Don't even look at what people did with trains then x)
Friday Facts #428 - Reactor & Logistics circuit control
Re: Friday Facts #428 - Reactor & Logistics circuit control
Okay.
I said it before, and someone didn't listen.
I have already tried and haven't found a solution (even with trains and splitters/belts), but a new feature is coming, either with patch 2.0 or Space Age DLC. I might be able to do something.
I wanted to show my excitement for the upcoming feature.
Re: Friday Facts #428 - Reactor & Logistics circuit control
I was under the impression that you said it was impossible to do because you failed at it while ignoring the "complicated" setup that exist ilustrating that it is in fact possible to create logic gate without electricity. I'm glad the misunderstanding is dispelled.
Re: Friday Facts #428 - Reactor & Logistics circuit control
I am telling you. It can not be done because it is not yet Oct 21st, 2024, and it relies on a new feature that is unreleased before then.mmmPI wrote: βWed Sep 18, 2024 5:23 amI was under the impression that you said it was impossible to do because you failed at it while ignoring the "complicated" setup that exist ilustrating that it is in fact possible to create logic gate without electricity. I'm glad the misunderstanding is dispelled.
I am not ignoring the other solutions because they have drawbacks or issues that make it impossible to use them.
Re: Friday Facts #428 - Reactor & Logistics circuit control
I thought you were ignoring working solutions because they were too complicated x)
Hopefully you can make your simple version, the (currently-broken) way you envisionned it, hopefully you will share it too it will be very interesting x)
Re: Friday Facts #428 - Reactor & Logistics circuit control
I don't need to hope. I know it can be done.
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Re: Friday Facts #428 - Reactor & Logistics circuit control
A bit late to the party but is there any chance we could also hook up labs to the logistic network. The main thing I'd be interested in is getting the time per research unit. I usually build my lab setup such that it works for the 60s/unit as that is the highest value so if I randomly get faster research (e.g. because of mods or research that I've been putting off for later) it tends to burn through my buffers and trigger any potential "chest empty" alarms I might have set up.
For example, I could just disable the belts to 1/4 of my labs if I could read that the current research only requires 45s/unit. Or disable the inserters when using a sushi belt supply.
Any other data would be more of a "while you're at it" kinda thing. Like reading the completion percentage or the total amount of science/units needed. Could be neat for building custom progress bars with lights.
Maybe also the required sciences per unit. Can't think of any actual application but could be neat to maybe set filters? Also some mods have uneven science requirements (e.g. requiring two bottles of red and one of green per unit) so perhaps those could make use of that data.
tl;dr reading science labs data would be neat and I don't think there would be any downsides to having them?
For example, I could just disable the belts to 1/4 of my labs if I could read that the current research only requires 45s/unit. Or disable the inserters when using a sushi belt supply.
Any other data would be more of a "while you're at it" kinda thing. Like reading the completion percentage or the total amount of science/units needed. Could be neat for building custom progress bars with lights.
Maybe also the required sciences per unit. Can't think of any actual application but could be neat to maybe set filters? Also some mods have uneven science requirements (e.g. requiring two bottles of red and one of green per unit) so perhaps those could make use of that data.
tl;dr reading science labs data would be neat and I don't think there would be any downsides to having them?
Re: Friday Facts #428 - Reactor & Logistics circuit control
I meant it for me too, i hope you share it nonetheless, because it's harder to share a vision that cannot be done in the game, it's like the vision was flawed or something x). I could see some splitter logic gate without using electricity on reddit, but i hope i will be able to understand the differences with the simpler version you plan to make once the game allow your vision to be realized.
Re: Friday Facts #428 - Reactor & Logistics circuit control
The information is out there for all to piece together.
No, I will not share the idea before testing it.
If people want to start looking or figuring it out for themselves, start with this blog content and the pseudo-code I posted earlier.
No belt or train since I might use logistic chests only to move fuel cells for nuclear reactors.
As an aside, I have no further desire to talk with someone of such a reputation, who distorts what other people are saying to something other than what it is (see the conversation in the #427 thread).
No, I will not share the idea before testing it.
If people want to start looking or figuring it out for themselves, start with this blog content and the pseudo-code I posted earlier.
Code: Select all
If( SteamFluid < Large_Steam_Number_Here & Nuclear_Reactor_Has_Less_Than_One_Fuel_Cell & Heat_Level < 750 & Time_Since_Last_Inserted > 200 seconds)
Then enable_fuel_cell_inserter_to_move_one_fuel_cell_to_nuclear_reactor
No belt or train since I might use logistic chests only to move fuel cells for nuclear reactors.
As an aside, I have no further desire to talk with someone of such a reputation, who distorts what other people are saying to something other than what it is (see the conversation in the #427 thread).