one main base per planet where a large part of the production takes place. I recommend limiting the logistics network to the main base as well
Outposts can be operated remotely with smaller isolated logistic networks and trains or e.g. spidertrons
This design is intended to eliminate the disadvantages of robot-controlled production as far as possible and utilize its full potential
Why a redesign?
The old system was very central and you had to do all your analysis at the CPC.
Very limited bandwidth. Above all, I would have liked to transmit more train signals and especially the percentage value that shows how much of the capacity was filled
Due to the high local signal density, but low possibility of transmitting signals, a modular design was not possible
Why encoded?
The red signal line is encoded bit by bit and cannot be read directly without a decoder. It is therefore not compatible with the old CPC system. All relay stations must first be deleted and replaced by production decoders
because they are encoded, they can be distributed planet-wide via the radar stations without any problems and in a large bandwidth
Signals.png (1.33 MiB) Viewed 854 times
Core
EPC - Core
If there are logistical requests that are higher than the reported capacity, the capacity for the logistical request is temporarily increased. Signals can be excluded here
It calculates on the basis of the reported capacities via the green signal line with the available items in the logistics network. From this, a 1/1000 fulfillment wheel is formed and reported on the first 12 bits. This value is never less than 1 or greater than 4000 if there is a request. During the calculation, care is also taken to ensure that no overflow of the 32 bit variables leads to calculation errors
Based on the capacities, the number of trains required to fulfill the capacity is calculated for all items. In my case, these have 4 wagons. This value can be adjusted. Values from 0 to 15 are possible (4 bit)
The filling levels of the liquids are used to calculate which production methods would make sense. The solid full productions should be designed in such a way that they burn excess fuel
The calculations are made for all signals that are not ignored. There are constant combinators with an x that contain the list of the ignored signals
Tank fill levels must be reported via the uncommon quality level using the green signal line. Use a quality transfair for this
Train and Oil Automatic can be deactivated with the deactivator blueprint
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Decoder
EPC - Production Decoder
Converts the first 4 bits of the production control into an integer.
Most production plants should be started up with >0 of your manufactured item
Waste signals only for normally qualitie items
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EPC - 1/1000 Decoder
This decoder is primarily used for displaying values and other modules that take this value as a basis for performing calculations
Since calculations become much more complicated when values assume 0, the most envious value of states that have a capacity is 1 and because of its 12 bit nature it cannot become larger than 4k.
The 5 display module shows the possibilities. Here, 5 selectable values are filtered and displayed from the largest to the smallest. The symbol of the object is automatically transmitted to the monitor
Why no percentage value? Because the value should normally be 10 times as accurate as you need it to be. It also makes it easier for me to turn the 0 values into 1 values without it interfering.
1_1000_Decoder.png (950.79 KiB) Viewed 1292 times
EPC - Train Decoder
Calculates the difference between capacity and content of the logistics network / reported fill levels. From this, it calculates full wagons (including tank wagons) that are required
Then calculate how many full trains would be needed. For all items that have capacity.
I used 4 wagon trains with 2 locomotives so the default setting here is 4
Due to its 4bit nature, this signal can assume values from 0 to 15
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EPC - Single Decoder
Reading a single Bit Signal
Selectable with the combinator
S-Decoder.png (1.6 MiB) Viewed 1095 times
Interface
EPC - Interface
Reading and sending for 4x single Bit Signals
Selectable with the combinators
Interface.png (502.82 KiB) Viewed 1095 times
Modular Expansions
EPC - Robo Automation
Deploy highes qualitie robos if the numer is less then die calculatet values
Send signal to deploy Robos on Signalline 8 for additional Robo deployer. (Can be deactivated)
R-Robo.png (727.66 KiB) Viewed 1011 times
EPC - Other Addons
Have there own post (more complex)
EPC - Deactivator
Allows to deactivate train calculations
Allows to deactivate Oil Automation
Allows to transmit unreserved Signals on SIgnalline 8
D-Deactivator.png (381.59 KiB) Viewed 1019 times
Testing Status
Nauvis working
Fulgora working
Vulcanos working
Gleba testing
0.62 - Plan B for Recyler Lines
0.61 - Robo Debug / Recyler Lines Addon
0.60 - Oil Improvements / robos / preparation for expansion
0.53 - Added Single Decoder & Interface
0.52 - Added train Needed
0.51 - Added rarest items display
When entire signal lines are calculated, many cool tasks on site are almost trivial
The Gadgets here are part auf the Blueprint in the first post
Dynamic display of selected items and their degree of capacity achievement
Gadget_01.gif (9.26 MiB) Viewed 1180 times
Gadget_02.gif (16.97 MiB) Viewed 1179 times
Dynamic display of needed full trains
Gadget_03.gif (11.41 MiB) Viewed 1147 times
Re: Encoded Planetary Control - EPC
Posted: Fri Nov 22, 2024 12:21 pm
by Stin
Recycler Lines
The next add-on module was one of the reasons why I switched from CPC to EPC.
