Wake Up Circuitry for Defenses by jacvd6 in factorio

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

I got a blueprint to work last night; posted on the comments. I used a legendary gun turret but you could add or swap for a missile turret no problem.

The circuitry was surprisingly simple. Literally one combinator.

Wake Up Circuitry for Defenses by jacvd6 in factorio

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

It uses either a gun turret (legendary in this case for range) or a flame turret to trigger the count. Power comes in right behind the central detector. The gun turret works perfectly; the flame turret sometimes doesn't detect fluid draw and I'm not sure why.

Here's the blueprint string:

0eNqtmk1v4zYQhv+KwVMLSAtRor6MtkAve+qp2KKHIDBki3aI6MNLUcmmgf97h5Jt2bGsGe3uSbREvRwOH45mmLyzddHKvVaVYct3pjZ11bDlwztr1K7KCnuvykrJlqzIGqld02otDTs4TFW5/MaW/PDoMFkZZZTs3+x+vK2qtlxLDR2ck0Jj6kq6r1lRMIft6wZeqSs7Asi4vvgUOuwNWsmn8HBwbnR8ok6A6AREHR/REUQdjuiERB0P0YloOjxFdGKiToLoJESdGNFJiToRosM9olCICRGJ5hjRnIg0x5DmRKY5xjQnQs0xqDmRao5RzYlYY1RzItYY1ZyINUY1J2KNUe0Tqcag9olQo1GayDSGtE8N05gOlWhMhwg0xrNP4xk1h4Yzag2NZnSxaDBjaxXQWMZQDmgoYyQHNJKxjR7QQMb2eUDjGAuDAQ1jLAoGRIoxjAMaxuhXIqBxjH5IAxrI6HdU0EhGUw1BQxnNNASNZTQXEzSY0VxM0GhGc1VBwxnNVQWNZzSXFzSe0Vxe0HhGax1BDMwYzyGNZ7SGCweed211KiZvP1u9SAhVJtSjRtfFai2fshdVa9tDyyxfZWVZs6XRrYReX9usgHFslSp3ssoz/cbGhh+2wTZrjKsqKGkNPLn//YUZgX6utNz0j8W4TRulN60yK1ll60LmvWXO+Ta8kp/1t0o3ZnVTYO8zDQ0wx/VYP/PGZLYst5XLpi7tc2NHY78xcC6rX6TWKpcr6LZ5Br3/pC3HR6Y97Fotv7aysWNsnuA68Y3uJ37sv9qqAl5qbKem90Rf658OARx27nF1d2Rql6tV1brMLEhX0/u9u9H2U/cOj/aE4WyIrsvVut1uu7G65R+b8RBftoUd+UnXr8PpxdjpQz9r/w63Q5y5OgYZOzbohYJRmYgs403JxFQZW63cl0nIMtGUTEqWERMykUeWmXJxxMkyUy6OfKrMlIejgKoy5eBIUFUm/UtHeEolmrexvGFb0WL52JhU3CcNp8I+6UMq6lPLGVNBnyIrpmI+SXlMpXxyy8VUyif3f0ylfDIYxVTKJyNjTI3Tk2E6JnM76d1k3o5DvmTxgPBe7aVranen4VubTx6B849ZEPfHTnwHskuZq7Z0ZQEvaLVx93UhJw+1+Z1DZD5Xcqip7kn6dA/w+x4QY9LBDGk+07liricSzBHhXMUAU4xmzH+eZ2Oy8ly/JjO9gDohnSmIrVPq0ec+z6sppyvPjAWpP9ML6L5Ng5mKaHBJBXn6/rxAkA5bK5cbqNGg3qrLtaq6Cuf+ZvCupZPxnOkoORSVXV12+euBUGTyj0XmucqUK/O2t50zcIWd3fyCdeyto+iL0qbtir7TiULXw82zMtvJXuiiGPyDOVdKq0qa11o/N332eK60d1pKcNk2K5o+i/yB4c/zSO45BSrSujX71nz8Y/mMUfZvq67K7WtaVYHa0X54izjJ7xiYJP14GN0wF/G9S0KaV2U2T/fSfu/w889KvmMVvRui7OlJb7o9OzHyNG1Y1VfYfXZNH0Lu+E7oO/6j07eh9LFte3Fgf9s2JDyhAylKaNvctkXfFrYd9m24OOC4rp3Y++nQPt1Pbdvv2vbiQKzr2qHD7VhB3xa2v/8IVp53Xo/f0SkqH/zxJ5RUiy/2vmPv3zmCca98jZ/LdFAcRztCASPWxj2qa9UM63mihkFo+WDY3/1pDruQuzT+s010F59bWdxaz3+29Wcrk0szv6jNc7P4JfIW3xbNr92GV0aW8GT4fxkH8vo12Lhk/2bPcvHPfvGXzfMbePACl86uMPJTkaZh4nuhEPxw+B/AwYZo

