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Likely in future we may split the IC Chips into multiple types, with some having more instructions than others.
There is a reason to directly reference, the "batch named" instructions are not *quite* as performant as directly referencing something. The cost of finding the device(s) that you want to change goes up the more devices on the network.
The batch named instructions are the same as their batch counterparts, except a final 'test' is applied on the name hashes. So to do the batch named commands, the processor has to loop through all the devices on the network.
It is important to put this in perspective though. The list of devices is cached, and to compare each device it simply uses a "hash" (does one integer equal another). These are *very* simple operations for a computer and it can do thousands or tens of thousands of these kind of operations without breaking a sweat.
Additionally, all the IC code is run on a "thread", so concurrently. This means your main game framerate is generally not affected by the operation of the logic system at all.
Maybe just H("name") instead? Some of these hash names coupled with the logic name and collection method require more space than is allowed.
HF ;)
In the video at the beginning he shows exactly how he creates the rainbow table ! ? ! And yes, that is very helpful in so many imaginable and unimaginable ways. :)
HF
If you name the actual sorters for the Item that you wish to sort -- you can make a much shorter version of sorter/stacker control.
For example name the sorter "ItemCoalOre" instead of "Coal.' -- then you can find the stacker using the Item name and just check if the slot contains an actual item of that name.
Here is sample code that can control up to 14 sorters/stackers:
That's an even simpler version of something i was going to try. Thanks for taking the time, much appreciated.
Also, I thought a POP removed that value from the stack; so a data stack of 10 would be empty after 10 pops. From the looks of your code, it looks like I might be mistaken and register "sp" loops back around?
I then pop the values off the stack -- but "poping" only moves the stack pointer down by one and returns the value -- it does NOT erase the value on the stack. So my outer loop (start loop) restores the stack pointer, and the inner loop (sort loop) "pops" values until back at 0 -- then the outer loop restores the stack pointer again... etc. etc....
As long as you do not "push" anything, you will not ruin the values on the stack.
Controlling too many will slow down processing of the sorters because an automatic "yield" is inserted after processing about 128 lines of code.
I don't know about thousands, but anyone can personally check their computer.
https://steamcommunity.com/workshop/filedetails/?id=3332105633
P.S. dont try run 16384, if you have a 14gen intel processor, it could be damaged.
For typical potato PC I recomended this test:
It will show PC performance for a large base.
https://steamcommunity.com/sharedfiles/filedetails/?id=3332104196