Cost of signal filtering
Posted: Sat Nov 16, 2019 12:40 pm
This change would be considerable so I doubt that on balance it would be worth while to what is an almost perfect game as vanilla.
Furthermore, mods either exist or could be written to achieve this if it bothers me that much. I just have an irrational prejudice that modding is almost like cheating.
Something I have repeatedly found though is that I will invest considerably in optimising my logic to shrink it, only to find that there is just no getting away from the need to filter signals. In order to filter signals and typically needing to avoid transients then depending upon the means this now requires minimum two combinators. Now there are a whole host of problems which while still possible just become unwieldy in terms of footprint and are no longer satisfying to solve. Actually footprint is a problem for logic generally.
It would be nice to see some single combinator solution to signal filtering. Some initial thoughts...
* A third combinator white/black list for filtering limited-choice/unlimited signals. (perhaps even 1x1 square)
** (A limited number of filters would be in keeping with the idea of something that is easy for these steam punk combinators. I have always imagined these circuits might be simple channels of AM or FM shielded somehow.)
* Module (behaves as above) add on for two slots on any combinator which can filter input and/or output.
* (There is perhaps an opportunity in the above to provide a cheat on solving a problem which is other wise just too costly as far as I can tell, select the 'n' greater or smaller signals than some value 'x')
* No module at all. Just a new configurable on all existing combinators.
* Reduce the foot print of combinators altogether. 3x3 frames (which maybe have their own power overhead) where you can now plug in logic modules similar to armour and, patch cable them together. (Maybe you can energy module them to reduce power)
Most of the above are too radical and would change the feel of the game. But there is almost certainly some better better suggestion out there.
As I say though, through modding of course if you don't like something then there is the solution. No doubt there are mods out there already, I admit I haven't looked but then again I like the challenge of the game's existing constraints. I just feel this constraint is a little too "unbalancing" of the problems that are worth solving in vanilla.
Awesome game of course!
Furthermore, mods either exist or could be written to achieve this if it bothers me that much. I just have an irrational prejudice that modding is almost like cheating.
Something I have repeatedly found though is that I will invest considerably in optimising my logic to shrink it, only to find that there is just no getting away from the need to filter signals. In order to filter signals and typically needing to avoid transients then depending upon the means this now requires minimum two combinators. Now there are a whole host of problems which while still possible just become unwieldy in terms of footprint and are no longer satisfying to solve. Actually footprint is a problem for logic generally.
It would be nice to see some single combinator solution to signal filtering. Some initial thoughts...
* A third combinator white/black list for filtering limited-choice/unlimited signals. (perhaps even 1x1 square)
** (A limited number of filters would be in keeping with the idea of something that is easy for these steam punk combinators. I have always imagined these circuits might be simple channels of AM or FM shielded somehow.)
* Module (behaves as above) add on for two slots on any combinator which can filter input and/or output.
* (There is perhaps an opportunity in the above to provide a cheat on solving a problem which is other wise just too costly as far as I can tell, select the 'n' greater or smaller signals than some value 'x')
* No module at all. Just a new configurable on all existing combinators.
* Reduce the foot print of combinators altogether. 3x3 frames (which maybe have their own power overhead) where you can now plug in logic modules similar to armour and, patch cable them together. (Maybe you can energy module them to reduce power)
Most of the above are too radical and would change the feel of the game. But there is almost certainly some better better suggestion out there.
As I say though, through modding of course if you don't like something then there is the solution. No doubt there are mods out there already, I admit I haven't looked but then again I like the challenge of the game's existing constraints. I just feel this constraint is a little too "unbalancing" of the problems that are worth solving in vanilla.
Awesome game of course!