Search found 155 matches
- Mon Oct 19, 2015 12:31 pm
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 58360
Re: Combinator Contraptions
I want a line that is "on" (for some definition of on") for the entire time items are being added to a chest, and off otherwise. Check the smart mining drill setup (also in this thread). It currently only produces a signal if x amount of time (configurable) has passed since an item w...
- Sun Oct 18, 2015 12:44 am
- Forum: Gameplay Help
- Topic: Combinator - Train Auto-Resupply
- Replies: 5
- Views: 13347
Re: Combinator - Train Auto-Resupply
I see what you mean about the buildup, it would definitely be a problem. Still, I think I would solve that simply by putting a item flow counter (there's a post in the forums somewhere) right before the train, that counts how many are put in. A flow counter at each outpost subtracts from this total ...
- Fri Oct 16, 2015 11:34 pm
- Forum: Gameplay Help
- Topic: Combinator - Train Auto-Resupply
- Replies: 5
- Views: 13347
Re: Combinator - Train Auto-Resupply Help
I would simply connect the smart chest at each outpost to a smart chest at the supply point in one big circuit network. Then have a smart chest that adds new ammo to the supply chest when the total ammo of the system is less than x. Any ammo in this supply chest is fed directly into a train by fast ...
- Fri Oct 16, 2015 9:03 pm
- Forum: Gameplay Help
- Topic: [Combinators] How to delay a signal?
- Replies: 5
- Views: 22865
Re: [Combinators] How to delay a signal?
Make a single clock that counts up to 60. This is done by connecting a constant combinator outputting a signal of one (I will call it "A" == 1) to the input of a decider. Then attach the output of the decider back to the input and set it to [When "A" < 60, output "A" (i...
- Fri Oct 16, 2015 8:51 pm
- Forum: Gameplay Help
- Topic: [Advanced combinators] Help needed for 'call-able' alphabet
- Replies: 3
- Views: 7197
Re: [Advanced combinators] Help needed for 'call-able' alphabet
You need to create an address enable switch for each grid. Its a single combinator per grid that sits between the bank and grid, preventing any data from entering that grid unless a chosen address enable signal is also on the wire. For example if you use "A" as your address enable signal, ...
- Fri Oct 16, 2015 8:34 pm
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 58360
Re: Combinator Contraptions
I've been trying to build a stable / fast detector for when a chest is getting filled up with items with a fast inserter - any ideas? I can get a pulse every time the inserter inserts something by comparing the number of items in the chest with the same signal delayed by a dummy comparator, but I c...
- Thu Oct 15, 2015 5:41 pm
- Forum: Gameplay Help
- Topic: Signal instability
- Replies: 3
- Views: 8993
Re: Signal instability
Change your last combinator in the series to when "0" == 15, output "0" = 1. Theres a difference between a signal of 0 and no signal. In this type of clock setup when "0" reaches a value of 15 (and 15+1 = 16) "0" < 16 returns false. Instead of ouputting "...
- Wed Aug 26, 2015 1:47 pm
- Forum: Combinator Creations
- Topic: Logic Friday Design using combinators (Decision Tables/Karnaugh maps)
- Replies: 5
- Views: 13704
Re: Logic Friday Design using combinators
Seeing this, I think it would be a REALLY great addition if it were made so that in in the Alt info overlay for the game, red and green wires were thicker/highlighted, like what you have in the diagram. It would really help.
- Fri Aug 21, 2015 1:07 pm
- Forum: Combinator Creations
- Topic: Combinator based Computer that calculates Prime Numbers
- Replies: 14
- Views: 41881
Re: Combinator based Computer that calculates Prime Numbers
This is most excellent work. Both the base and computer are very impressive. What signal/wire are you using for addressing your memory? I'm guessing the ROM and RAM use the same address enable signal, in a continuous fashion? (Eg ROM is addresses 1-160, RAM is 161-240) Personally I am most impressed...
