very good ;)
here's one using 2 combinators:
map_switch_2.png
0eNrFVdFu2zAM/Bc+bnJhOXHSGehD0c8YhkBxuIaALRmSnCwI/O8jHTRxXG9pNmB7MSyJPB55Z/kI66rFxpONUByBSmcDFF+PEOjVmkr24qFBKIAi1qDAmlpWjdujT8KeYrmFTgHZDf6AQnfqZqrxFLc1RiqT0tVrsiY6P8DIum8K0EaKhCcu ...
Search found 14 matches
- Wed Dec 16, 2020 9:30 am
- Forum: Combinator Creations
- Topic: Remote Controlled Circuit Switch
- Replies: 22
- Views: 12876
- Tue Dec 15, 2020 10:30 pm
- Forum: Combinator Creations
- Topic: Remote Controlled Circuit Switch
- Replies: 22
- Views: 12876
Re: Remote Controlled Circuit Switch
Without power, combinators don't change their output, no matter their input.
So when you disconnect the arithmetic combinator from the power network, it will still output A=1
So when you disconnect the arithmetic combinator from the power network, it will still output A=1
- Sat Oct 31, 2020 3:01 am
- Forum: Gameplay Help
- Topic: One time clock
- Replies: 7
- Views: 3369
Re: One time clock
For a one-time-counter, use 2 decider combinators: one with x != 0 -> x (input count), the other x < 60000 -> x (1), wire all in- and outputs together.
Activate the inserters from the output of the second combinator, when x = 0.
0eNrFlG1qg0AQhu8yvzfBj0QTae9RKEH8mKQDusruGirBA ...
Activate the inserters from the output of the second combinator, when x = 0.
0eNrFlG1qg0AQhu8yvzfBj0QTae9RKEH8mKQDusruGirBA ...
- Sat Sep 19, 2020 7:34 pm
- Forum: Combinator Creations
- Topic: Remote Controlled Circuit Switch
- Replies: 22
- Views: 12876
Re: Remote Controlled Circuit Switch
Further refined:
map_switch.png
0eNrFVkuO2zAMvUrBbZ2BlfiT8aKbWXfVZVEYis1MCNiyIctJg8AH6C16tp6klD3JOI4nvxm0myC0yCfyPVHUDhZZjaUmZSDaASWFqiD6voOKnpXM7DezLREiIIM5OKBkbq2y2KCeVBsyyQoaB0il+BMi0TgXQ6Ums8rRUDJJinxBSppC9zCmzQ8HUBkyhF0urbGNVZ0vUPMm41k4bFYcVCi7tQVy5w5sIZqIcM7wXJrCxK5X1uGpdvvglEI0c2BDGtv ...
map_switch.png
0eNrFVkuO2zAMvUrBbZ2BlfiT8aKbWXfVZVEYis1MCNiyIctJg8AH6C16tp6klD3JOI4nvxm0myC0yCfyPVHUDhZZjaUmZSDaASWFqiD6voOKnpXM7DezLREiIIM5OKBkbq2y2KCeVBsyyQoaB0il+BMi0TgXQ6Ums8rRUDJJinxBSppC9zCmzQ8HUBkyhF0urbGNVZ0vUPMm41k4bFYcVCi7tQVy5w5sIZqIcM7wXJrCxK5X1uGpdvvglEI0c2BDGtv ...
- Sat Sep 19, 2020 3:07 am
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Misspelling in debug settings window
- Replies: 3
- Views: 1274
Re: [1.0.0] Misspelling in debug settings window
oh, I only searched for "PREformance", a posteriori that wasn't enough 

