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Relatar um problema com a tradução
How do I send a signal that is 0? Because to be able to reset, you need to right?
I can't tell the counter to substract itself, because that will make the counter keep jumping to an active/inactive state because of the 60tick/s rule in the game.
But you have the pulse signal going to the arithmitic com that is counting every train that goes by. This outputs to what ever your trying to send a signal too. But it also sends a signal to a decider com that when the signal equals 10 it sends a signal to a power switch. The power switch then powers an artmitic com that sends a signal of negative 10 to your first arithmitic com.
Make sense? or should I do a picture?
And yes, logic is difficult - that's why we now use high level programming languages instead of manually drawing equivalent circuit board designs.
You will need 2x decider, 1x arithmetic combinators:
Use 1x decider to output 1 of a dummy variable when you want to reset, multiply the signal by -1, and add that to a decider connected to itself set to ALL > 0.
That way, the decider will keep whatever value it is set to until such a time that the dummy negative input triggers a reset.
You should probably use 1 for true and -1 for false (which requires two extra combinators)
And yeah, combinators could be less cumbersome if you had more options (e.g. output current value or a constant instead of the current value or 1 we have right now), but it makes a certain amount of sense to force the player to build these with physical blocks instead of having a singly block that can run a C# script because Factorio is a game where you build systems by physically placing lots of entities on the map.
On a related note, if you have been watching reddit you might have seen the GreyGoo Mk1, featuring a version of BASIC implemented using blueprintable combinators. https://imgur.com/a/Ewhsv
You really can do a lot with these combinators.
Yes this makes sense, except that for every tick it takes for the signal to move the counter will be set off by 1 as well.
So if it takes 5 ticks for the signal to move around, the end result is not 10 but 15.
Signal red, counter A goes to 4, at count=2 counter B adds 1 (to be able to count per tick).
When signal goes back to green and counter A=4 then take signal A*-1 and add back into counter A.
Now when I test this.... counter A goes to -4 ?!?!?!?!?!
WHYYYY OH GOD WHYYYY ????
http://steamcommunity.com/sharedfiles/filedetails/?id=868440372
http://steamcommunity.com/sharedfiles/filedetails/?id=868444566
Edit: Maybe a composite image is easier to understand? http://steamcommunity.com/sharedfiles/filedetails/?id=868470819
Thanks Steam for making it easy to post helpful images btw. </sarcasm>
Call me an idiot, but I don't get it...
I managed to make a counter, its an arithmic cell that feeds into itself and is set to input A+0 output A.
Now the real challenge is, how do I reset this thing back to 0? NOT FCKGN -4 ....
All this time I was using an arithmic operator and not a decider as my counter.
The arithmic one doesnt reset obviously....
And that trick of yours is quite ingenious Alex, using those two deciders the signal Red=2 will only be alive 1 tick...