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gonna try that
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. :(
Very likely. Nice idea.
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.