FOUNDRY

FOUNDRY

TargetLost Aug 15, 2024 @ 7:49am
Is the Logic Reliable?
I know this was maybe not the idea of the developer but if you give us logic then of course the first thing we want to do is build logic circuits.

Now there seems to be no clock generator and I don't want to use indirectly sensors like the solar panel angle as a clock therefore I need to generate a clock out of the game itself.

Basicly I feedback the output of an inverter to itself which should generate a clock as fast as the game updates the cells.
(Alternatve I did the same with the memory cell)

This clock signal then I have to divide multiple time to bring the clock to a frequence I can visual see which will make designing circuites a lot easier and you can feed those slower signals to a light.

Now trying that I never get a slow reliable stable clock signal.

I first tryed with the memory cells which seems to be just an RS FlipFlop and not a D-FlipFlop (*)

Then I build the toggle flipflops that i need for clock division out of basic logic gates and even did generate a flank/slop pulse to trigger a toggle only once between them
(don't wonder the design is highly compact)

https://steamcommunity.com/sharedfiles/filedetails/?id=3309628590

The result was the same.. I got slower but irregular clocks feed to a light shows more of a random behaviour than anything periodical.

And that's puzzling me...


Now I have to confess it is long since I build something with elemental logic gates and I know how tricky this can be so it is very possible I build it wrong... but the random like clock more indicates to me that the whole thing isn't reliable.

So my question to the community could anyone build a stable logic circuit?

If so then I will spend more time with that otherwise it simple makes no sense to continue trying it.

It is strange but the only relaiable useable logic cells I have seen in a game was the red power mod for minecraft from eloramm or how she was called.
No Man's skys logic is even a lot more strange.

(*) now that I write that.. I just realized that I could take another value than 0 for low so it will take over the Low and the High Signal.. (the AND and OR then is then problem )

p.s. For the DEVs: NAND, NOR and an Inverter (INV) for the processor selection would be very usefull.
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Showing 1-5 of 5 comments
TargetLost Aug 15, 2024 @ 8:37am 
Just realized I can most likely use a single memory cell for my clock generation since it can story any value it should be simple to have it counting upward with the game clock and reset at a given value.

gonna try that
TargetLost Aug 15, 2024 @ 9:56am 
This way it works. Requires a different think.. more like a calculator not logic.

https://steamcommunity.com/sharedfiles/filedetails/?id=3309718075

So one memory cell that counts from 0 to 255 done by one processor that simple adds +1 from the output and feeds that back as input.

One Comperator (has a strange name in the game) that sets the Reset to 1 if the output riched 255

to get a pulse out simple Comperator on a fix single number
to get a clock out simple comperator >= 128 half the counter value

then the clock multiplayer (well yes we go the other way here from slow clock to fast)
processor doing modal division forexample % 128
followed by a comperator >= 64
give the double clock speed and synchrooniced with the first clock

process or % 64 and comperator >= 32
for the quad clock and so on.

puls again just coimpare with equal number

welll this said

the game is unplayable.

Don't know what they have done but I got so many blocks missing all the time.
and singnals in wire gets updated the lamp enable not

also it looks like that the logic blocks slow or the lamps when you connect them contributes a lot to that the blocks become missing.

Game run better before the logic block release.

Not great it was always problematic with a large factory but now it seems a lot worse. :(
kremlin Aug 15, 2024 @ 12:16pm 
Does a belt clock work? Like in Factorio you'd have a belt loop with an item on it, and one of the belt segments wired in to the circuit, and the pulse of that item passing through that segment becomes the clock.
TargetLost Aug 15, 2024 @ 10:23pm 
Originally posted by kremlin:
Does a belt clock work? Like in Factorio you'd have a belt loop with an item on it, and one of the belt segments wired in to the circuit, and the pulse of that item passing through that segment becomes the clock.

Very likely. Nice idea.
TargetLost Aug 17, 2024 @ 5:24am 
https://steamcommunity.com/sharedfiles/filedetails/?id=3310854311
https://steamcommunity.com/sharedfiles/filedetails/?id=3310854391
https://steamcommunity.com/sharedfiles/filedetails/?id=3310854578
https://steamcommunity.com/sharedfiles/filedetails/?id=3310854676

The memory cell counter clock generator works fine and with the Processor and the Comperator (Data Enhance) I can form the clock to what I need.

If one tries a belt display like mine... one advice the Input/Output Belt modules on a green belt do work best with 1 game internal clock pulse each 3 game clock cycles. Then you have full speed and can controll individual blocks-

The direct Belt control however can't handle that signal.
Not sure what those would require to be able to have individual blocks pass.
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Date Posted: Aug 15, 2024 @ 7:49am
Posts: 5