- Thu Aug 20, 2015 11:27 pm
- Forum: Show your Creations
- Topic: Belt counter
- Replies: 24
- Views: 25820
Re: Belt counter
So if it were to receive a -2 on green and 1 on red, the output would be -1, but with a -3 on green and a 1 on red it outputs 1? That's right. For me this is counter-intuitive to how combinators usually work (summing inputs first, then comparing), but what works, works I suppose. I think this behav...
- Thu Aug 20, 2015 9:56 pm
- Forum: Show your Creations
- Topic: Belt counter
- Replies: 24
- Views: 25820
Re: Belt counter
Wow, my explanation is not so simple to understand, but somehow it was very easy to create this thing. I see how it works. I was confused by step 1. If a combinator is receiving a -3 on green and 1 on red, I would expect these to be summed to -2 internally, then output as -2 (since -2 > -3). I am s...
- Thu Aug 20, 2015 7:23 pm
- Forum: Show your Creations
- Topic: Belt counter
- Replies: 24
- Views: 25820
Re: Belt counter
That's interesting then. When output "Each" is selected, is the output specific to the wire color? E.g. does the input from the red wire get output on the red output only?
- Thu Aug 20, 2015 4:52 pm
- Forum: Show your Creations
- Topic: Belt counter
- Replies: 24
- Views: 25820
Re: Belt counter
@Xknight, wouldn't that output a -2 signal each time it performed a count? Have you tested this setup?
- Wed Aug 19, 2015 7:56 pm
- Forum: Gameplay Help
- Topic: Help with combinators
- Replies: 3
- Views: 6319
Re: Help with combinators
Not directly. The best way to do this at current is to use smart inserters to check the logic network, which then move a dummy item into a chest when a condition is true, and out when it is false. The circuit network connects to the chest, detecting when the dummy item is present.
- Wed Aug 19, 2015 1:42 am
- Forum: Show your Creations
- Topic: Belt counter
- Replies: 24
- Views: 25820
Re: Belt counter
Its work great! I have make a plan ... because the sample is hard to read I hope so its more clear what to do Counter V1.png That graphic is awesome, its always a challenge trying to show everything. And I'm not sure how to output a blueprint string, could someone point me to a thread or something ...
- Tue Aug 18, 2015 9:24 pm
- Forum: Show your Creations
- Topic: Belt counter
- Replies: 24
- Views: 25820
Re: Belt counter
The counter should not jam at all.perrydave wrote:Was there any option to avoid from jamming, what could be the best option to avoid from jamming?
- Tue Aug 18, 2015 7:55 pm
- Forum: Gameplay Help
- Topic: Circuit network tells smart inserter what to grab: possible?
- Replies: 5
- Views: 7584
Re: Circuit network tells smart inserter what to grab: possible?
One way to do this would be to set up an intermediate smart chest. All items from the belt are pulled into the first chest. Combinators perform a check to see if the item in the smart chest is needed in the requesting chest. If so, it is moved to the requesting chest, if not it is returned to the be...
- Tue Aug 18, 2015 1:48 pm
- Forum: Show your Creations
- Topic: Belt counter
- Replies: 24
- Views: 25820
Re: Belt counter
Not a problem. Each item is counted once by a pulsed signal only when it is first placed in the chest. (Edited the description to reflect this)
- Tue Aug 18, 2015 1:15 pm
- Forum: Show your Creations
- Topic: Belt counter
- Replies: 24
- Views: 25820
Belt counter
I made a device that counts all items coming down a belt that is expandable for any speed belt and capable of retaining full compression. Here's a screenshot and the save file. Counter.PNG Counter.zip The decider on the right records the count. Mouse over it to see all the items that have passed thr...
- Mon Aug 17, 2015 1:37 pm
- Forum: Show your Creations
- Topic: Factorio Computer
- Replies: 45
- Views: 32704
Re: Factorio Computer
Very nice job! I am very amazed. I do have a question though.. When you have it up and running, how hard would it be for you to make a blueprint of,say, the CPU and double the size of it? That's a tricky question. A CPU is mostly comprised of an ALU and some registers. Since arithmetic combinators ...