Factorio

Factorio

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Blaank Apr 17, 2017 @ 9:39pm
Is there any way to turn inserters on/off on command?
I can't figure out any way to do this other than hooking them up to a chest and manually putting items in the chest to turn them on.
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Showing 1-15 of 16 comments
Blaank Apr 17, 2017 @ 9:48pm 
Also is there an easy way to copy circuit settings and add them to 29 other inserters instead of setting each one?
Htom Sirveaux Apr 17, 2017 @ 11:10pm 
You could use a robo port to feed the chest for the inserter though without more context It will be hard to give a more reliable solution.

As for copy/pastre yes you can. I do not remember the exact command off hand (i think its shift left and shift right respectively but its listed in the keybindings all the same) this will allow you to copy the parameters (network and so on) from one entity to anther.

It can also be used to copy selected recipes from one chem plant/refinery etc. to another.
Yugatha Apr 18, 2017 @ 12:55am 
For copying and pasting, it's Shift + Right click to copy, and shift-left click to paste

This works for insterters, trains, wagons, assembly machines...
psznm Apr 18, 2017 @ 3:52am 
You could connect your inserters to a logi network and have a "switch" item. One that normally wouldn't be in your logi network, when you would want to turn them on/off you would request/trash the switch item. However I can not imagine any situation where you would need to turn inserters off on command.
Yugatha Apr 18, 2017 @ 4:37am 
Even easier would be using one of the logic items (constant decider), and have it linked to the inserter in question. Set the inserter to be activated with "A" > 0. Then, set the constant decider to output "A" = 1. Inside the desider is an on/off radio toggle.
Nailfoot Apr 18, 2017 @ 4:39am 
Originally posted by Blaank:
I can't figure out any way to do this other than hooking them up to a chest and manually putting items in the chest to turn them on.


You can also use a power switch controling the power pole that the inserter is attached to. Then that power switch can be controled with the circuit network in almost any manor you could conceive.
Yugatha Apr 18, 2017 @ 11:36pm 
Originally posted by Nailfoot:
Originally posted by Blaank:
I can't figure out any way to do this other than hooking them up to a chest and manually putting items in the chest to turn them on.


You can also use a power switch controling the power pole that the inserter is attached to. Then that power switch can be controled with the circuit network in almost any manor you could conceive.

Only issue with this is turning off other things that use the same power pole.
Nailfoot Apr 19, 2017 @ 5:24am 
Originally posted by Yugatha:
Originally posted by Nailfoot:


You can also use a power switch controling the power pole that the inserter is attached to. Then that power switch can be controled with the circuit network in almost any manor you could conceive.

Only issue with this is turning off other things that use the same power pole.

Yeah, obviously one would need to plan for it.
Originally posted by Nailfoot:
Originally posted by Yugatha:

Only issue with this is turning off other things that use the same power pole.

Yeah, obviously one would need to plan for it.

thats not a problem if production line is making 1 good's

i myself used power switch on 1 product production lines to shut it off if condition is met , but most important place i used it was to 100% automate oil cracking
Nailfoot Apr 19, 2017 @ 7:52pm 
The only use I have for the power switch is to turn off the furnace bank and associated beacons if plates are not currently being produced.

Beacons eat a ton of power.
Originally posted by Nailfoot:
The only use I have for the power switch is to turn off the furnace bank and associated beacons if plates are not currently being produced.

Beacons eat a ton of power.

Hardly , my lasser turrets on my last save consume 250MW on idle , during active it spikes about 350-450MW
Repsack Apr 20, 2017 @ 9:01am 
Place 2 sets of power poles, one set for inserters, and one set for other stuff. Then afterwards, use copper wire and manually disconnect all the things that should not be connected.
Nailfoot Apr 20, 2017 @ 9:52am 
Originally posted by Varenvel:
Originally posted by Nailfoot:
The only use I have for the power switch is to turn off the furnace bank and associated beacons if plates are not currently being produced.

Beacons eat a ton of power.

Hardly , my lasser turrets on my last save consume 250MW on idle , during active it spikes about 350-450MW

So you had 10K laser towers. That still doesn't invalidate the logic behind turning off a set of furnaces.

It would be no easy task (and perhaps impossible) to turn off the laser towers and have them automatically turn on once a biter gets near that wall section. If it was possible to do so, that would certainly be a great saver of energy.
Fel Apr 20, 2017 @ 10:35am 
It would be nice if you could get a signal from the radar's direct zone when an enemy enters it, but I'm fairly sure that it's not something that actually exists.
bobSheep Apr 20, 2017 @ 2:19pm 
You can use a constant combinator to send a signal, then have them work if signal > 0 or = any value.
You can combine this to for instance have combinator: iron * red , combinator output iron =1, and have them work on that. Like that you can connect them to chests or stuff, and toggle them on/off using combinators.
Last edited by bobSheep; Apr 20, 2017 @ 2:20pm
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Date Posted: Apr 17, 2017 @ 9:39pm
Posts: 16