Hello,
i'm lookping for a mod to switch off all beacon.
Because beacon used lot of power, i'm looking for a entity who can switch off all beacon if a condition is true. (for example I monitor my batteries and if charge < 40%, I swith off all beacon)
switch off all beacon
Re: switch off all beacon
You can do this by connecting all beacons to separate power grid and using power switch.
Re: switch off all beacon
Impossible to connect all becons to a diffetent power grid when you have 200 of them, on lot of diffetent places. That my problem !
Re: switch off all beacon
The easiest answer is to just build more power so you can leave them on.
If you want to get ahold of me I'm almost always on Discord.
Re: switch off all beacon
No way with red/green wires and smart connection?Rseding91 wrote:The easiest answer is to just build more power so you can leave them on.
Re: switch off all beacon
You could always turn them off by having circuit controlled inserters removing/inserting their modules.
Also according to this post power switches are a terrible idea for bigger bases.
Also according to this post power switches are a terrible idea for bigger bases.
Rseding91 wrote:Making beacons switch off on signals would be the exact same as switching off through loss of power. It wouldn't save any additional UPS.Optera wrote:Another reason for making beacons switch on/off on signals. Sadly switching beacons wasn't voted higher in circuit feature poll.Rseding91 wrote:"Powering down" things is one of the worse ways you can stop a factory. Simply not giving it any resources to consume/use is the ideal way.
The problem is: "powering down" an entity means the normal update logic on the entity can't run because there's no power to do things like "move the inserter arm". The entity has no update notification when power is restored so it can't disable itself.
Currently you have to decide between draining power for more UPS or switch power off at the expense of continuous "needless" UPS updates. Placing an inserter loop, removing/inserting modules on signals, next to every beacon simply takes too much space to be a feasible alternative.
Circuit "switch off" is just a flag in the entity that forces it to not run the normal update logic. It's also one of the worse ways to "power down" something.
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