Why are some obvious chains of logic not presented in the game? For example...

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A.Sher
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Why are some obvious chains of logic not presented in the game? For example...

Post by A.Sher »

(I am rooky)
Why don't the developers add the “detected enemies\activity” signal output to the turrets? It's obvious, for example to create an alarm.
Why is it not possible to disable Roboport, so that, for example, do not fly to put mines under the flamethrowers?
duopros
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Re: Why are some obvious chains of logic not presented in the game? For example...

Post by duopros »

i've done both of these things, for the turrets i wire a circuit that recognises the ammo decreased below the auto insertion limit (the amount of ammo that sits in the turret from the inserter), this fed into a latch/memory cell circuit that held the desired state for 5 seconds. it needs this because the value will very rapidly switch as the inserter fills it and the turret shoots. i dont have any blueprint or memory of how exactly i built this but it was certainly for an automatic alarm or train hold or something

for the roboports, use the power switch item. you wire your power network into one side with a pole, now wire another power pole on its output. put a roboport in that power poles area. when you toggle the power, the roboport turns off. one of the issues is its built in battery, but it usually wont last very long. you can use circuits to control the power switch. do not rapidly toggle if you have a lot of robots it absolutely cripples my game.
R060
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Re: Why are some obvious chains of logic not presented in the game? For example...

Post by R060 »

duopros wrote: Thu Jan 23, 2025 7:19 pm i've done both of these things, for the turrets i wire a circuit that recognises the ammo decreased below the auto insertion limit (the amount of ammo that sits in the turret from the inserter), this fed into a latch/memory cell circuit that held the desired state for 5 seconds. it needs this because the value will very rapidly switch as the inserter fills it and the turret shoots. i dont have any blueprint or memory of how exactly i built this but it was certainly for an automatic alarm or train hold or something

for the roboports, use the power switch item. you wire your power network into one side with a pole, now wire another power pole on its output. put a roboport in that power poles area. when you toggle the power, the roboport turns off. one of the issues is its built in battery, but it usually wont last very long. you can use circuits to control the power switch. do not rapidly toggle if you have a lot of robots it absolutely cripples my game.
If you drain power from roboport completly, bots will just fly off to the other, working, somewhat random roboport. That's a problem, especially on separated robot networks, because they will never come back. The only way to circumvent this (with minimal pain) is to only big your base in a single-big-square-off-walls(tm) pattern. You can't do outposts reliably because of this. Well, unless you place tanks with personal roboports in grid just for fixing walls. No logistics bots, but I hate them anyway.
Кусаки жрут конвейеры - это просто полуфабрикатное болоньезе.
Jarolleon
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Re: Why are some obvious chains of logic not presented in the game? For example...

Post by Jarolleon »

duopros wrote: Thu Jan 23, 2025 7:19 pm i've done both of these things, for the turrets i wire a circuit that recognises the ammo decreased below the auto insertion limit (the amount of ammo that sits in the turret from the inserter), this fed into a latch/memory cell circuit that held the desired state for 5 seconds. it needs this because the value will very rapidly switch as the inserter fills it and the turret shoots. i dont have any blueprint or memory of how exactly i built this but it was certainly for an automatic alarm or train hold or something

for the roboports, use the power switch item. you wire your power network into one side with a pole, now wire another power pole on its output. put a roboport in that power poles area. when you toggle the power, the roboport turns off. one of the issues is its built in battery, but it usually wont last very long. you can use circuits to control the power switch. do not rapidly toggle if you have a lot of robots it absolutely cripples my game.
An excellent idea to make Tesla turrets more cost-effective! I was wondering the same thing as OP when I noticed that the turrets had a passive drain of 1 MW, and finding no answer I relegated them to worm hunting tools.
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