cpy wrote:Ok i've seen new logic circuits, question is, what can we do with them? I have no idea how to use them. I used old logic network to limit stuff produced like stop inserters if there are more than 1000 items in logistic network or store 200 belts for me, but this, i haven't got a slightest idea, any wiki with some examples to get started?
Well, the current version has sensors for Storage Tank contents, but not for Accumulator charge percentage (that will be added in either 12.1 or 13.0 - I'm hoping for 12.1).
This means that with the current version, you can create a system to automatically control what your Oil products are used to. For instance, I might want to set up a system to turn Heavy Oil into Lubricant but turn off if at any point my one single Lubricant Storage Tank contains more than 1000 units. Likewise, I might set up another system that cracks Heavy Oil into Light Oil only when my Heavy Oil Storage Tank contains more than 2000 units (actually 500 since I'll have 4 Tanks, and it measures on one Tank).
Similarly, I'll need to decide on threshold values to determine whether Light Oil should be cracked into Petrol Gas or made into Solid Fuel. I need a fair amount of Petrol Gas, but once I've got meself a comfortable buffer, I can start making Solid Fuel.
Likewise, once the new Accu-sensor comes out, electricity production can be handled better.
I might want to run 4 lines each of 2x14 Boilers and 2x10 Steam Engines.
One line I set to always-run. There's no Combinator system interacting with it. This is the way alpha 11/12 works. The Steam Engines will produce as much power as they're asked for, including asked by Accumulators who "want" to charge up to 100%.
Another line I'll set to only run when my Accu's are under 70% charge. Or ideally start running when they fall under 65%, then keep running until they hit 75%. But it may be complicated to do that, compared to just an on/off threshold value.
The third line will do the same, but with a 40% charge threshold. When my Accu's contain less than that, it runs. When they're above 40% of max, it stops.
Fourth line has a threshold of 10% charge.
In this way, during the night, my factory will (mostly) "eat" power from the Accumulators, and only run the Steam Engines when the Accu's start to run low, apart from one line (25% of all Steam Engines, all 80) which runs constantly as a kind of "guaranteed backup" in case there's a screw-up somewhere. Either a bug, or some mistake I've made.
Ideally, such a setup will have so many Solar Panels that the Steam Engines are only asked to run when there's extra drain from the Laser Turrets; the rest of the time, it's Solar only, Solar Panels charging up excess power in the Accu's during the day, to power the normal peaceful factory functioning during night time.
Contrast that with how vanilla Factorio (alpha 11/12) runs: Steam Engines run constantly unless the Accumulators are full, and there's no way to stop them doing that except by manual intervention, which you'd then have to do every evening.