Stop Watch / Count / Reset
Posted: Sat Jul 23, 2022 1:04 pm
Hi,
I am new to the Forum but have some 1,400 hours experience playing Factorio.
So far, I have made very limited use of circuit networks. A little counting to activate belts and inserters, that's all.
I have now started looking into timers and counters and encountered some issues.
This is, what I have:
This inserts ticks (T) and gives seconds (S), minutes (M), hours (H) and days (D):
Here is what I want to do with this:
Thanks!
I am new to the Forum but have some 1,400 hours experience playing Factorio.
So far, I have made very limited use of circuit networks. A little counting to activate belts and inserters, that's all.
I have now started looking into timers and counters and encountered some issues.
This is, what I have:
Code: Select all
0eNrNmM1uqzAQhd9l1qQKDoQf5e66yKardldFiIDTWgKDjIluFPHuHUNvFW4UgoGKSBGSzczx2J+jOeIM+6SkuWBcgn8GFmW8AP/9DAX74GGi5uQpp+ADkzQFA3iYqlFMIxZTsYiydM94KDMBlQGMx/Qv+Ga1M4ByySSjjVo9OAW8TPdUYECXjgF5VmBqxtXqKLcwV5YBJ/AJMZ9sXCZmgkZNADEAS5YiS4I9/QyPDAUw61s2wHdxLVWo2QMThQyudnZkQpY481NUE7F4U1tSByJDdTrrpRqleSjqMn34gxlZKfNSQ/O10cxPWFrJZXAQWRowjhrgH8KkoFWzJm82WJdtqseHoJRfniWLsSSMZSIqmayHpNphNrkZ7rTDEVOFy13RIbp0yBx0Xn+BzsukdBw9Om4/OitdOss56Lz8Ap3tpHRcPTpePzqWJh3izkFn26ZDrAnoPE9Kx9OjYy774bF/qv63+3v/HufJ/iZEehI6sERScaOL3uk1pcJhXjbSEe3g1iGsh3Zf8kjddzPgjr513FEpypHN12i9tu9c2StY7XSzH0tnaK8mj9SrNxM7KW2WTjdLc6TPaquRfmjdoY2ePFKj30xsw7TRut1oyUiT1lZb9UPrDXUJZEaXMAna7ZRovW60q5EOr61m9UOrnIge2/UcbJ/vOMDNxA5Qm+3/jo504xhmEHdG81nDv/gKYsAR3VsDwDUtxyOOvcaf5VbVF5sT41Y=
Here is what I want to do with this:
- Start the timer with some input. I will probably use a crate as trigger (something is in crate = run, crate is empty = reset timer).
- Stop the timer when a certain quantity of a certain element is reached.
- Reset the clock (T=0, S=0, M=0, H=0, D=0) when said crate is emptied (or any other mechanism, if that's easier).
Thanks!