Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
However, there are some gotchas lying around for you to step into. The main problem is, whatever shape you detect with that sensor, you cannot do anything with it right there and then, because you can't combine the sensor with any other building. The shape has to pass further along the belt - and by that time whatever signal you had calculated in your wire circuit will also disappear, it will reflect the (possibly) other shape that came under the sensor instead of the previous one.
Therefore, using sensors is quite fiddly and not as reliable as many players would like. You have to ensure regularity in shapes input, guarantee that the belt has always the same throughput, and adjust the buildings further along the line with precise timings, so that when a shape passes the sensor, you are processing exactly the same shape somewhere else, using this signal. Basically, you need the time-delay gate you're talking about - but there is no such thing in the game currently.
OK, I will have to think about how to use this without a time-delay gate or something else missing.
I'm wondering, if one could build a latch without 2 NAND gates and bulky wiring...
https://steamcommunity.com/sharedfiles/filedetails/?id=3402191313
Here is some working (but slightly lagging) sensor-based thrasher:
https://steamcommunity.com/sharedfiles/filedetails/?id=3402259673
Translated with DeepL.com (free version)
Purging the paint was also on my mind, thx for the idea with the loops and over-painting. But yes, ROI-wise it's not "worth it", I can do what I did the whole time: just wait and let time fix the inconsistent "state" producing faulty shapez. ;-)
I did not get the thing with the "hoses"? What is a "hose" and what did you mean there?
Edit: I guess, I get it now -> belt for paint = hose, ok.
i have a complete modular MAM where i currently try to figure out how i will do color mixing but i can copy the modules indefinitely because it is a manifold without any trash.
the modules are always all 4 pieces of a layer.
Recursion works here. I have a chain of subfactories, each responsible for one layer. The one at the front strips off the top layer of the shape description, and passes the rest to the next along the chain. The constructed shape goes in the opposite direction: the rear subfactory makes the bottom layer, and passes it forward, and then each layer gets stacked on top as it moves to the front. If the shape has fewer layers than the maximum the factory is built for, the rearmost couple of subfactories have nothing to do (which is fine since all the workers are on zero-hour contracts).
Some details below (under spoiler, in case you want to figure everything out by yourself):
I agree, unstacker does seem counter-intuitive at first, but I managed to think "in reverse" and work it out. I just completely ignore the total amount of layers in the shape, and start counting from the top - exactly as unstacker returns them. So the top layer for me is always number 1. The layer below is number 2, and so on. Any extra layers (if any) are considered empty. So for a 2-layer shape, for example, the top layer is 1, the bottom one is 2, and layers 3 and 4 are empty. It does feel a bit "wrong" at first, since the bottom layers kinda go "below" the shape, while the empty layers above remain "ignored", but it works.
And then I combine the final shape taking these layers in reverse order: the layer number 4 (if present) comes into the No.3 builder, and the No.3 layer shape is dropped on top of No.4 (and then goes through crystallizer, if it's a CROSMAM). Then the resulting 3+4 shape goes into No.2, which is dropped on top of that to get 2+3+4, and so on. If there are fewer layers, the last builders just don't do anything (plus, obviously, I have filters to make the shape pass the stackers if there is no previous layer).
P. S. Typing too slow, it's basically the same as what Khagan described just above.