Originally shared on the public FactorioPrints / Factorio School archive (factorioprints.com · factorio.school). Authorship preserved from the public catalog.
This is a simple timer system that begins the timer when the input stops.
Description:
This is circuit uses an RS Latch and a few if statements to delay a variables value from becoming 0/null.
When the variable does become 0/null, then a timer is started and it will reset the rs latch when it reaches the delay value.
If the variable changes from 0/null during the timer period, the timer is canceled and reset.
It's shaped to fit between belts heading towards or away from factories.
You can see generated images here, but without the alt-info, it's still handy to see the wiring.
<ul>
<li>To adjust the delay, adjust signal <em><b>D</b></em> in the constant cominbator.</li>
<li>The default delay is 120 game ticks, or 2 seconds.</li>
</ul>
Common Parameters:
The input can be adjusted, or filtered. By default most of the blueprints trigger on any non-zero value, and will only begin the delay timer if no input is available. Simply change the green asterisk to be what you need.
The input wire(s) can be red or green.
The outputs are nearly always on the red wire.
In the default orientation:
The bottom right decider combinator is the input.
Combinators on the right pointing into the circuit are inputs.
Combinators on the left pointing out of the circuit are outputs.
The signal <em><b>T</b></em> comes from a second constant combinator. It is set to 1. Adjusting this will adjust the rate of time, setting it to 2 would make the timer run twice as fast.
<br />
In the images below, only the Demo blueprint actually contains lights and the USE constant combinator. These were added for demonstration only. Additionally, only the Demo and DPS blueprints have power poles/substations.
Bottom | <img src="/icons/red-wire.png" /> | <img src="/icons/signal-green.png" /> | 1 while input or timer running.
<br /><br /><br />
A larger version of the core system, providing more data out. This is really like version 7 of what I started with, and the smaller core is created from reducing this...
The input value is set to pink for editing ease. All pink values would need to be changed to the value you want to store.
The is just using the red signal from the core to reset the standard memory cell.
The screenshot is old and the middle-top decider combinator on the left hand side has been rotated just to help indicate that it is not meant to be an output.
The screenshot is old and the top and middle decider combinators on the left hand side have been rotated just to help indicate that it is not meant to be an output.
It does not include it's own timer. I consider this to be more expensive as more items are updating every game tick.
The screenshot is old and the middle decider combinator on the left hand side has been rotated just to help indicate that it is not meant to be an output.
It does not include it's own timer. This is even more expensive as it has a value check every game tick and additional math performed every second.
The screenshot is old and the middle decider combinator on the left hand side has been rotated just to help indicate that it is not meant to be an output.
Default filter is anything that's not 0. Adjustable.
Outputs:
Source
Wire
Variable
Values
Bottom
<img src="/icons/red-wire.png" />
<img src="/icons/signal-green.png" />
1 while input or timer running.
<br /><br /><br />
The video/gif is using this. It's just the Signal End Delay - Core - Any Wire Ouput with lights and a constant combinator to use as an input, for demo purposes.
This is the primary reason the circuit was created. It enables you to shut down your factories if the you don't need any more of the item they are making. The delay is there to let them finish their current production and to let the inserter arms move back to their resting positions, instead of simply killing the power. It also includes combinators to output variables related to the raw resources needed. For example, if producing inserters, it would output a Green Circuit variable and an Iron plate variable, both with the value of 1. This is used with the blueprint below to enable power to the resource portion of your production.
This is setup to use the standard production limit math of multiplying the chest values by -1 and letting the additive properties of the wire to combine with the limit you set in the constant combinator.
Usage:
Put the total number of items you want to produce in the ITEM constant combinator. In the screenshot, this is set to 50 stack insererters, in the blueprint it's set to ITEM with 0 values.
Hook up the Medium Power Pole Red wire to the chests, and hook up the Green wire to your inserters.
Adjust the decider combinators on the right hand side to send signals to the Delayed Power Shutoff - Resource Production blueprint to have those factory sections turn on. These by default only output on the red wire, but that could be adjusted. Do not use both red and green wires as outputs.
Set the inserters to work if item is greater than 0.
Inputs:
Source
Wire
Variable
Values
<img src="/icons/constant-combinator.png" />
<img src="/icons/signal-D.png" />
Delay in game ticks.
<img src="/icons/constant-combinator.png" />
Product limits.
<img src="/icons/medium-electric-pole.png" />
<img src="/icons/red-wire.png" />
Wire to factory output chests.
Outputs:
Source
Wire
Variable
Values
<img src="/icons/medium-electric-pole.png" />
<img src="/icons/green-wire.png" />
Wire to insterters (factory input or output).
<img src="/icons/power-switch.png" />
<img src="/icons/copper-cable.png" />
Wire left side of power switch to factory power poles.
<img src="/icons/decider-combinator.png" />
<img src="/icons/red-wire.png" />
Resources needed by product.
<br /><br /><br />
This works with the above blueprint. This used for a resource production, something like plates or circuits. This is meant to detect a resource variable on the input wire and enable production of that resource. Working with the above blueprint allows you to chain the power shutdown delays. The length of the delay should be set on how fast your resources refill from any production bursts. Clearly if your using all your resources then this isn't needed. It's most useful for mall style productions that are not in constant demand, like construction items.
The default setting is to filter for Red Circuits, this should not be set to anything/everything and should be set to a specific product.
Adjust the decider combinators on the right hand side to send signals to additional placements of this blueprint to have those factory sections turn on. These by default only output on the red wire, but that could be adjusted. Do not use both red and green wires as outputs.
The medium electric pole is not included in the blueprint.
Inputs:
Source
Wire
Variable
Values
<img src="/icons/constant-combinator.png" />
<img src="/icons/signal-D.png" />
Delay in game ticks.
<img src="/icons/substation.png" />
<img src="/icons/red-wire.png" />
<img src="/icons/advanced-circuit.png" />
Wire from Delayed Power Shutoff - Product Limits
Outputs:
Source
Wire
Variable
Values
<img src="/icons/power-switch.png" />
<img src="/icons/copper-cable.png" />
Wire left side of power switch to factory power poles.