Nice idea :)
I didn't get your blueprint, but seeing the screenshot I guess you used pure logic to determine which segment to light (each block of deciders send a given signal if the number is equal to certain values).
There is another way of doing so, which may not be more optimized with a single ...
Search found 30 matches
- Thu Aug 13, 2015 12:28 pm
- Forum: Show your Creations
- Topic: Seven Segment Display 0-9 w/bstring
- Replies: 4
- Views: 11736
- Wed Aug 12, 2015 8:08 pm
- Forum: Combinator Creations
- Topic: [0.12] - tank contents display
- Replies: 7
- Views: 16479
Re: [0.12] - tank contents display
Bonus - binary display.
This one is quite unreadable but wuite fun to create :P
http://img15.hostingpics.net/pics/165209percetangebinary.png
From left to right, high weight bit (64) to low weight bit (1). Here we see 99 (64 + 32 + 2 + 1)
The system is the same system used to compute tens and ...
This one is quite unreadable but wuite fun to create :P
http://img15.hostingpics.net/pics/165209percetangebinary.png
From left to right, high weight bit (64) to low weight bit (1). Here we see 99 (64 + 32 + 2 + 1)
The system is the same system used to compute tens and ...
- Wed Aug 12, 2015 7:28 pm
- Forum: Combinator Creations
- Topic: [0.12] - tank contents display
- Replies: 7
- Views: 16479
[0.12] - tank contents display
This time, a more useful thing than the micro machines track :)
Following a bet, I did some experiment and managed to create a percentage counter telling how much petroleum gas is in the storage
First image was an initial try, with 2 lines, one showing the tens, and one the units
Here it displays ...
Following a bet, I did some experiment and managed to create a percentage counter telling how much petroleum gas is in the storage
First image was an initial try, with 2 lines, one showing the tens, and one the units
Here it displays ...
- Mon Aug 10, 2015 11:31 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: [0.12] micro machines
- Replies: 6
- Views: 18006
Re: [0.12] micro machines
Hey ! Thanks for your comment 
Indeed, we were sad not to be able to add some jumps & tunnels, but hey I don't think this would help a normal factory development in any way

Indeed, we were sad not to be able to add some jumps & tunnels, but hey I don't think this would help a normal factory development in any way

- Mon Aug 10, 2015 11:13 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: [0.12] micro machines
- Replies: 6
- Views: 18006
[0.12] micro machines
Thanks to the 0.12 update, we can now reroute the game to do some funny stuff, like this :
http://img11.hostingpics.net/pics/248456circuit1.png
http://img11.hostingpics.net/pics/407286circuit2.png
http://img11.hostingpics.net/pics/286768circuit3.png
The circuit features
- a looping start ...
http://img11.hostingpics.net/pics/248456circuit1.png
http://img11.hostingpics.net/pics/407286circuit2.png
http://img11.hostingpics.net/pics/286768circuit3.png
The circuit features
- a looping start ...
- Sat Apr 11, 2015 11:00 am
- Forum: Implemented Suggestions
- Topic: sharing blueprints
- Replies: 2
- Views: 1434
sharing blueprints
All is in the title
It could be nice to be able to export/import blueprints, so one can for exemple export a build configuartion and share it on this forum. Or one could share one's own blueprint trhough different games.

- Sat Mar 07, 2015 3:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Stuck belts in special cases of belt junctions
- Replies: 27
- Views: 21335
Re: [0.9.8] Stuck belts in special cases of belt junctions
Was not able to repro the bug, even with the same configuration... but I had it several times in other configurations (involving two belts merging in one) while building them in .11.16 and .11.17
Also, got this today (0.11.17)
Also, got this today (0.11.17)
- Mon Mar 02, 2015 9:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Stuck belts in special cases of belt junctions
- Replies: 27
- Views: 21335
Re: [0.9.8] Stuck belts in special cases of belt junctions
We moved the place where the belts joined (not at the same place than for the circuits now), and it seems to work fine. I tried to put it back as it was to repro the bug, but nothing. We'll try again tomorrw at 2 players.
- Sun Mar 01, 2015 9:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Stuck belts in special cases of belt junctions
- Replies: 27
- Views: 21335
[0.11.16] - blocked items when merging on a single belt
We got this in a multiplayer game while trying to make a green potion production automation...
The gears are blocked and cannot go on the left side of the belt. If I go near them and take some, it works fine, and then freezes again @ the same place.
The gears are blocked and cannot go on the left side of the belt. If I go near them and take some, it works fine, and then freezes again @ the same place.
- Thu Jan 29, 2015 5:14 pm
- Forum: Ideas and Suggestions
- Topic: Construction/Inventory persistance
- Replies: 0
- Views: 739
Construction/Inventory persistance
Hi all ! My first post here :) I hope I won't repeat an already proposed suggestion, though I search a bit on this forum...
BTW, my suggestion was to keep what the player owns and already built when going from a scenario mission to another.
e.g., when starting demo mission 2, the player will start ...
BTW, my suggestion was to keep what the player owns and already built when going from a scenario mission to another.
e.g., when starting demo mission 2, the player will start ...