Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Logic circuits can be very simple. Start with a tank of heavy oil and a pump, with a red or green wire connecting them. Use that setup to send heavy oil to cracking only if the tank is near full.
Why? Because you want to keep some heavy oil available to make lubricant in priority. Only the excess should go to cracking.
How? Connect the tank and a pump with a wire. Click the pump. At the bottom you'll see its working condition. Set it to "heavy oil symbol" ">" "22500". Use the pump output as the only source of heavy oil for cracking.
No combinators needed, just a single wire. From there, take small bites, learn a little bit every time you load the game, try to do anything useful or silly with logic circuit. Make a lamp light up all the time. Then make it green all then time. Then make it red. Then make it red only when the accumulator it is connected to is not at full charge. Then make it blink. Then make it blink only when there's no iron plates on a belt where there should be iron plates. Then use a speaker instead of a lamp, to get an alarm triggered that will warn you wherever you are on the map. And then...
Small bites.
Here's a real good tutorial. It goes fast but it covers all basics.
https://www.youtube.com/watch?v=kWLKA5zRrQ0
... and it's unlikely you will need them in the expansion, judging from all we heard so far.
Now project what we have with trains and reactors onto spaceships (because spaceships can have reactors). Logistics would be at least as complex as that of trains or even more so. My understanding is that resources are likely to travel both ways and having ships do one-way deliveries like trains do will be long and ineffective.
1. Pick up resources destination wants via rockets. 2. Stock on ammo, fuel or potential other consumables 3. Fly to the destination. 4. Unload. 5. Pick up resoruces 6. Resupply. 7. Travel back 8. Unload.
Seems like there will be at least some logic involved. Resuply I suspect is going to be particularly interesting since you probably don't want to start traveling unless you are sure you have full fuel tanks and enough ammo stocked, enough reactor fuel to last the trip (which you probably want to shutdown when in areas with enough light). And that is in a case of a self-resuplying ship (sans uranium), but is self resuplying ships the cheapest or practical early on? Or is it better to just transfer a bunch of ammo and liquids from a nearby space station (won't need rockets?) and bypass needing a lot of heavy industry that makes ship slow. How is that going to affect logic's complexity of very fast but short range ships?
And that's just spaceships. I imagine you don't want to sudenly lose whole logistic network on a remote planet due to running out of power and not knowing you did thus having to get creative with a spidertron or making a long trip via spaceship yourself once something goes wrong. Which means logic to notify you of issues before they happen, while you can do something about it remotely.
... and it's unlikely you will need them in the expansion, judging from all we heard so far.
Yes, circuits are great, that's why we get more circuits goodies. But it's perfectly fine to finish the game without them, and from what we know (SA aiming to be less hardcore space expansion compared to SE) it should not lock the progress behind them.
You probably meant to post this on the v1.1.94 announcement?
And not here?
Regardless; the update doesn't break those mods.
It 'breaks' ZK-lib, or rather: ZK-lib was doing something not-quite-supported wrt manipulating the prototype chain for entities, which broke with 1.1.94 and that breakage cascaded and in turn caused problems for all those other mods which were just doing their normal thing.
It's also already patched. Update ZK-lib.
What's next? Labels for belts? Signposts? Wireless signals aka the internet?
Easier combinators? oh gawd
It's an expansion and it will be out in a year or so.
that would take it from an amazing feature to perfect.