You can read number of available bots in network from roboport. My three things that I like to control with circuit networks: People have made first-person engines in the game, working ports of Pac-Man, video codecs, ray-tracing engines, MIDI players, and more. There's other, less gameplay related things you can do too - the circuit network is Turing complete, so the sky (read: your computer's specs) is the limit. Tell how many trains are allowed to path to a station, based on how many train loads of material are in storageĪutomate cracking so that you only crack heavy oil to light and light to petroleum if there's a need to do so Turn train stops on and off based on whether they have enough material for a full train load, preventing unnecessary train trips Have steam engines that only turn on if accumulators get below a certain threshold, and turn off once they are charged to a different threshold. Just as a few examples, you can use it to: The circuit network is something that's completely optional but allows you to fine-tune your factory, trains, and other things to a level not possible without it. Some are simple, some are complex enough to require multiple decider combinators. These are just ideas, and things I've done myself that I'm adequately proud of. Now you can mouse-over the power pole and see an inventory summary. How much stuff is in these 10 chests of materials? Just connect them together and then connect them to a power pole. Stop making it when the ratio is good.Ĭhest content counting. So there is such thing as too much U-235. Also as much as everyone loves U-235, the less exciting stuff is needed to make ammunition and even some nuclear reactor fuel so I do need a stockpile of the stuff. I have a somewhat complex mechanism to run enrichment and move materials between chests, pulling the 1 new U-235 produced (or 2 if productivity modules are effective) each cycle. ![]() Manage Kovarex and prevent enrichment of my entire U-238 supply. Use the circuit network to detect which train arrived or which materials are needed, and set the filter on the inserters to match what the train delivers or is demanded. Stack filter inserters only have 1 filter slot, and you almost always want stack inserters. but in a multi-material or multi-train station there's a problem. Always use filter inserters at your train stations to prevent mistakes if you're riding a hijacked train or just doing something in manual mode. For materials trains (eg: iron plates pickup) the number of trains allowed to queue at a station is capped to how much material is available for pickup, or how many trains there is waiting space for, whichever is lower. The construction train visits stations only when supplies are needed or excess supplies need to be picked up (eg: miners that have been auto-deconstructed). Trains should only visit a train station when there's something to be picked up or dropped off. Now bots can fill it with up to 4800 ripped up yellow belts to be upgraded, and the assembling machine making yellow belts shuts down waiting for 4700 of them to be consumed before it starts making more.Ĭall trains to a train station. Use the circuit network to limit the inserter filling it. That also limits the ability to fill it for recycling, eg by bots. ![]() The machine making them should stockpile no more than 100, but not by limiting the chest. Belts can be upgraded to higher tiers, but a few hours after you unlock blue belts you probably aren't going to use yellow belts very much, if at all. Here's some of the stuff I've done with it: The most well known option is to freeze an inserter in place, but you can also freeze a conveyor belt, disable a fluid pump, and make a train go away. To let you override the decisions of normal factory equipment, and by reconfiguring stuff on the fly to react to conditions.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |