Thoughts about circuit network (while I'm just on it)
Posted: Sat Aug 09, 2014 1:49 pm
I wrote some wiki-page today: https://forums.factorio.com/wiki/inde ... etwork/Bus
I think especially the pic shows, what's really going on in a green wire:
Why I'm begining to draw pictures? It is to explain some needs for the next version: https://forums.factorio.com/wiki/inde ... torio_0.11
There is also more information I remembered:
* This is from November last year: https://forums.factorio.com/forum/vie ... 678#p11678
* There is also this: https://www.factorio.com/blog/post/fff-39
For those which this is TL;DR I places a short summary at the end.
Let's just begin...
The patch bay
What is a patch bay? Basically this: http://en.wikipedia.org/wiki/Patch_panel
It has much similarities to http://en.wikipedia.org/wiki/Router_%28computing%29
And what I want to solve is this problem:
I want to have it looking more like this instead:
Why is this a problem? Because of the number of signals! There are many yet (not enough place to put it on screen and with every item the list grows).
So let's put the things together (very vague of course, there are no facts here!):
* We become several new devices. New devices means, that they need to be transfered via the circuits.
* They need to generate also new signals.
* I want to pic out some of those signals to form them to a new signal. Which also adds more signals.
Let's say for example: If it is night and if there are enemies around I want to fire a new signal to turn on for example extra steam-engines for keeping up the power over night. What I don't want is to create this signal in all of the pumps, no, I want one signal and the pumps are simply turned on/off if this signal is > 0. There are several of those useful possibilities and I would like to use them.
The problem with those pumps are: They are miles away. Now it is big task to cable red/green wire to this power plant. I've made too many Factories to know, that cabling over long distances is no fun. Instead I use the patch bay to plug my new signal from the cables into the wireless signal of the logistic network. Voilla! The signal is transfered without need to cable it further.
Smart modules
We have currently only the smart inserter. I want more things to react on signals then that.
The smart modules have a physical representaion in the game: They look a bit like the current modules. And you can plug it into the above mentioned patch bay. The patch bay is connected to some wires and also to wireless bus. I choose the "program", which should run on the module. The module has one ore more input-signals and one or more output signals. So now I can connect a single signal from the incoming wires/wireless to the input-signal of the module and the output signals back to the wires/wireless, and give it also eventually a new name.
Usage:
- Basic logic modules (AND, NAND, NOR...), currently it must be handled quite complicated.
- Timer modules: When Signal X is true, then switch on for X seconds. Useful for handling doors or lines of doors and thousands of more stuff.
- Regulating modules: If the difference between X and Y is too high, then give a signal Z on output, which depends on the difference. This is useful, if you want to switch off whole parts of the mining sites to spare the drain-power. Or to regulate the inserting into a closed circle (https://forums.factorio.com/forum/vie ... f=8&t=4573).
- And eventually own modules, programmed in Lua. Shouldn't be too difficult.
Ok. I repeat:
- I suggest some kind of patch bay, which enables me to route signals from different wire/wireless to a (new) signal on another.
- An modules, which enables me to make calculations on the signals to create new signals.
I think especially the pic shows, what's really going on in a green wire:
Why I'm begining to draw pictures? It is to explain some needs for the next version: https://forums.factorio.com/wiki/inde ... torio_0.11
There is also more information I remembered:
* This is from November last year: https://forums.factorio.com/forum/vie ... 678#p11678
* There is also this: https://www.factorio.com/blog/post/fff-39
For those which this is TL;DR I places a short summary at the end.
Let's just begin...
The patch bay
What is a patch bay? Basically this: http://en.wikipedia.org/wiki/Patch_panel
It has much similarities to http://en.wikipedia.org/wiki/Router_%28computing%29
And what I want to solve is this problem:
I want to have it looking more like this instead:
Why is this a problem? Because of the number of signals! There are many yet (not enough place to put it on screen and with every item the list grows).
So let's put the things together (very vague of course, there are no facts here!):
* We become several new devices. New devices means, that they need to be transfered via the circuits.
* They need to generate also new signals.
* I want to pic out some of those signals to form them to a new signal. Which also adds more signals.
Let's say for example: If it is night and if there are enemies around I want to fire a new signal to turn on for example extra steam-engines for keeping up the power over night. What I don't want is to create this signal in all of the pumps, no, I want one signal and the pumps are simply turned on/off if this signal is > 0. There are several of those useful possibilities and I would like to use them.
The problem with those pumps are: They are miles away. Now it is big task to cable red/green wire to this power plant. I've made too many Factories to know, that cabling over long distances is no fun. Instead I use the patch bay to plug my new signal from the cables into the wireless signal of the logistic network. Voilla! The signal is transfered without need to cable it further.
Smart modules
We have currently only the smart inserter. I want more things to react on signals then that.
The smart modules have a physical representaion in the game: They look a bit like the current modules. And you can plug it into the above mentioned patch bay. The patch bay is connected to some wires and also to wireless bus. I choose the "program", which should run on the module. The module has one ore more input-signals and one or more output signals. So now I can connect a single signal from the incoming wires/wireless to the input-signal of the module and the output signals back to the wires/wireless, and give it also eventually a new name.
Usage:
- Basic logic modules (AND, NAND, NOR...), currently it must be handled quite complicated.
- Timer modules: When Signal X is true, then switch on for X seconds. Useful for handling doors or lines of doors and thousands of more stuff.
- Regulating modules: If the difference between X and Y is too high, then give a signal Z on output, which depends on the difference. This is useful, if you want to switch off whole parts of the mining sites to spare the drain-power. Or to regulate the inserting into a closed circle (https://forums.factorio.com/forum/vie ... f=8&t=4573).
- And eventually own modules, programmed in Lua. Shouldn't be too difficult.
Ok. I repeat:
- I suggest some kind of patch bay, which enables me to route signals from different wire/wireless to a (new) signal on another.
- An modules, which enables me to make calculations on the signals to create new signals.