Difference between revisions of "Launch Controller"

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By right-clicking the Launch Controller, the user interface will show up.
 
By right-clicking the Launch Controller, the user interface will show up.
  
On the top you will have the Frequency field which allows you to set the Controller's Frequency.
+
On the top you will have the Frequency field which allows you to set the Controller's Frequency. It acts like an ID so be sure to make the ID is unique!
  
It acts like an ID so be sure to make the IDs unique!
+
Next is the destination frequency which sets the target [[Rocket Launch Pad|Landing Pad]] with its own Launch Controller.
  
Next is the destination frequency which sets the target [[Rocket Launch Pad|Landing Pad]] with its own Launch Controller.
+
(The screenshot here shows the Launch Controller with ID: 1 and target ID: 2 so with any luck the second Launch Controller does have ID: 2...)<br />
  
(The screenshot shows the Launch Controller with ID: 1 and target ID: 2 so with any luck the second Launch Controller does have ID: 2...)<br />
 
 
Next we have got two buttons.<br />
 
Next we have got two buttons.<br />
The first one should normally be red; if you set it to green, it will break the launch pad at liftoff (the same as how a launch pad breaks when there is no Launch Controller) but you will have no way to recover the broken launch pad because there will be no [[Parachest]] when your launch-controlled rocket lands.
 
  
The second enables multiple scenarios for an automated liftoff:<br />
+
The 'Remove pad' button should normally be red.  If you set it to green, it will break the launch pad at liftoff, the same as how a launch pad breaks when there is no Launch Controller.  But you will have no way to recover the 9 launch pad tiles because when your launch-controlled rocket lands there is no [[Parachest]] or lander.
 +
 
 +
The 'Launch when' button enables multiple scenarios for an automated liftoff:<br />
 
* Cargo is Unloaded
 
* Cargo is Unloaded
 
* Cargo is Full
 
* Cargo is Full

Revision as of 16:58, 1 May 2015

Launch Controller
Launch Controller.png
Launch Controller
Mod

Galacticraft

Type

Pad

Tool

This block can be broken with any tool, but a pickaxe is the quickest

Stackable

Yes (64)

First Appearance

v2.0

The Launch Controller is a new block introduced in Galacticraft 2 which allows the automated liftoff of Cargo Rockets.

It requires energy to operate and also has a built-in chunk loader.

Crafting Recipe

Please note that Galacticraft interim versions 3.0.11.311 through to 3.0.11.318 had a recipe bug where this item could not be crafted. This was fixed as of version 3.0.11.319.

Desh Ingot Frequency Module Desh Ingot Grid layout Arrow (small).png Launch Controller
Compressed Desh Advanced Wafer Compressed Desh
Desh Ingot Aluminum Wire Desh Ingot


UI Settings

The UI of the Launch Controller

By right-clicking the Launch Controller, the user interface will show up.

On the top you will have the Frequency field which allows you to set the Controller's Frequency. It acts like an ID so be sure to make the ID is unique!

Next is the destination frequency which sets the target Landing Pad with its own Launch Controller.

(The screenshot here shows the Launch Controller with ID: 1 and target ID: 2 so with any luck the second Launch Controller does have ID: 2...)

Next we have got two buttons.

The 'Remove pad' button should normally be red. If you set it to green, it will break the launch pad at liftoff, the same as how a launch pad breaks when there is no Launch Controller. But you will have no way to recover the 9 launch pad tiles because when your launch-controlled rocket lands there is no Parachest or lander.

The 'Launch when' button enables multiple scenarios for an automated liftoff:

  • Cargo is Unloaded
  • Cargo is Full
  • Fully Fueled
  • Instantly
  • 10 Seconds
  • 30 Seconds
  • 1 Minute
  • Redstone Signal

Note: the "Cargo is Full" setting will not launch until the rocket detects that it can accept no more items - detected by trying to put an extra item into the rocket and failing. Example: if the cargo rocket has 17 full stacks, and the Cargo Loader is now loading it with wood and it has a half stack of wood in slot 18, then it is not "full" because it can still take more wood. But if the Cargo Loader's next item is coal, there is no slot to put that into, and so the rocket will be detected as "full" and will now launch.

Pictures


Impt.png
Unless stated otherwise, all information contained on this wiki should be considered outdated and might not reflect in-game experiences