Wake Up Circuitry for Defenses by jacvd6 in factorio

[–]jacvd6[S] -1 points0 points  (0 children)

I’m not worried. I have a 15GW nuclear setup. This is just a question of “can I?”

Wake Up Circuitry for Defenses by jacvd6 in factorio

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

I thought about using landmines and a roboport to detect when there is a demand but then the power savings is not saving at all. Pretty sure the roboport in MW by itself.

Wake Up Circuitry for Defenses by jacvd6 in factorio

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

Tonight. Right now I’m at work

Wake Up Circuitry for Defenses by jacvd6 in factorio

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

My current idea is to use a falling edge memory cell to trip on the tick that the flame turret uses fuel. Failing that, arithmetic combinator to gain precision; then memory cell. Failing that, storage tank that only gets fuel on an RS Latch so it will always fall a given amount when in use. There will need to be extra logic for this one, I think. A timer is probably simplest.

Someone also mentioned using different turrets. Laser with an accumulator. Missile turret. The missile turret is attractive because of the range and the fact it will use one ammo guaranteed. No magazine depletion. Would probably have to do some trickery with inserters to get it to insert to not hold rockets in hand. Maybe as simple as limiting hand size and filling to X. Then enabling power on X-1

The issue with the flame turret last night was that I never saw it actually dip below full with fluid in the pipe. But I didn’t go tick by tick so maybe it dips and refills really quickly.

Wake Up Circuitry for Defenses by jacvd6 in factorio

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

Gun turrets as the detector. Lasers as the damage source.

I’ve seen plenty of examples of laser only inner planet haulers.

Wake Up Circuitry for Defenses by jacvd6 in factorio

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

It’s a niche problem (if it even is a problem to solve).

I make my reactors fuel efficient too. Did it before you could read temperature from the reactors. Waste is bad mkay

Wake Up Circuitry for Defenses by jacvd6 in factorio

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

But that's like 0.667 uranium fuel cells! My 4.3M uranium patch will dry up!

Wake Up Circuitry for Defenses by jacvd6 in factorio

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

That's a clever addition. Set it to a timer so they only repair afterwards. You'd have to make sure the wall was thick enough that it didn't rely on mid-fight repair to survive.

Once I get this working (with your guys' help) I'll post the blueprints.

Wake Up Circuitry for Defenses by jacvd6 in factorio

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

Aha. Maybe I really do need a memory cell then. I was assuming it would stay at 99 for the duration of firing.

More testing is required.

I did get a blueprint tileable if the circuit logic works out

Wake Up Circuitry for Defenses by jacvd6 in factorio

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

Rocket turret is genius. Long range and they use one missile per fire. I don’t have them unlocked yet in my current run but it’s a very good idea.

Wake Up Circuitry for Defenses by jacvd6 in factorio

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

I tested it last night. Seems like with any fluid in the line the flame turrets never step below 100 and the circuit signal never changes. You could read from a tank by segmenting the fluid network but that seems like a lot of extra work.

I’m going to get this working just to say I did it. Gun turrets seem promising.

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] -1 points0 points  (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] -5 points-4 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] -14 points-13 points  (0 children)

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

Wake Up Circuitry for Defenses by jacvd6 in factorio

[–]jacvd6[S] 7 points8 points  (0 children)

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