- Tue Sep 15, 2020 6:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Misspelling in debug settings window
- Replies: 3
- Views: 1274
[1.0.0] Misspelling in debug settings window
To reproduce, press F4 in game, it says "Capture preformance statistics".
- Wed Mar 04, 2015 9:54 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Binary Logic (UPDATE: 4-Bit CPU simulation, no combincators!)
- Replies: 24
- Views: 40861
Re: Binary Logic (UPDATE: 4-Bit CPU simulation)
hey guys,
i am sorry for my late answer, i had not much time/spirit for factorio lately, still I've got a bit of progress.
I've tried to figure out some ways to reduce the amount of cells, I screwed the same way like you did :) I was imaging a design quite like yours, but I also forgot the fact ...
i am sorry for my late answer, i had not much time/spirit for factorio lately, still I've got a bit of progress.
I've tried to figure out some ways to reduce the amount of cells, I screwed the same way like you did :) I was imaging a design quite like yours, but I also forgot the fact ...
- Mon Feb 16, 2015 10:38 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Binary Logic (UPDATE: 4-Bit CPU simulation, no combincators!)
- Replies: 24
- Views: 40861
Re: Binary Logic (UPDATE: 4-Bit CPU simulation)
zaubara, I tried to look at your 4-Bit-CPU.zip file. It downloads as a 67,466 byte file, but when I try to unzip it:
C:\temp\factorio>unzip 4-Bit-CPU.zip
Archive: 4-Bit-CPU.zip
End-of-central-directory signature not found. Either this file is not
a zipfile, or it constitutes one disk of a ...
C:\temp\factorio>unzip 4-Bit-CPU.zip
Archive: 4-Bit-CPU.zip
End-of-central-directory signature not found. Either this file is not
a zipfile, or it constitutes one disk of a ...
- Sun Feb 15, 2015 11:51 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Binary Logic (UPDATE: 4-Bit CPU simulation, no combincators!)
- Replies: 24
- Views: 40861
Re: Binary Logic (UPDATE: 4-Bit CPU simulation)
* If you have your constructs in a single game file (e.g., "4 Bit Address, 4 Bit Data RAM"), you might want to consider adding a save game in the first post. It's just really hard to make out what's going on in the pictures with lots of stuff in them. Plus, people can't tweak and play with the ...
- Sun Feb 08, 2015 6:10 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Binary Logic (UPDATE: 4-Bit CPU simulation, no combincators!)
- Replies: 24
- Views: 40861
Re: Binary Logic
So (just looking at the diagram, because reading your text and downloading .zips would be "cheating"):
I won't tell anybody :)
Top "SEL" is for selecting between 'move' and 'alu' operations.
Middle "SEL" is for selecting between move/alu and "IO/RAM" reads.
Bottom "SEL" is for selecting between ...
I won't tell anybody :)
Top "SEL" is for selecting between 'move' and 'alu' operations.
Middle "SEL" is for selecting between move/alu and "IO/RAM" reads.
Bottom "SEL" is for selecting between ...
- Sun Feb 01, 2015 6:13 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Binary Logic (UPDATE: 4-Bit CPU simulation, no combincators!)
- Replies: 24
- Views: 40861
Re: Binary Logic
I have prototyped the CPU I am building in Logisim :
http://i.imgur.com/2aPeEGp.jpg
It is a 4-Bit CPU with 20 instructions (3 unused), every instruction is 12 bit wide and executed in two cycles, the program memory has a capacity of 64 instructions.
Implemented instructions: ADD, SUB, AND, OR, NOT ...
http://i.imgur.com/2aPeEGp.jpg
It is a 4-Bit CPU with 20 instructions (3 unused), every instruction is 12 bit wide and executed in two cycles, the program memory has a capacity of 64 instructions.
Implemented instructions: ADD, SUB, AND, OR, NOT ...
- Thu Jan 08, 2015 9:57 am
- Forum: Mods
- Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
- Replies: 101
- Views: 74836
Re: [MOD 0.11.x] Smart Circuit Systems - 0.3.7
I've got it running in 0.11.10, changing line 13 in file prototypes\actuator-entity.lua from:
to:
Seems to work as before, but I am not sure 
Code: Select all
pickup_position = {0, -0.4},
Code: Select all
pickup_position = {0, -0.2},

- Fri Jan 02, 2015 8:07 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Binary Logic (UPDATE: 4-Bit CPU simulation, no combincators!)
- Replies: 24
- Views: 40861
Re: Binary Logic
Thank you 
I did not know that post, seems the forum search function has some flaws... good to see there are more people interested in this topic

I did not know that post, seems the forum search function has some flaws... good to see there are more people interested in this topic

- Fri Jan 02, 2015 1:45 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Binary Logic (UPDATE: 4-Bit CPU simulation, no combincators!)
- Replies: 24
- Views: 40861
Binary Logic (UPDATE: 4-Bit CPU simulation, no combincators!)
Hello,
Now that I have my factory running and producing everything in high volume, I decided to experiment with the game mechanics to form binary logic gates and perform math operations.
This is what I came up with:
http://i.imgur.com/ANKbGC4.jpg
These are my basic cell arrangements to form the ...
Now that I have my factory running and producing everything in high volume, I decided to experiment with the game mechanics to form binary logic gates and perform math operations.
This is what I came up with:
http://i.imgur.com/ANKbGC4.jpg
These are my basic cell arrangements to form the ...