No time to play myself at the moment, but curious what other people experiences are!

  • Cethin@lemmy.zip
    link
    fedilink
    English
    arrow-up
    2
    ·
    24 days ago

    How I have my new system is any station requesting items puts how many trains it will need to fill all requests (and subtracts inbound trains) into the radar network (using the item it’s requesting as the channel). At the drop off stations, it reads the request and picks the largest one, and that gets sent to the train at the station. The train will then take that item and use it in the interrupt. In theory this all makes sense. I’m excited to get it set up.

    • Drigo@sopuli.xyz
      link
      fedilink
      English
      arrow-up
      3
      ·
      24 days ago

      Ah nice, I have yet to try out the new radar signal stuff. But am equally exited to test all my theories in the weekend!

      • Cethin@lemmy.zip
        link
        fedilink
        English
        arrow-up
        3
        ·
        edit-2
        23 days ago

        An update after getting my system running, one important thing to know is apparently trains need some default schedule for interrupts to function. I spent at least an hour trying to figure out what was wrong with my circuit based interrupt until I tried putting a station destination into its schedule and it just started working. Now I just need to replace all my stations.

        I’m now decoupling my bus from the furnaces and making them train based. I’m excited to see it all working and being demand-based.

        I’m now thinking about making my furnaces material agnostic and the outputs just get sorted by type. Maybe that’s a project better left for later so I can actually play the DLC…

        Edit: I realized why it needed a station in the schedule. It can’t read the circuit network unless it’s actively stationed at the station. If it’s just sitting there but not actively set to be there, it doesn’t receive the signal. That’s reasonable I guess, but good to know.