The one that I use in every game - when I go solar, I switch off my steam when batteries are charged more than 10%, so that I don't waste fuel at night. And i have done that in multiple ways, water pumps or inserter switch on/off, but in latest I use the the power switch) I have seen people use that for a lot of things, like shut off mining outpost of all chests are full, or shut off circuit/batteries production if belts are full to conserve power (yeah-yeah, solar is infinite and it's better to expand power then to save it, but I say that it is fun)
Yeah, I've used one of those before, but I do combinators on it, so was gonna cover it later. I guess there's no reason why it can't be done with just wire, but I like having the tolerances on it :) Actually now that I think about it... probably could use the tolerances on a lot more things.
Been loving Factorio for a couple of years and just now finally I want to get into rails loading up items but I want to only have a set number of buffering items and have to learn the circuit connection logic and controls.
Software dev by trade! Nice, there's more of us than I thought. This is definitely a game for programmers... Ever tried tackling the "smart loader" approach where a train ID sets the requester chest contents for that train?
This is one of the most interesting Factorio subjects and I really appreciate the time and effort that you put in to create this series. Is there a known circuit configuration to measure % of available power? I would like to have an alarm when my power consumption reaches 85% of total available power generation capability for 5 consecutive seconds. This would give a player time to construct and install additional power generation.
I for one would welcome a discussion on more complex circuits. I still don't get that simple counter from the sushi belt video, even though I watch it working in game.
18:33 I wish there was a better way to recall robots from the network. Pulling robots out of roboports only works effectively if you have it set up on all of the roboports. I actually tried that for my wall defense blueprints. I had an active provider on every roboport sending robots back to the depot. It was ridiculous because once the limit was reached... every time a robot finished doing repairs and landed in a roboport, all the roboports would immediately have bots yanked out of them, and logistics bots would be flying all over the place to retrieve them. Now I just keep exactly 20 construction bots in the wall networks. No logistics bots needed.
Construction bots are a pain, at least if you don't do a temporary construction project to bait them. But you can do a feedback loop for logistics robots. (At least I think I did that for one series... late practical factorio/early megabasics). But yeah, I think the general rule with construction bots is, outside the solar build areas, you need A LOT less than you think you do. (20 seems high to me on a wall, but I guess you have to account for the construction :D )
I do 20 because my wall depot networks have 5 roboports worth of wall to cover. (so averages 4 construction bots per roboport) It makes sure there's a few replacements nearby in case the biters/spitters take down a bot that was attempting to repair the wall. The nice thing is roboports will hold repair packs so the bots don't have to travel all the way back to the depot every time. They only return to the depot if something actually gets destroyed, or if they finish using the repair pack they had been using.
I tend to connect all of my boilers together into a few steam tanks, then off those I go to the steam engines. I set a circuit from the tank to all of the inserters so that they only pull if the steam is below a certain threshold.....because why not? I feel somehow that coal is being wasted when the tanks are completely full, I know it probably isn't because it's a game, but it makes me feel better. I do prefer my factory to have "lanes" of materials being made, and that lane is attached to a power switch....if the belt is backed up, the switch is turned off to conserve power.
so dont know if others do this but i kind of just have one burner inserter so that i only have a brownout but dont have to have tons of burner inserters, might be a better way of doing things its just what i do
Yeah, I probably should re-evaluate that at some point... but I've always used burners solely for power, and it's always worked out fine (except when it hasn't). If you're gonna fail, fail quick and hard! :)
@@KitchsVideos nach... having only burners is just fine. Just don't have them be at the exact same part of belt or they will eventually run out of fuel once supply runs low. Also they only work with yellow belts once supply runs low... Also it's actually better to check at the end or somewhere in the middle because it warns you earlier. Not when the fuel supply is empty but when the incoming fuel is no longer sufficient to supply all the boilers
Bro, what you bring to the community is an absolute God send.
I will definitely try to use more circuit logic in my builds from now on.
Thanks! :D
Haha! Love that you paused the intro to address the flat earth thing.
