Logic toggles for buildings (Pause/start on conditions)
Factorio style logic network, where you can (un)pause buildings if certain conditions are met. Some example scenarios:
- Start mining tower designated to sand only when sand storage is less than half, so you don't run out, but other miners can still dump their "byproduct" sand without pileup.
- Start emergency diesel power generators when power drops low.
- Enable rubber factories that use coal and diesel ONLY if storage is less than half and Sulfur-Naphta factories are not working.
Many other fine tuning scenarios where current balancers/logistic assignments are not enough.
Comments: 6
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13 Jan, '22
YandersenHey, I see an easy implementation for this given new storage alert mechanics: if the selected building can operate conditionally, then the UI may just have a drop-down list where u select one of the previously set alerts as a triggering condition. And based on the alert trigger chosen u switch if the building should be on or off when that particular alert is active.
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24 Jun, '22
MarvIts important for Belts like and Storages: only output Material through "exit 2" if capacity >50%
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08 Jul, '22
WirlinDefinitely... Feast or Famine nonstop for me because the factories just build whatever they feel like building...
Sure Mechanical Parts are on the bottom of the list and I have everything to build the first thing on the list...
But, I'm just gonna sit here and grind out 1k Mechanical Parts first, even though I can only store 300.
With the alerts, I just have to pause every 30 seconds and flip flop the Coal bins so the trucks realize that I want them emptied... but NOT ALL THE WAY... and NOT FULL constantly while there's 30 idle trucks just sitting there hanging out.
Or excavators mining Limestone when they're set to mine Coal so all the trucks fill the nearby bins and then just sit there with empty forge bins across the map any way that I set them... dedicated trucks just sit there at the bin they're dedicated to and watch it being empty until I fire their asses and recycle their truck out of spite.
Addictive game for sure... bought it on the 4th and havn't even watched a movie since. -
08 Jul, '22
WirlinI figured out last night that you can set your main power turbine shaft stuff to Priority 1 or 2 and they'll run first...
I set the first 2 turbine generators to 1, the second set of 2 to priority 2, 3rd set of 2 to priority 3...
And then set my diesel power generators to Priority 13, 12, and 11...
That way the diesel ones only kick in when needed and don't run all the time.
I think that's what makes me crash every 4 or 5 hours... constantly changing the priority of the buildings. -
08 Jul, '22
DarkaiserWhile this is not the MOST useful idea, I can see it being GREAT under certain circumstances. Many players are farther along in the game than me so I'm sure there would be more opportunities to use this later on.
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26 Feb, '23
BladeSe7enThis is a brilliant idea. For an example, on my oil distillation, I have two basic distillers producing diesel which in turn powers a few generators that act as an emergency power/diesel source if my advanced distillers get backed up. What I would like, is an if/else case that checks if diesel or power is low, then turn on the basic distillers and generators.