[0.17.62] Signal Latency
Posted: Sun Aug 04, 2019 3:28 pm
TL;DR
Train-Stations enabled by a signal (i.e. Decider) which also triggers a Circuit condition of a Train, causes the train to skip this station, if this is (usually) the next stop.Why?
I use deciders on Train-Staitons to determine if it makes sense for a train to come. And this for basically anything mass produced - maybe even multiple trains.So a scedule looks like that
- Iron Ore Supply (until full)
- Train station (until circuit condition (iron ore > 0))
- Iron Ore Demad (until empty)
The stations have chests to buffer, which read their contents which then again is determined by a decider if a threshold is reached. So once the signal is lit, via Red-Wires (which i use for local logic networks) the trainstation enables and via the green wire (which is "globally" used) the train is triggered. Also, i can not think of anything else what would help (except adding more parts/deciders to create an artifical latency - which i want to avoid because things are very narrows as it is). I tried to add Trainstation a 2nd time, but then it leaves the station and circles to another, which is better than skipping it entirely, but still not useful - since the trainstations are busy anyways - the stations as well as the rails.
What?
I'd see 2 things- Add some ticks for the Circuit condition of trians.
- An additional Train Condition, like a timer how long all conditions must be true.