#sure

1 messages · Page 1 of 1 (latest)

bright pilot
#

Thanks.
So for example I have a station that should request copper to make batteries

#

I have assigned a name and checked the Send to train flag

#

A constant combinator is setting the -32K on the circuit network

#

I tried connecting it to a radar but it seems that it is not the idea

opaque raft
#

okay so this is your request stations. Do you have any screen caps of your train schedule/interrupt?

opaque raft
#

okay are you planning on setting up like LTN with "depo, request, provider"?

bright pilot
#

Sure!

In your approach, you are not creating a single train for it. Correct? You have a "depot" with the available trains

#

In the vanilla way I am used to have one train for each station.

#

Such as having that

opaque raft
#

Yes, in my example you can technically use a single train for your entire base

#

You train schedule in that case should just have depo as the destination

bright pilot
#

(just like the LTN idea)

opaque raft
bright pilot
#

Ill try to do in your idea.

#

I have a depot with 2 stations

#

Both stations are named DEPOT

#

No special signaling is assigned to them

opaque raft
#

yep that'll work, we'll work on setting up the signalling at the depo first

#

make sure you have a radar on you

bright pilot
opaque raft
#

Okay so now just throw down a radar that is close enough to connect wire to the stops

bright pilot
#

You had a setup like that in your pic

bright pilot
opaque raft
#

yeah however you can connect wire to the stop

bright pilot
opaque raft
#

Okay perfect, normally when I'm setting these up I'll connect the radar to a power pole just so I can mouse over to see the contents of the circuit network

#

makes troubleshooting a bit easier

bright pilot
#

👍

opaque raft
#

Next step will be a the copper provider station

#

you'll want a decider combinator

#

I don't think you'll need anything else there. You're just going to read the contents of your buffer, if it's a full trains worth, we're gonna enable the station

bright pilot
#

Read total copper content > send it to radar

#

Or should I send a specific signal with the decider

opaque raft
bright pilot
#

Equals 4K will never happen

#

I have x24 chests, 48 slots each

opaque raft
# bright pilot Equals 4K will never happen

That's only 1 train worth, just 40 full stacks of copper? Either way, set it to however much you want as a minimum available for the train to pickup, If that's only 500 then it's just 500

bright pilot
#

I plan to have a minimum of 4 wagons to begin to provide.
Each wagon has a capacity of 40.
So 4x40x200 = 32K. Should I make it like that?

opaque raft
#

yep, change the checkbox on the output second to just 1

bright pilot
#

Sure.

#

(currently not sending because I am low)

#

The output is attached to the trainstop

opaque raft
#

yep so now we need to check the enable checkbox on the right and set condition to greencheck = 1

bright pilot
#

Nice. Got the idea. The output will be enabled only when there is sufficient to provide

#

(Doesnt that work better?)

opaque raft
#

just a personal preference

#

exactly, now the last step is we're gonna need to make sure the station names are generic.
I personally use copper_plate - Pickup but looking at your name it looks like >copper_plate

#

That'll work fine but you need to make sure every copper provider uses that name

bright pilot
#

Thats my pattern

#

Got it

opaque raft
#

okay so now to the requester station, you'll want a radar for this 1

bright pilot
#

Sure...

I have the total amount of resources in the circuit. And as it is low, the purpose is to have it enabled as a requester

#

Could say that it should request because the amount of copper is below 40K

opaque raft
#

Yep we can do that. Set a decider with that logic that outputs 1 copper plate

bright pilot
#

if should request -> outputs 1 copper plate
if enough -> outputs none

opaque raft
#

correct

bright pilot
opaque raft
#

then connect that decider to the radar with the same color wire you used at the depo

bright pilot
#

Done.

opaque raft
#

Okay last step at the request station, we need to make it's name generic as well

bright pilot
#

This is my request station

opaque raft
#

I use copper_plate - Dropoff

#

yeahhhhh that's the part that lets it work

bright pilot
#

I believe that changes a lot of my understanding

#

That is how it could "dinamically" set the destination

opaque raft
#

yep

bright pilot
#

OK. Now the requester station is named "copper_plate>" and the provider station is ">copper_plate"

opaque raft
#

Okay so now we're going to set the train schedule and interrupt. IIRC you already set your schedule to just depo right?

bright pilot
#

About the request station

opaque raft
#

yep exactly

bright pilot
#

It should be enabled only when lacking resources, right?

opaque raft
#

oh yes, totally forgot to include that part

bright pilot
#

We have set the provider to be enabled only when enough resources to provide

#

Got the idea. Makes sense

#

The radar part is new to me

opaque raft
#

good catch that woulda given me an annoying headache when I ended up with the train going to the wrong requester

bright pilot
#

xD

#

There are things we catch more easily as developers

#

I assume you also are as you have been using some words like "handlers"

opaque raft
#

yeah it functions pretty similarly to the basic ltn setup. I'm gonna have a headache trying to solve multi request stations

#

lmao yeah about 8 years dev experience by now

#

I try not to let the language bleed over into games but with circuit networks in factorio it's almost impossible

bright pilot
#

Agree

#

So... Requester set, provider set

#

The train schedule shoud be the same as yours.
When it reaches the DEPOT they get the values from the radar

#

I can see that my depot has a copper signal

opaque raft
#

So in that case it should kick off the interrupt and set a train schedule but with the provider station disabled, it won't have an active station to go to

#

is that how it worked out?

