Read by Council Logic indicator for full and empty cargo

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    For get this. It was pointed out that it was already implemented.

    I was working on building a automated ware house for storing my cargo modules.
    I got a short ways into the design and realized a massive flaw. No way to determine when a module was full or empty so it would require manually going through this large warehouse to look at each stored module to determine if it needed to be pulled or not.

    That kind of defeats the idea of making an automated ware house.

    Even taking full advantage of the new inventories ability to be connected to other storage(s) you still manually have to connect them.

    So my recommendation is that storage boxes be given a high and low signal. high for when inventory is full. Low for when it is empty.
    Or even better an actual range system between 1 and 0 that can be fed to the future controllers and modules.
     
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    I was working on building a automated ware house for storing my cargo modules.
    I got a short ways into the design and realized a massive flaw. No way to determine when a module was full or empty so it would require manually going through this large warehouse to look at each stored module to determine if it needed to be pulled or not.

    That kind of defeats the idea of making an automated ware house.

    Even taking full advantage of the new inventories ability to be connected to other storage(s) you still manually have to connect them.

    So my recommendation is that storage boxes be given a high and low signal. high for when inventory is full. Low for when it is empty.
    Or even better an actual range system between 1 and 0 that can be fed to the future controllers and modules.
    Already implemented.

    An activator placed adjacent to a storage will be turned ON/HIGH when the storage next to it is full.
    An OR-Gate placed adjacent to a storage will be turned ON/HIGH when the storage next to it has something in it.

    These logic states are only updated when the state is changed by another storage pulling from them or pulling items into themselves.
    Edit: Look here for more info (near the bottom): https://starmadepedia.net/wiki/Storage
     
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    Didn't realize it thanks. Must be my system again acting up.

    Now that issue is solved the next issue is figuring out how to automatically connect to the container and read that signal. Arg.

    That or I am going to have to build an out bound track and have it switch itself on to it.
    When the signal goes low.
     
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    Bench

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    The logic is slightly tweaked. You need to connect with C & V, no longer adjacent. Also the triggers are a little buggy, we're aware of the issues and are looking at ways to resolve them.
     
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    The logic is slightly tweaked. You need to connect with C & V, no longer adjacent. Also the triggers are a little buggy, we're aware of the issues and are looking at ways to resolve them.
    Oh man! so much yes. The fact that they are linkable now saves me a lot of headache down the line on rebuilding several of my factory templates.
     
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    The logic is slightly tweaked. You need to connect with C & V, no longer adjacent. Also the triggers are a little buggy, we're aware of the issues and are looking at ways to resolve them.
    Sorry if the answer is obvious (please forgive my ignorance), but what do you mean by "the triggers"?

    Also, since your reply is dated Dec 2015, is this still problematic today? I ask because I'm having trouble getting a consistent signal off my cargo block. Activation blocks alternate every tick, and OR doesn't seem to care what state the cargo is in.
     

    Lukwan

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    I'm having trouble getting a consistent signal off my cargo block. Activation blocks alternate every tick, and OR doesn't seem to care what state the cargo is in.
    I just watched Bench's Masterclass series on logic. I think your answers are to be found there. It is a really helpful tutorial and explains the logic solution you are looking for. (Bugs not withstanding)
     
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    The logic is slightly tweaked. You need to connect with C & V, no longer adjacent. Also the triggers are a little buggy, we're aware of the issues and are looking at ways to resolve them.
    Yeah I couldn't even get full detection working and partial detection with OR only works when using chest to chest and not between entities, factories or by hand