring, since items are constantly being brought off the network when being moved.

I would like for there to be a way to see items being passed/transferred by a belt/inserter on the network just as long as it's connected by wire or is within range of a logistics port.

Re: Belts and Inserters on the Network

Posted: Thu Jun 25, 2015 5:01 am
by Koub
I guess you'll have to wait vor version 0.12 or 0.13 for that : a major overhaul of the circuit network is planned, along with detectors, logic gates, ...

Re: Belts and Inserters on the Network

Posted: Thu Jun 25, 2015 5:18 am
by omega_haxors
I hope it's included in the update!

Even if it isn't it would be nice to know if the idea would be considered.

Re: Wire sensors

Posted: Fri Jun 26, 2015 7:14 am
by omega_haxors
Thanks for joining this.

I didn't want to make two threads over a similar idea but felt it was more important to follow the rules.