Logic Switches

New content Automation
Bill [ideas] · 3 years ago

Switches that can be used to turn buildings on and off based on set parameters.
Example: Turn water pumps on when water tank is <25% and water pump off when water tank is full.

Serjevski [ideas] · 2 years ago

It would be nice to be able to control allocators using some kind of programmable logic to direct the flow of resources to where it is most needed. Input/output priorities are good, but I would like more. The same applies to sorters.

Syriusz [ideas] · 2 years ago

I double this. It is especially frustrating if you have resources in a loop (like water -> steam High -> steam low -> water). Thankfully, with power generation you can just use balancer with forced equal inputs, but that only works because ratio is 50-50. Plus it would be nice to turn on the brick factories if there is enough dirt.

YoYo [ideas] · 2 years ago

I'd like this with belts
To take load off my trucks I try to use conveyors as much as possible to bring ore/products from distant locations back to a central location.
so if for example, Mining for copper and Iron Ore occurs far away, but the smelting of the copper and Iron Ore occurs more centrally. To do this I use storage at the mines and send the ore back to the central location via a common belt. Then use sorters to take stuff off the belts and put it into storage at the central location. But the problem I run into is that I frequently have situations where the storage in the central location fills up while there is 1/2 a storage worth of "copper" still being transported by the belt. So I have to quickly go to the other side of the map and pause the mining storage and stop output. I then have to deal with the "excess" copper" on the belt and route it to temporary storage to deal with later.
My suggestion is, allow late game Computing, to be combined with the storage, so that my

Kayser Kayser · 2 years ago

I would like precise control over buildings, transports, and vehicles to be made available through a Control Center building, available at Basic Computing. After this building, it's possible to set precise rules as OP suggests. Also arbitrary logic included with AND, OR conditions. This can be done either through visual scheme drag/drop or an in-game programming language. Ability to park and pause vehicles would be nice to save on maintenance.

willvette · 1 year ago

Piggybacking on this; why not centralize it in a building, modern factories especially Refineries and Chemical plants have a centralized control center.
Control Station:
A Control Station is a way of adding logic into Captain of Industry, similar to connecting custom routes. The Control Station building can connect to anything!; pipes, belts, storage, facilities, settlements, splitters, etc upon connecting to something it creates a node in a panel within the building’s control tab, along with the option to add gate nodes; NOT, IF, AND, and OR allowing the ‘Captain’ to make a logical connection.
Control Shed, Con. II, 5-workers, 5 logic nodes max
This starter us useful for small logics, IF that then that
Control Room, Con. III, 18-workers, 12 logic nodes max
Upgraded with a bigger workforce but more nodes to build around
Control Tower, Con. IV, 5-workers + 12-TFlops, 36 logic nodes max
Upgraded with computerization automating out workers whilst allowing a much greater number of nodes

Mark [ideas] 7 · 1 year ago

I would like it to be able to turn on and off unity boost based on criteria. Example when storage is full turn on boost when its below 50% turn off.

BladeSe7en [ideas] · 9 months ago

These conditional operators would work amazing for farming. Seems like I am constantly having to manually rotate my crops to juggle between too much surplus and starvation.

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