![]() The relevent data(network connection information, circuit conditions, logistic conditions) is packed into something I call 'control behaviors' (because they tell the entity how to behave when they are controlled by the circuit or logistic network). This was not really a problem, but if it would have been done the same to all the new entities, especially transport belts, it would have become a problem. That meant that if you had thousands of inserters in your map that were not connected to the circuit or logistic network, some RAM and savegame space was wasted. Previously, the way the circuit network worked was that every entity that could be connected to the circuit network had all network connection information, circuit conditions, logistic conditions, etc inside of it. This logic works for one belt tile, not for the whole length of belt. Those familiar with combinators will probably figure out that pulse mode is very useful for calculating the throughput of the belt or calculating the total number of items that passed though that belt. Hold mode will send the number of items on the current belt as long as they sit there. Pulse mode sends a signal for 1 tick when an item enters the belt. You can also read the contents of the belt in 2 ways: pulse mode and hold mode. Transport belts can be turned on or off based on circuit or logistic condition. Probably one of the more interesting entities that can now be connected to the circuit network are Accumulators and Transport belts.Īccumulators send the current charge level, so you can finally easily turn off steam engines at night or activate backup power based on accumulator charge levels. Now hovering over entities that have red/green wires connected to them will highlight the wire network. It's really easy to get lost in wires when making complicated setups. This is something for those who make huge combinator networks. You can now turn off pumps, offshore pumps, inserters, transport belts, lamps and power switches directly using a logistic condition, no new entities required, just click the magic button after researching the logistic network. The good thing about this GUI separation is that it also allows finer control, so most entities that can be turned on or off by the circuit network can also be turned on or off by directly using a logistic condition. Mode of operation settings: various settings depending on the selected mode of operation.Tooltips briefly explain what each mode does. Mode of operation: sets how you want this entity to interact with the circuit network.Connection information: if and what it's connected to.The window is usually separated into 3 parts: The logistic network button works in a similar way. Clicking the circuit network icon will open a window that lets you set up how you want the entity to interact with the circuit network. The solution is 2 small buttons in the top-right of circuit connectable entities GUI, they will appear when you research the circuit network and the logistic network respectively. Sprinkling circuit network related GUI elements randomly in the entity GUI looked pretty bad and was hard to understand. One of the problems that had to be solved was GUI interaction. This means that you can continue to connect entities to the circuit network directly. The community had some good examples of why it was a bad idea, so we went back to the way it worked before. If you remember my last FFF I wrote about adding a new entity called Circuit Network Connector that would have been used for connecting normal entities to the circuit network. In the meantime, here's some more information about the circuit network. The art guys are working hard on the new trains graphics. The programming guys are trying to finish the features so we can start internal playtesting and bugfixing next week.
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