Ability to read rocket count in silo using circuit network

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DNAmaster10
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Ability to read rocket count in silo using circuit network

Post by DNAmaster10 »

Apologies if this has already been suggested.

I'd like to be able to read via the circuit network the total number of rockets stored within a silo. This can be useful for a variety of different reasons. Notably, I'd like to use circuit conditions to determine when I should send a space platform to a planet. I'd like to only send a platform if the destination planet has a rocket available to be dispatched upon arrival.

Thanks!
Epb7304
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Re: Ability to read rocket count in silo using circuit network

Post by Epb7304 »

In theory you could test to see if items are not being inserted but are available.
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Re: Ability to read rocket count in silo using circuit network

Post by DNAmaster10 »

Epb7304 wrote: Fri Nov 01, 2024 11:09 pm In theory you could test to see if items are not being inserted but are available.
That's true, and is the option I've gone with as of now. Still, it's relatively complicated to set up when compared to just having it as an output from the rocket silo, especially when you factor in speed and prod modules, which make it harder to set up a timer to know when a rocket is being constructed.
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Rocket silo should output count of rocket parts

Post by mrvn »

TL;DR
On a circuit connection to the rocket silo it should be possible to read the number of rocket parts built.
What?
The rocket silo circuit control should either output the number of built rocket parts as part of "Read contents" or have an option for "Output rocket parts as <X>". The former would be more in line with how assemblers handle "Read contents" and the rocket parts signal would not conflict with any contents.
Why?
There is currently no way to check the progress of the rocket silo building a rocket. That makes it impossible to control when a rocket is build or request just enough items to finish a rocket or any other fine control.

Knowing how many rockets are available for launch would allow producing items to ship in a just-in-time method instead having to buffer full rocket loads ahead of time.

It would also make it possible to build 49 rocket parts, then load items into the silo via inserters and finally finish the rocket when the rocket should be launched. This would allow the planet to prevent an early launch when the space platform hub has set a "minimum amount".
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Re: Rocket silo should output count of rocket parts

Post by The_Moderator »

I would absolutely love this!!! Currently working on a decorative launch silo with lights that show silo progress based on the number of parts inserted but I have been having difficulty in determining when to reset the count. Having such a signal would make things infinitely easier.

The other signal I would absolutely love is just circuit signal for a rocket being launched itself. That way I would be able to trigger alarms/sirens and special light groups just for the occasion!! :D :D
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Re: Ability to read rocket count in silo using circuit network

Post by eatnumber1 »

If false negatives are ok, you could use a requestor chest feeding parts into the silo, then detect if the requestor chest has enough parts to build a rocket (meaning the silo already built both of its rockets).
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Rocket Silo should output build percentage

Post by Sarahtoma12354 »

TL;DR
The rocket silo should have a circuit option to output current rocket build percentage, optionally the secondary rocket as well.

What?
Image mock-up, rocket build progress could be output to the circuit network (likely as a user-controlled signal, like assemblers and roboports).
Shown as a simple lamp progress bar under the silo here, but could be used for alarms (progress hasn't updated in x time?) or manual loading aid with multiple silos (avoids needing to click in to each one to check).
Image mock up of an additional circuit network output to the rocket silo.
Image mock up of an additional circuit network output to the rocket silo.
Untitled drawing.png (1.06 MiB) Viewed 530 times
Why?
This small feature would positively impact the game by allowing for more functional and aesthetic builds around rocket silos, rather than only visually changing once ready and at launch.
While this feature would be mostly useless in the base game, silo progress is an integral stat to manage in space age.
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Re: Rocket Silo should output build percentage

Post by Arenuphis »

A very simple way to get some extra functionality out of what's now become a very important block
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Rocket silo output crafting info to circuit network

Post by Amarula »

TL;DR
Have the rocket silo output crafting information, as is done for other crafting machines.
What?
The standard crafting output to the circuit network: the current contents, optionally including those currently being used for crafting (rocket parts); the rocket part recipe (for mods); the control signal for 1 tick when the recipe completes (would give the rocket percentage complete that others have asked for); and the working signal. Would be super nice if the working signal indicated working on rocket parts (building a rocket), preparing for launch as the rocket exits the silo, and launching.
Why?
In part for consistency, every other crafting machine can output crafting information.
Mostly for fun, to be able to start a siren and flashing lights when a rocket completes and starts the launch animation.
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Re: Ability to read rocket count in silo using circuit network

Post by Koub »

[Koub] Merged several threads with similar suggestions aimed at the same need : being able to track, via circuitry, the progress of rocket silo "crafting".
For completeness, this was also mentioned in [url)viewtopic.php?t=30698]this[/url] broader suggestion.
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