In my design point 1 means that all reactor are started together or none at all. There might be a slight difference because of inserter speeds but that should be at most one tick.Distelzombie wrote:1: Seperation was done to prevent multiple fuel inputs because one reactor was faster and had send a signal. Alo you manually put the fuel in to start the power plant. I dont know how you get to this described situation without a fuel shortages. And there is a pesking alarm to remind you to act fast.mrvn wrote:Fail prooving the circuits:
1) monitor fuel available for all reactors. It is better to wait for all to have fuel than to start only some. The output will be a fraction when the neighbour bonus is lost. I would add a buffer chest to each reactor that holds only 1-2 fuel cells if fuel is sparse.
2) remove the spend fuel cells into a buffer chest and use the chest contents as trigger. cells > number-of-reactors can be used as trigger. Use a flip flop or a token to remember that spend fuel cells had been present. I think a token works best because you can put it on a belt to add a delay before the token can be returned.
3) if steam < some-large-number and token present and fuel present then insert one fuel cell in each reactor.
4) If steam < 100 then either it is startup time or something went wrong. Move the token from 2 in this case. This will probably insert a few fuel cells (if available) but you probably need a few to get the reactor started and steam buffered. Increase the token return delay to keep the number low. If too many fuel cells are inserted they will be wasted but it should only happen once. If you are realy OCD set the delay to just below the burn time of a single cell (a timer might be better there than belts for this long).
But you're maybe right. This will need a second combinator isolating the other one from the circuit though. On the other hand it could result in blackouts instead of brownouts. Need more opinions on that.
2: This is not necessary and would result in me simply using my old circuit with 12 combinators again. Because you cant control robots themselves you have to control the requester chest.
3: This will get covered with the combinator from 1, the disadvantage too.
4: I dont see what that gives in fail proovability. If the steam gets under a certain amount it will put in a fuel cell anyway. No need to have a second combinator telling the circuit the same thing again.
My point 2 then waits for enough empty full cells. If all reactors have only one fuel cell that waits for all of them. The removal of the spend cell doesn't trigger refuleing, only the removal of all spend cells. If multiple fuel cells got inserted and one reactor is slow (which should be at most one tick and not enough time for a reactor to spend 2 fuel cells anyway, but lets assume) then potentially this could trigger early and insert the next fuel cell before the slow reactor is finished. The token will be moved early but if there is steam then no fuel gets inserted till the steam is used up. The token will keep trigger the removal of additional spend fuel cells as long as it is pending. So any extras will get removed as long as there is enough steam. And if there isn't enough steam them you want the reactors running anyway. This is self correcting as it never inserts more fuel cells than it removes spend cells but it can remove extra spend cells if there are too many. Point 2 corrects any over fueling downwards.
My point 4 acts in the opposite way. Any under fueling, which should only be at startup, will be corrected upwards by adding extra fuel.