#Detecting Rocket Launch with circuits?
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Idea; detect sudden change of silo inventory to zero
Yeah, the only 2 options I see are:
- Detect a drop to 0 of the inventory
- Detect an inserter putting in ingredients for rocket parts
Looks like the drop to 0 inventory happens as soon as the launch animation starts
depending on your larger project, i have a rocket synchronization set up that might help? it instead throttles when the rocket parts are available. i built it so when i send new platforms up on vulcanus they don't immediately get smashed for lack of defenses by ensuring all 10 silos receive 1 rockets worth of components at the same time, build together, and can then be loaded and launched together, that way there's immediately guaranteed power, lasers and repair packs and enough foundation to place it all, until i can get the rest of the platform build sent up.
I got it to work by reading the rocket silo contents
Part A
- Decider combinator that checks if "EVERYTHING" = 0
This will stay true while the silo is empty
Part B
A rising edge detector to pulse once when part A's combinator goes to true
- An arithmetic combinator doing + 0 to delay the signal 1 tick.
- A decider combinator checking if the current signal is true (ie: silo is empty) AND the delayed signal is not true (ie: silo wasn't empty last tick)
Part C
A countdown clock
- A decider combinator that checks if the output of Part B is true (should only be one pulse) and outputs a signal of -1000 (from a constant combinator)
This starts the counter to -1000 - A decider combinator that gets the counter signal and output it if it's < 0
On the input of this decider combinator there is: - it's output (aka last tick's counter value)
- the -1000 pulse
- a 1 from a constant combinator
These all add together on the wire, which gives us a signal that goes from -1000 and counts up to 0.
Part D
Making it useable to control flashing lights.
I'm sure there's a smarter way to do this bit but...
- I add 10 so that it stalls at 11 when the countdown is over.
- Divide by 10 to slow it down
- Modulo it by 4 because I have 4 lights
This gives me a signal that switches between -3, -2, -1, 0 during the counter and goes to 1 at then end.
Part E
Hook it all up to lights that turn on if = 0/-1/-2/-3.
Blueprint:
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Change or add the tag, IIRC