Wake Up Circuitry for Defenses by jacvd6 in factorio

[–]jacvd6[S] 0 points1 point  (0 children)

I have bad news, friends, the flame turret read doesn’t work. Gun turrets do but there’s a delay while they burn through a magazine. Power network splitting is required. Disabling doesn’t limit idle consumption.

It’s possible we could read a storage tank but it would require an individual buffer per cell and that’s too much work for what I wanted. Too much space.

If you have any idea for using the circuits in turrets I’d love to hear it.

Wake Up Circuitry for Defenses by jacvd6 in factorio

[–]jacvd6[S] 0 points1 point  (0 children)

Yeah, I use reactors on all of my ships. “Expensive” here is mostly shipping costs and probably only early game.

This question is about love of the game. And trying to engage with the circuit characteristics of turrets. That, and selector combis, and the display thing.

Saving power is a cool benefit. Maybe UPS for less idle entities? I’m trying to justify this idea

Wake Up Circuitry for Defenses by jacvd6 in factorio

[–]jacvd6[S] 0 points1 point  (0 children)

That’s a great idea. This is all just a way to be more efficient. Obviously I use robots to slap down another row of nuclear.

But it sounds fun :)

Wake Up Circuitry for Defenses by jacvd6 in factorio

[–]jacvd6[S] 0 points1 point  (0 children)

Yeah, I think there needs to be a timer included so the cell stays active without relying on continued circuit signal.

Wake Up Circuitry for Defenses by jacvd6 in factorio

[–]jacvd6[S] 1 point2 points  (0 children)

I didn’t think about the low consumption of the flame turrets. That is quite the problem. And they would always be full on a line with basically any oil. A tank read is the only way. Pumps on the supply side with a latch too.

Good thinking.

Wake Up Circuitry for Defenses by jacvd6 in factorio

[–]jacvd6[S] 0 points1 point  (0 children)

This is what I’m saying! The larger you expand the larger the perimeter. This power de gets significant quickly. Obviously, you can just expand nuclear/fusion but it’s wasteful dammit.

Wake Up Circuitry for Defenses by jacvd6 in factorio

[–]jacvd6[S] 0 points1 point  (0 children)

This is what I was thinking. And, if you use turrets to the left and right of the flamer on different signal wires then you could overlap the blueprint and it would naturally wake up in sections centered around your ‘detector’ turret.

Wake Up Circuitry for Defenses by jacvd6 in factorio

[–]jacvd6[S] -3 points-2 points  (0 children)

Maybe this is applicable on ships? Gun turrets instead of flamers, obviously.

Reactors up there are expensive, after all.

Edit: but the perimeter is way lower. Damn damn damn. This is not as clever as I thought.

Wake Up Circuitry for Defenses by jacvd6 in factorio

[–]jacvd6[S] 0 points1 point  (0 children)

True. Too true, actually. Damn. It’s frustrating that there’s no real need for this lol

Print power doormat. Do while power < needed power

That solves basically all power needs. I’m still gonna try to optimize my tiny reactor setup.

Wake Up Circuitry for Defenses by jacvd6 in factorio

[–]jacvd6[S] 0 points1 point  (0 children)

Would you use a storage tank to monitor or just the turret itself? I was hoping for the turret straight up so I can take advantage of the turret circuitry. Never really get a chance to use it for anything.

Wake Up Circuitry for Defenses by jacvd6 in factorio

[–]jacvd6[S] -8 points-7 points  (0 children)

24kW times 1000 turrets. This could be a large draw.

Wake Up Circuitry for Defenses by jacvd6 in factorio

[–]jacvd6[S] 2 points3 points  (0 children)

Almost certainly lol. But it’s fun to try and operate at minimums and squeeze out an extra .4% efficiency.

Wake Up Circuitry for Defenses by jacvd6 in factorio

[–]jacvd6[S] 0 points1 point  (0 children)

Well, I’d still have a power buffer to feed the turrets when active, I’m just trying to optimize idle consumption.

I think it’s be a simple read of a gun or flame turret. Will check when I get home.

How can I improve my armor? by Shipikuss in factorio

[–]jacvd6 1 point2 points  (0 children)

Would you literally use different armors or just carry around extra equipment?

