Timer: Counts upwards at a certain (changeable) rate, loops around at some value, may be reset by signal.
Clock: Gives game time or time of day as signal.
Square wave generator (perhaps others too, though those will probably not be as useful):
Sends one signal for some amount of time, then sends another signal for some amount of time. Both times are changeable, perhaps even as input signals. (for example 50 iron plates for 2 seconds, 20 copper plates for 0.5 seconds, repeat. either one signal can be empty)
Counter: Goes up by some amount (perhaps as an input signal) each time a condition is met until hit with a reset signal.
Lo/Hi, Hi/Low, any Edge detectors: Sends a pulse each time a value is in-/decremented/changed.
Memory: When set signal sent, it saves the current input signals and sends them on it's output and retains them until a new set signal is sent or a reset signal is sent.
Virtual null signal. Will always be null, no matter what. Can be in or output for anything, won't do anything but could be useful for testing or some future things. Or when you explicitly don't want anything (additional) to be sent.
Multiplexer: Sends red wire content on one condition, sends green wire content otherwise.
Basic logic: And/Or/Not gates. If a signal is 0 it is false. Otherwise true. An example would be: Iron [and] Copper. which would be true if both an iron and a copper signal were present, false otherwise. Not gates would work like decider combinators set to input = 0 then output 1. Of course those can be done with given logic already, but it's rather unintuitive to add two values and check for 2 for an and gate.
Circuit GUI: Kinda like production/power display. If you attach a circuit network input there it is logged in a similar fashion and one can see the history of those signals over time.
Sorry I'm posting all of those in one go, but I really think no one wants to see a whole spam of new topics. Of course all of them are rather complex and may be simplified if you feel they're too powerful.
At the very least I would like a block that sends a pulse every so often with a determinable interval. That's the only thing one really can not do at the moment. Of course one can use belts but that's rather crude.
Circuit network components.
Moderator: ickputzdirwech
Re: Circuit network components.
Having compact components for features like this would make some complex circuits smaller and simpler by reducing the number of parts needed, but it's definitely possible to send a pulse with a determined interval simply without any belts: https://wiki.factorio.com/Combinator_Tu ... Generators