Circuit Launchable Rockets

by S6X

Launch a rocket via the circuit network... and it might even go where you want it to.

Utilities
2 months ago
2.0
2.48K
Factorio: Space Age Icon Space Age Mod
Transportation Logistics Circuit network

g Variable trigger times for launch

2 months ago
(updated 2 months ago)

I've noticed weird differences in the amount of time it takes for a launch to trigger even though A) The rocket is totally full B) I have a hard-coded destination, not Auto.

I'm doing a bunch of automation around rocket launch (unsurprising). I have a silo set to a specific destination, not using Auto or the multi-signal mode yet. The silo itself is set to None for circuit connection. I'm using the default launch signal. I built a timer circuit that asserts a Launch = 1 signal for some length of time. At first I tried a single tick, that didn't work, then I tried increasing it, 30 ticks...60... 600! ticks ie 10 seconds. And sometimes the rocket launches, sometimes it doesn't. I can't figure out what the logic behind it is. I'll push my timer button, it'll assert launch for 10 seconds, and nothing happens. Then I just push the button again, and it launches almost immediately even though nothing has changed.

Thoughts? I first thought maybe to save UPS you were checking the signal once in a while or something, but unless you're checking less often than every 10 seconds it can't be that simple. EDIT: looking at your code it looks like maybe you're checking it every 30 ticks, which is fine but I'm asserting the signal way longer than that. I also see the timeout that happens after a launch, but I notice the issue even if the silo hasn't launched anything for several minutes.

2 months ago

A single-tick launch signal might be missed because I only check twice per second in order to conserve UPS. A signal sent for 30 or 60 ticks should launch the rocket, though, or at least show the "Zzz" icon if it's not... so this is strange.

Please send me a save file where a silo is getting a valid launch signal and not launching so I can investigate this further.

2 months ago

It was a circuit bug, pretty embarrassing. Due to some really weird coincidences, the circuit was pulsing off for a tick periodically in a particular pattern that would happen to line up with the modulo-30 index of the silo that your mod was using to check the circuit. Combined with me doing a lot of playing at >120 ups game speed I didn't notice it happening.

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