The one that I use in every game - when I go solar, I switch off my steam when batteries are charged more than 10%, so that I don't waste fuel at night. And i have done that in multiple ways, water pumps or inserter switch on/off, but in latest I use the the power switch)
I have seen people use that for a lot of things, like shut off mining outpost of all chests are full, or shut off circuit/batteries production if belts are full to conserve power (yeah-yeah, solar is infinite and it's better to expand power then to save it, but I say that it is fun)
Yeah, I've used one of those before, but I do combinators on it, so was gonna cover it later. I guess there's no reason why it can't be done with just wire, but I like having the tolerances on it :)
Actually now that I think about it... probably could use the tolerances on a lot more things.
Been loving Factorio for a couple of years and just now finally I want to get into rails loading up items but I want to only have a set number of buffering items and have to learn the circuit connection logic and controls.
Wow, great vid. Now I know why there is green and red wire. 2 logic network on the same electric pole!!! thanks. Better late than never!!!
Software dev by trade! Nice, there's more of us than I thought. This is definitely a game for programmers... Ever tried tackling the "smart loader" approach where a train ID sets the requester chest contents for that train?
This is one of the most interesting Factorio subjects and I really appreciate the time and effort that you put in to create this series. Is there a known circuit configuration to measure % of available power? I would like to have an alarm when my power consumption reaches 85% of total available power generation capability for 5 consecutive seconds. This would give a player time to construct and install additional power generation.
Please continue that series on combinator stuff
Waiting for a little bit advanced one
I know people want simple circuits, but I want complex ones. Ones that you need blueprints to follow :D
I for one would welcome a discussion on more complex circuits. I still don't get that simple counter from the sushi belt video, even though I watch it working in game.
*coming soon*
18:33 I wish there was a better way to recall robots from the network. Pulling robots out of roboports only works effectively if you have it set up on all of the roboports.
I actually tried that for my wall defense blueprints. I had an active provider on every roboport sending robots back to the depot. It was ridiculous because once the limit was reached... every time a robot finished doing repairs and landed in a roboport, all the roboports would immediately have bots yanked out of them, and logistics bots would be flying all over the place to retrieve them.
Now I just keep exactly 20 construction bots in the wall networks. No logistics bots needed.
Construction bots are a pain, at least if you don't do a temporary construction project to bait them. But you can do a feedback loop for logistics robots. (At least I think I did that for one series... late practical factorio/early megabasics).
But yeah, I think the general rule with construction bots is, outside the solar build areas, you need A LOT less than you think you do. (20 seems high to me on a wall, but I guess you have to account for the construction :D )
I do 20 because my wall depot networks have 5 roboports worth of wall to cover. (so averages 4 construction bots per roboport) It makes sure there's a few replacements nearby in case the biters/spitters take down a bot that was attempting to repair the wall. The nice thing is roboports will hold repair packs so the bots don't have to travel all the way back to the depot every time. They only return to the depot if something actually gets destroyed, or if they finish using the repair pack they had been using.
I tend to connect all of my boilers together into a few steam tanks, then off those I go to the steam engines. I set a circuit from the tank to all of the inserters so that they only pull if the steam is below a certain threshold.....because why not? I feel somehow that coal is being wasted when the tanks are completely full, I know it probably isn't because it's a game, but it makes me feel better.
I do prefer my factory to have "lanes" of materials being made, and that lane is attached to a power switch....if the belt is backed up, the switch is turned off to conserve power.
"But it makes me feel better"
That's the way I play.... it's the best way I believe :)
21:16 lol, In the creative menu you can disable instant blueprints. 😜
so dont know if others do this but i kind of just have one burner inserter so that i only have a brownout but dont have to have tons of burner inserters, might be a better way of doing things its just what i do
Yeah, I probably should re-evaluate that at some point... but I've always used burners solely for power, and it's always worked out fine (except when it hasn't). If you're gonna fail, fail quick and hard! :)
@@KitchsVideos nach... having only burners is just fine. Just don't have them be at the exact same part of belt or they will eventually run out of fuel once supply runs low. Also they only work with yellow belts once supply runs low...
Also it's actually better to check at the end or somewhere in the middle because it warns you earlier. Not when the fuel supply is empty but when the incoming fuel is no longer sufficient to supply all the boilers
Well if Finland doesn’t exist then that means I don’t exist. Earth = donut