shut off switch
shut off switch
I would like to request shut off switch I love to make Networks and I would love a way to shut them off when I don't want you without tearing them all down are tearing down the power
Re: shut off switch
I've been thinking about a "burst mode" smart-wire system, and have realized that this can do what you want.
The Red Wire is set so Red 1 will send items only when the artifact is in the top chest.
Green 1 puts the artifact in the top chest when steel drops below a certain value, while Green 2 sends the artifact down when steel levels are restored to healthy levels.
To turn the whole system off - you just remove the artifact.
The Red Wire is set so Red 1 will send items only when the artifact is in the top chest.
Green 1 puts the artifact in the top chest when steel drops below a certain value, while Green 2 sends the artifact down when steel levels are restored to healthy levels.
To turn the whole system off - you just remove the artifact.
DT-Extend - DyTech ores and other things.
Re: shut off switch
I have been reading about the new modding stuff added in 0.10.0 and a mod that does might be possible. I just don't know much about the scripting side of things to know if it work or not.
A network_power container entity that when you put a turn_network_off item into it, checks to see if it is connected to a smart network or not, and if it is, sets up a data table containing info on all the smart inserters on that same wire network before clearing their conditions, then sets an entry in another check_network table.
A function that is called on a regular basis (10 seconds?) that looks at the check_network table and if it has any entries, checks that associated network_power entity and sees if the turn_network_off item has been removed. If it has, restore the settings for the smart inserters.
That's the base idea anyway. Strange things might happen if you remove/replace inserters on an "off" network. (notify player if trying to restore inserters that no longer exist?) Plus, there might be a more elegant way of doing it.
A network_power container entity that when you put a turn_network_off item into it, checks to see if it is connected to a smart network or not, and if it is, sets up a data table containing info on all the smart inserters on that same wire network before clearing their conditions, then sets an entry in another check_network table.
A function that is called on a regular basis (10 seconds?) that looks at the check_network table and if it has any entries, checks that associated network_power entity and sees if the turn_network_off item has been removed. If it has, restore the settings for the smart inserters.
That's the base idea anyway. Strange things might happen if you remove/replace inserters on an "off" network. (notify player if trying to restore inserters that no longer exist?) Plus, there might be a more elegant way of doing it.
DT-Extend - DyTech ores and other things.