Hello ;x... any Idea how can i make my Clock Better ?...
i wanna create CPI ( its my own idea so u dont know what it is xD )
but... CPI i... ugh... how to translate it into English...
Central... Command Room xD lol...
and inside this room i can change everything in my factory
- block doors ( gates )
- block / start production
- change every settings in factory
and many other...
but 4 that i need Good Clock...
my cloock look like this:
and i think its rly bad...
because always when i need CHANGE something in cloock..
i need do it manually... because i dont know how to... set A on 0... or something like this ;x...
can u show your cloocks ( ofc. better than my , because i saw many Clooks... and... OMFG xD what that was... )
or can u help me make my Clook better ? ;x...
any UPGRADE will be good
Any Idea ? ;x Clock...
Re: Any Idea ? ;x Clock...
Hello.
You have to start with: what your clock should show? There is dozens of clocks. If you need simple tick counter, see https://wiki.factorio.com/Combinator_Tutorial, namely "basic clocks". If you want to read in-game time (related to day-dawn-night-dusk) you can use my version of precise clock hereviewtopic.php?f=193&t=40499. If you need something that measure real time you should use also different type. So what type of clock you really need?
I am not sure if i understand all of your componets. Is this just wait 1333 ticks to reach A from -333 to 1000 and then it just substract next 333 and wait 333 steps again?
The only way how to set anything to 0 which is related to memory cell (your combinator on top left which hold A value and increment it by 1 each step) is something like
A * -1 -> B
then
B - 2 -> A
And then put output of A into original A. However, this is little creapy way. Much better approach is not using A+1->A but exactly that one used in https://wiki.factorio.com/Combinator_Tutorial.
You have to start with: what your clock should show? There is dozens of clocks. If you need simple tick counter, see https://wiki.factorio.com/Combinator_Tutorial, namely "basic clocks". If you want to read in-game time (related to day-dawn-night-dusk) you can use my version of precise clock hereviewtopic.php?f=193&t=40499. If you need something that measure real time you should use also different type. So what type of clock you really need?
I am not sure if i understand all of your componets. Is this just wait 1333 ticks to reach A from -333 to 1000 and then it just substract next 333 and wait 333 steps again?
The only way how to set anything to 0 which is related to memory cell (your combinator on top left which hold A value and increment it by 1 each step) is something like
A * -1 -> B
then
B - 2 -> A
And then put output of A into original A. However, this is little creapy way. Much better approach is not using A+1->A but exactly that one used in https://wiki.factorio.com/Combinator_Tutorial.
Re: Any Idea ? ;x Clock...
Basically that's how basic independent 24h clock counter look like:
The only good usage is to feel how real time warps when you play on another planet.
Blueprint string
Re: Any Idea ? ;x Clock...
Huliosh:
WOW epic ^_^ but i don't need clock 4 show Time ;x...
i need it 4... ugh... too hard to explain xD
- Traffic Light
- Production counters ( u know... (time)[1]...[10]/[amount of items]=[score]))
- Defense Light System
- City Light System
and MANY MORE... and this need many Clocks ;x... and ONE MAIN CLOCK !...
its my "CPI" Control Panel... ugh ;-;...from this place i can control EVERYTHING in my factory
:re
while(a<1000)a++;
a-=333;
goto re;
-333 because... time from "detect value" to "remove value" is 3 ticks ( in my game )
ty. 4 TUT about Combinators but... dont need it ;x... ( lol xD sorry ;D )
--------------------
i think i will try to do something with your Clock Huliosh...
--------------------
WOW epic ^_^ but i don't need clock 4 show Time ;x...
i need it 4... ugh... too hard to explain xD
- Traffic Light
- Production counters ( u know... (time)[1]...[10]/[amount of items]=[score]))
- Defense Light System
- City Light System
and MANY MORE... and this need many Clocks ;x... and ONE MAIN CLOCK !...
its my "CPI" Control Panel... ugh ;-;...from this place i can control EVERYTHING in my factory
aaa
Mbas::re
while(a<1000)a++;
a-=333;
goto re;
-333 because... time from "detect value" to "remove value" is 3 ticks ( in my game )
ty. 4 TUT about Combinators but... dont need it ;x... ( lol xD sorry ;D )
--------------------
i think i will try to do something with your Clock Huliosh...
--------------------
Re: Any Idea ? ;x Clock...
The tutorial shows a simpler clock design:PanTobi wrote:Mbas:
:re
while(a<1000)a++;
a-=333;
goto re;
-333 because... time from "detect value" to "remove value" is 3 ticks ( in my game )
ty. 4 TUT about Combinators but... dont need it ;x... ( lol xD sorry ;D )
--------------------
https://wiki.factorio.com/Combinator_Tu ... sic_Clocks
The condition needs to be true for the clock to count. When the condition is false it resets to zero.
The condition could be anything, depending on your needs. For example you could make lights which turn on automatically using a signal from a gate and turn off after some time passes. The signal from gate would reset a clock, and the light would be only turn on when the clock is under a certain value.
Re: Any Idea ? ;x Clock...
It should be very interesting for you.
That clock is made from the basic explanation of counters. I'm really happy to see more people that are eager to automate with combinators help. Looking forward to see your builds.
Re: Any Idea ? ;x Clock...
WTF... idk HOW its working...
but rly TY ^_^ BEST
and sorry Mbas ;C... u sent it first... but i was too lazy to read all xD
rly sorry :C...
ok we can close this thread or something idk ;x...
but i have Answer ...
now i need only 2 items ;x...
but rly TY ^_^ BEST
click
ty yoyobuae and sorry Mbas ;C... u sent it first... but i was too lazy to read all xD
rly sorry :C...
ok we can close this thread or something idk ;x...
but i have Answer ...
now i need only 2 items ;x...