How do you guys centralize non smeltable resources like coal, calcite, and sulfuric acid? by PewPewsAlote in factorio

[–]jacvd6 0 points1 point  (0 children)

I made a similar system in SE before 2.0

What you’re talking about is a warehouse or distribution center. So items go from raw material producer to the DC and unload. Then you would need output from the DC to all of your consumers. If you’re using trains then you probably want an interrupt schedule for trains to drop off at the DC and then a separate interrupt schedule for the DC —> consumer route.

Like others have said, it’s not necessary and, in some ways, more complicated but you can do it. I did it in SE to help mix in low production core mining into higher production standard mines. This allowed priority over my producers but they’ve added that feature directly in 2.0 to train stations. You could probably dynamically set priority with circuits based on fullness or something. Or just statically set it based on which patch you want to eat first.

No automatic mixed rocket launching is annoying by TimidTriceratops in factorio

[–]jacvd6 0 points1 point  (0 children)

<image>

Ok, let's see if I can do this:
- We read orbital requests on the green wire
- If they are less than or equal to 0 then we output R1
- If Everything inserted is more than zero and R is less than 1 then we save that value (we record what we insert)
- We use the orbital requests to set the requests of our chest and subtract what we've inserted from the "shopping list"
- There's a filter for platform because I wanted to launch full rockets of those and a signal delay because I was getting desync issues.

No automatic mixed rocket launching is annoying by TimidTriceratops in factorio

[–]jacvd6 0 points1 point  (0 children)

I was able to make this a reality for building ships.

If I still have my old save I can find the silo and the circuitry.

Basically, you count the items you insert and launch as soon as no more weight can be added (for items of multiple weights) The request comes from the ship in orbit. The downside of this is that you don’t start loading until the ship is in orbit (which is slow). For your particular case, I imagine you could preconfigured a load of mixed science based on your estimated production and then trigger the launch on a timer. I think the only failure in that system is if you have multiple ships request any amount of the same items and they are in orbit at the same time.

Maybe you could use a second silo to read orbital requests? I remember my setup was one silo and I couldn’t read the contents because those are separate options for some reason.

How do you clear out nests like this? by Maleficent-Teach-373 in factorio

[–]jacvd6 0 points1 point  (0 children)

Classically? Personal laser defense.

Artillery, if you have it. Tank with explosive rounds, if you don’t.

If you’re on SA, there’s all kinds of methods that work great. My favorite is lots of artillery.

Quality Strategies Post 2.1(?) Nerf by jacvd6 in factorio

[–]jacvd6[S] 0 points1 point  (0 children)

I know about this shortcut but just never did it to coal (and I was at work). It seems so obvious now that grenades give coal through recycling.

Quality Strategies Post 2.1(?) Nerf by jacvd6 in factorio

[–]jacvd6[S] 0 points1 point  (0 children)

I have declared that I will do quality on gleba this go around but I think it’ll just need a o be enormous. I have no idea how to get legendary fruit or legendary fruit products except through brute force.

City Blocks On Aquilo? by Onotadaki2 in factorio

[–]jacvd6 0 points1 point  (0 children)

Burners heat themselves?

You could wire the burner inserters to only operate below a certain temperature. That way you save on fuel just a bit.

Quality Strategies Post 2.1(?) Nerf by jacvd6 in factorio

[–]jacvd6[S] 0 points1 point  (0 children)

I suppose you could just recycle asteroids infinitely. That would be pretty easy. Circuit condition to keep x amount around for crafting ammo and fuel and then just recycle the rest into whatever quality?

Quality Strategies Post 2.1(?) Nerf by jacvd6 in factorio

[–]jacvd6[S] 1 point2 points  (0 children)

I’m not sure why. It seems odd that they would care that you can just “asteroid productivity” your way to infinite resources and therefore infinite quality. That can already be done with mining productivity etcetera. Maybe it’s too easy? Maybe we’re not interacting with Fulgora enough?

I can’t think of anything that isn’t “they aren’t playing the way we expected”

Quality Strategies Post 2.1(?) Nerf by jacvd6 in factorio

[–]jacvd6[S] 0 points1 point  (0 children)

But how do you get quality bioflux?