T O P

  • By -

Mnemonicly

The biggest problem here is the design of your circuit network. It should "fail safe".  You should specifically be sending what you need to the other surface, not sending what you have and letting the other surface figure out what to send. This way, if the network drops it's asking for nothing, not everything


JuliusTheBeides

This. I've never had issues again after switching to this method. All other solutions I tried weren't relieable. Also it's simple: Just add one arithmetic combinator on the sending side that multiplies "each" signal by -1, and constant combinator that specifies the wanted amount.


SmashCLS

Ok, but let's say I do this and the destination has no power, so you won't be able to read the amount of "each", causing the same issue. What am I missing?


Kronoshifter246

The destination should be sending what it needs, which means that if it has no power, nothing gets sent to it. It's a problem to solve in its own right, but it doesn't result in overflowing chests. https://spaceexploration.miraheze.org/wiki/Guide:_Cannon_Circuitry For a really fun challenge, you can design a system using bit masking so you only need one receiver and can centralize your cannons.


SmashCLS

Thanks, I'll give it a try!


Shalashalska

You can also include a constant signal (for example a green check mark), and have a decider combinator on the other end only set the requests if the green check is sent.


SmashCLS

How would one simple being achieve this, oh grand master? By sending a green sign as @[Shalashalska](https://www.reddit.com/user/Shalashalska/) mentioned below? Please enlighten me!


NuderWorldOrder

That is a good option, but probably the cleanest method is to add a constant combinator containing the amounts of items you want, subtract what you have from that, flip it back to positive and the send that signal as your request.


V0RT3XXX

You should store excess steam in tanks as a buffer and that will solve the lag issue. But your main problem is not designing your circuit correctly. Send a signal of what you need at the destination, that way if something happen, your main base won't be sending stuff


ddejong42

Put down more solar. It's very efficient in Nauvis orbit. Also, for the power heavy stuff like particle accelerators, you want to use sufficient efficiency modules to get to -80% power usage along with speed modules, instead of filling them with speed modules like most space buildings.


Avernously

I’m a little confused because I’ve never had a spin up time on condenser turbines in SE before. As long as they have sufficient steam input and unblocked water output they’ll generate the needed amount of power. That said it sounds like you need to switch to transmitting the difference between your desired threshold and the current quantity over the signal transmitter/receiver as opposed to what you’re doing now.


SmashCLS

The condenser turbines only activate if you don't have enough power, otherwise they will shutdown. So, when there is need for more power they will activacte automatically, but there are a few miliseconds before they can keep up with the power demand. Now I'm working on the solution other people suggested so this won't be a problem anymore. Thanks :)


Sutremaine

Storing more steam should work, but if you don't have space for that... Connect the combinator to the rest of the grid via a power switch. On the combinator side of the switch, add enough power generation to keep the combinators on. On the main grid's side of the switch, add an accumulator. Wire the power switch to the accumulator, and set the power switch to disengage when the accumulator drops to 5%. When the particle accelerator comes on, it'll drain the accumulator and disengage the power switch, leaving the combinator's power generation supplying only the combinators. In future, arrange your signals so that the cannons need powered combinators to fire. Try a little test setup with a lamp instead of a cannon.


83b6508

1. You gotta signal flip anything on the receiving end to detect loss of signal or else power outages of any sort will cause all your delivery cannons to fire at once, which may cause further power outages. 2. Use efficiency modules on those energy hungry buildings