Fulgora was not manageable for me. Many different quality levels are created with quality modules, which then clutter up the logistics network.
There are so many that you can't request them all at the requester chests at the same time.in addition, legendary quality modules are still in short supply for me after more than 300 hours
I developed the Line 5 specifically for Fulgora in mind and when it went online, Fulgora was mastered in just over an hour.
I had over 5M uncommon to epic quality items on Fulgora at the time. After a little over an hour this was down to 50k
The idea was to create a dynamic list of items that the requester chests would then request. This list should not be too large and should not change constantly. Constantly changing the lists places an enormous load on the Logist Robots.
What I would like to achieve
Everything that is not legendary or normal should be converted to legendary status with recylers and quality modules
When normal items have full capacity, important items should be transferred to legendary.
How it Works
The module counts up ticks and shuffles the lists in a 10-tick cycle. By default, this happens between 3990 and 4000 ticks. This time can be adjusted with the variable A
At the time of the switch, the list is then stored in memory circulet and sent bit by bit to Line 5-7. The lists are not renewed until the next switch
These lists can then be read and requested by the requester (Use Single Decoder and switch die Line) chests and the recyclers. I then multiply these requests by the stack size and request them. Here it is important that unrequested are trashed
The progress in the gif is 10x slower by standard setting.
All Lines have a Plan B. One of the common items that meets the critera from Line 6.
Rescyler_line.gif (5.53 MiB) Viewed 860 times
Line 5 - Fulgora Heavy Duty
All items with a quality level higher than normal but lower than legendary are collected. Then it is checked that at least 100 of them are available and a descending list is created according to the total number in the logistics network. The highest 10 are then sent bit by bit to Line 5.
At the time of the switch, the list is then stored in memory circulet and sent bit by bit to Line 5-7. The lists are not renewed until the next switch
Line 6+7 - quality improvement and overproduction of legendary disposals
Check the legendary item list before using Line 6 or 7
Compares a manual list with the fulfillment levels of the 1/1000. If these are over 1000, they are added to the list
Compares a second manual list of legendary items with the fulfillment levels of the 1/1000. If these are over 1500, they are added to the list
One is chosen at random from this list, one for line 6 and one for line 7
These lines will be interesting for me when I rebuild Vulcanos where most of my legendary items are currently being built
EPC - Recycler Lines - BP
First Post in the Book (0.61+)
Re: Encoded Planetary Control - EPC
Posted: Fri Nov 22, 2024 1:43 pm
by Stin
if someone wants to create designs for production machines that work with normal quality, i would also offer them here (if they work / don't have to be super efficient) as examples, naming the author.
I am no longer interested in normal quality production machines.
My EPC systems do not lose efficiency when they are normal: production systems do.
Re: Encoded Planetary Control - EPC
Posted: Sat Nov 23, 2024 7:59 am
by Stin
Reserved
Recyler Lines new (post 3)
Re: Encoded Planetary Control - EPC
Posted: Wed Nov 27, 2024 7:11 am
by Stin
My main planet Vulcanos has been completely rebuilt and optimized for EPC. The production of legendary items has been significantly increased. Dynamic control of the recyclers and production chains had a major influence here.
I now produce a double-digit number of legendary level 3 modules and machines (Forge, Big Mining Drill, assemble Maachine 3, ect) per hour.
But I have also noticed that the division of the lines is not yet optimal and I will redesign it again.
I will adapt Gleba and Aquillo to the new system and then continue to pursue my idea here. That will certainly take 1-2 weeks.
If someone should use my design in parts and has suggestions, he is welcome to contact me.