#Question about circuit networks

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polar oxide
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Hey, I'm somewhat uninformed to all of this so I acknowledge the answer to my question might be relatively simple, or a completely circus, I simply don't know.

So here's the premise: I'm designing missile turrets that shoot nukes. Problem is, I need a way for said missile turrets to only shoot one nuke at a time, and not 17. So the turret would only shoot once when the enemy reaches the maximum range of the missile turret, then the turret would run out of ammo and it would stop shooting. This is to prevent the missile turret from shooting the nukes at the enemy as the enemy approaches and closes the distance, ending up shooting nukes too close to friendly structures.

So we're looking at some kind of contraption that inserts 1 nuke into the turret, then when the turret shoots and runs out of ammo, it would start a process that feeds another single unit of nuke into the turret. There would need to be a short delay between the missile turret shooting the nuke and the next nuke being inserted into it to prevent it shooting straight away at the same enemy, so something simple like linking a couple chests where the nuke gets passed from one to another before finally reaching the turret would work. I just don't understand circuit networks well enough to make such a device.

Any info regarding circuit networks would be greatly appreciated! ๐Ÿ™‚

vapid olive
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Uhh
Iirc nuke detonation range is longer than the turret range

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Either that or damn near the same, and as nukes home in fast moving enemies would drag them even closer

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I was testing this vs demos and the turret would always get destroyed by its own explosion

polar oxide
vapid olive
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Ohh yea legendary have larger range.
Still the enemy speed is gonna be an issue

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What enemies did you test on?

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(ngl legendary rocket turrets with nukes for defense seen like a pipe dream)

polar oxide
vapid olive
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Is this possible yea if you can read the item content of a turret you could setup a timer that is only active when no nuke is in turret and only insert when said timer is greater than a set value

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But. There's better ways to defend

polar oxide
vapid olive
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If you can't read contents of a turret I don't think it's possible to do

cunning rivet
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Honestly I'd probably just have a sacrificial turret built like a mine away from the walls and have the bots rebuild it after it dies

polar oxide
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update* I figured out a way to make it work; Green missile turrets are the ones armed with nukes, Red ones are regular ones. I set it as such that if any one of the Red missile turrets shoots a single missile, that shuts down all the Green missile turrets, preventing nukes being shot. This way the nukes are not shot at ranges too close to damage own structures.

pulsar raft
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are you playing a deathworld? that's an insanely cool setup

polar oxide
# pulsar raft are you playing a deathworld? that's an insanely cool setup

this one might be one of the least cool setups I've made, it's the most functional one for sure, but I've got some pretty wild ones in the bank ๐Ÿ˜„ don't got any official deathworld runs going on just yet, but you could say I'm preparing for one, I also like to push the efficiency in my designs to their limit just for the sake of it

drifting girder