#

I'm not sure if that'll break anything when you have multiple trains setup with this.

#

I hadn't gotten that far into testing, what you might end up having to do is set up a timer that pulses the circuit network into the depo stations

bright pilot
#

Im testing it right now

opaque raft
#

I'm not sure how it'll work since the requester station only allows 1 train by default.

bright pilot
#

Some distractions happening. Bitters and power

opaque raft
#

hahaha and that's why I design in sandbox

bright pilot
#

It was assigned correctly

#

New sleeping mode however

#

Oh. Provider is busy

opaque raft
#

yeah that's because your provider station is currently disabled or full

bright pilot
#

Im now going to manually delete all trains I have

#

Yeah. Working!

opaque raft
#

Awesome. I'm thinking there's still going to be a bit of an issue with multiple trains waiting at the depo. I THINK it might assign all available trains to that schedule.

bright pilot
#

Im afraid that condition var=1 wont make sense when I have more than one provider available

#

More than 1 requester*

#

Shouldnt it be @>=1?

opaque raft
#

hmm fair, that might need to get changed to great than 1

#

yeah I'll need to keep testing this with multiple providers, requesters and trains in the depo

bright pilot
#

Those would be small changes

#

But damn it looks really like LTN

#

And I wont need to make 100 trains

opaque raft
#

yeah I thnk the biggest bug is going to be if there are 3 trains at the depo, they might all get assigned the same schedule. Might end up needing to have a timer for each depo to limit when they get circuit conditions

bright pilot
#

Maybe not with train limits

opaque raft
#

Cause if the station requests copper, but it takes 45 seconds for the train to get to the provider and the request, that's 45 seconds of the request being active

#

yeah true, train limits might fix the issue entirely, Not sure how train limits will work with this

bright pilot
#

In 2.0 radar are like global circuits?

opaque raft
#

yeah their like wifi for circuits, only on the same surface though

#

so you can't*** use them transmit signals across planets

bright pilot
#

Nice

#

We had something like that in space exploration

#

Global Transmitter and global receiver

opaque raft
#

yeah they're simlar to those but on the same surface only

#

I'm assuming there's a later tech that lets you transmit stuff across surfaces but I'm not there yet. I'm only just getting to oil in my actual run

bright pilot
#

xD

#

Thanks a lot Shays!

#

Of course there are some things that I will change to fit in my playstyle, but I was having a hard time getting the broad idea on how it works

#

Personal preference: Stations being enabled with generic *>32K

#

Might think about some circuitry to check if all 4 chest sections are OK

#

In case of balancing failure

opaque raft
#

yeah I'm sure I'm gonna tweak mine a bunch too but the basic structure is there.

#

yeah needing to make sure you actually have room, ran into that problem before.

bright pilot
#

Not sure how dangerous it could be...

#

In case of some random item gets into the chest it start sending signals, but the station will not be enabled

opaque raft
#

yeah it lets you be able to use a generic blueprimt but with the introduction of parameterized blueprints, I'm not sure it's worth it

#

might make for an interesting use for multi purpose stations though

bright pilot
#

That circuitry will require me to walk around with lots of radars

#

At the same time I will not have to spread radars around base anymore

#

Oh... Unless I connect to my global circuit instead of using radars

#

Blocks are connected with green wire

#

As above.

No radar needed. The output from the combinator will be sent to the "global network"

#

Any idea on how to handle fluid requests? @opaque raft

#

LTN differs what kind of train is going to fill the order based on their wagons

#

In the way you have provided, it will get normal trains to fill fluid requests

opaque raft
#

hmmm I'm not sure yet but I don't see why a similar setup wouldn't work. There's a "fluid parameter" in the interrupt dialog

#

so you might have to set the fluid wagons condition to fluid param vs signal param

bright pilot
#

Fluid count?

opaque raft
#

more things to mess around with in sandbox it seems.

bright pilot
#

That could check the fluid after it has reached the destiny

#

But not sure how to check if @ is Fluid

opaque raft
#

you'd use the 💧 param instead of the @ param

#

Currently workin on a red chips build but when I get back to train network design, I'll make sure to include fluids in my testing

bright pilot
#

I will do the testing right now

#

Have a good candidate to be a sulfuric acid requester

bright pilot
#

Yeah, issues with fluid requesting

#

There is a single sulfuric-acid fluid signal but it doesnt trigger the interrupt

opaque raft
#

mmm I just got off so I can't test but I'll look tomorrow

bright pilot
#

NP!