In the Friday facts topic about combinators there has been some ideas thrown around for sensors to use with the new combinators. So I decided to create a new topic here listing them off:
Logistics sensor, outputs the number of each item present in the logistics system.
Construction sensor, outputs the items missing for construction.
train sensor, outputs a signal when a train is parked in range/on the rail it's attached to.
accumulator sensor, outputs a signal relative to the charge in the accumulator.
solar sensor, outputs a signal based on the solar intensity.
player sensor, outputs a signal when a player is in range. With options for differentiating between alliances.
tank sensor, outputs the level of liquid in the tank.
Wire sensors
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Re: Wire sensors
Belt Throughput Sensor. It consists of a 1x1 footprint object, placed next to a Transport Belt (it can be Rotated via keypress, and "points" towards the belt), and measures how many items pass through it on the Belt per minute, without being concerned about what the items are.
One usage case is if I want to measure how much iron is coming out of a particular multi-Furnace setup. I'll just add one such Belt Throughput Sensor per Belt, and total up their values.
One usage case is if I want to measure how much iron is coming out of a particular multi-Furnace setup. I'll just add one such Belt Throughput Sensor per Belt, and total up their values.
Re: Wire sensors
Most of that suggested sensors will or are beeing implemented for 0.13.
Only construction sensor is new. It's a cool idea,
Only construction sensor is new. It's a cool idea,
Where will it measure? Which area? The actual logistic network?Construction sensor, outputs the items missing for construction.
Cool suggestion: Eatable MOUSE-pointers.
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Re: Wire sensors
just pulling it where it's a bit more on topicssilk wrote:Most of that suggested sensors will or are beeing implemented for 0.13.
measured in the logistics network.ssilk wrote:Only construction sensor is new. It's a cool idea,Where will it measure? Which area? The actual logistic network?Construction sensor, outputs the items missing for construction.
That way you can trigger a train (with the new controls in 0.13) to come along with a few walls and lasers to the outpost as needed.
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Belts and Inserters on the Network
Joined, cause very similar -- ssilk
Due to the way the game handles the circuit network, it is impossible to see items that are on a belt or being passed by an inserter. This can make it quite a hassle to do any advanced monitoring, since items are constantly being brought off the network when being moved.
I would like for there to be a way to see items being passed/transferred by a belt/inserter on the network just as long as it's connected by wire or is within range of a logistics port.
Due to the way the game handles the circuit network, it is impossible to see items that are on a belt or being passed by an inserter. This can make it quite a hassle to do any advanced monitoring, since items are constantly being brought off the network when being moved.
I would like for there to be a way to see items being passed/transferred by a belt/inserter on the network just as long as it's connected by wire or is within range of a logistics port.
Re: Belts and Inserters on the Network
I guess you'll have to wait vor version 0.12 or 0.13 for that : a major overhaul of the circuit network is planned, along with detectors, logic gates, ...
Koub - Please consider English is not my native language.
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Re: Belts and Inserters on the Network
I hope it's included in the update!
Even if it isn't it would be nice to know if the idea would be considered.
Even if it isn't it would be nice to know if the idea would be considered.
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Re: Wire sensors
Thanks for joining this.
I didn't want to make two threads over a similar idea but felt it was more important to follow the rules.
I didn't want to make two threads over a similar idea but felt it was more important to follow the rules.