Speaker, stations, and more, to not "activate" until everything they are connected via circuit is build

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Green Cat
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Speaker, stations, and more, to not "activate" until everything they are connected via circuit is build

Post by Green Cat »

The ideea is simple. You create a mining outpost and put a programable speaker to let you know when either the belts is empty = no more ores left, or the miner itself, like they are legendary so you want to move them asap once they are done or whatever. But the issue is that each time the speaker will start an alarm, that is empty, exactly because the bots constructed one before the miner/belt got constructed. Similar with train station, you create a new station via bots, via blueprints, and the trains will try to get to the train station even if it's not accesable..... except I am talking about more specific situation, i'm talking about adding a disable enable condition, then connect the station to the chest, and only have it enable if the amount is less (aka needs top up), but this happens sometimes even when the inserters are not even there, or the chest.

Copy paste for modules, there are mods that ensure the machine won't even do anything until all modues have been placed (this is important for quality farming, and for rare items where you want productivity).

So the whole point i try to make: if something we place a ghost (blueprint let's say), was constructed, but, it is connected to a circuit network, or needs modules, said building to not actually work until everything was constructed. For the trains it's a bit complicated since it's to much to add a "track can be reached" without causing massive issues, so i guess for now, all circuited inserters, to be enough (what, am i the only one who set circuit on inserters to ensure they will never load a random train? ah yes, it's because it's not clear that I am placing mutiple different train stop, connect each to 4 different chest (4 wagon train), and each chest is there only to be used by the logistic bots to top up any request chest, aka this is exactly why I have both chest and inserters circuit conditioned when to active).
crimsonarmy
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Re: Speaker, stations, and more, to not "activate" until everything they are connected via circuit is build

Post by crimsonarmy »

Green Cat wrote: Thu Sep 04, 2025 4:56 pm So the whole point i try to make: if something we place a ghost (blueprint let's say), was constructed, but, it is connected to a circuit network, or needs modules, said building to not actually work until everything was constructed. For the trains it's a bit complicated since it's to much to add a "track can be reached" without causing massive issues, so i guess for now, all circuited inserters, to be enough (what, am i the only one who set circuit on inserters to ensure they will never load a random train? ah yes, it's because it's not clear that I am placing mutiple different train stop, connect each to 4 different chest (4 wagon train), and each chest is there only to be used by the logistic bots to top up any request chest, aka this is exactly why I have both chest and inserters circuit conditioned when to active).
This could be undesirable as some people (myself included) upgrade modules before they are available so they will be placed as soon as possible.
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