Easily tileable 7-segment display [0.17]

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preppie22
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Easily tileable 7-segment display [0.17]

Post by preppie22 »

I was looking for a 0.17.x compatible 7-segment display which can be tiled easily but I couldn't find one. So I made my own.

Tips:
  • Make sure that the input contains only ONE positive signal for whatever you're trying to show, or the display will mess up. You can achieve this by using a decider combinator with a filter for your desired input signal like so:

    Code: Select all

    If --> DESIRED_INPUT_SIGNAL > 0
    Output --> DESIRED_INPUT_SIGNAL (Input Count)
  • Tileable from right to left.
  • In order to tile it, connect the output of the "/" combinator of the leftmost digit to the input of the next pasted tile (shown in image).
  • Constant combinator in the center of every digit display controls colour. So you can set a separate colour for each digit.
  • Does not include power, so you'll have to add your own.
Image



Edit: Fixed image link. Added more tips for clarification.
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Qon
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Re: Easily tileable 7-segment display [0.17]

Post by Qon »

Works really well once I used green wire for input and added substations to the blueprint. It's also more readable and compact than another 7-seg display (non-tileable) that I tried.

9.8/10. Would be perfect if leading 0's were shown as all lamps off q:
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
cid0rz
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Re: Easily tileable 7-segment display [0.17]

Post by cid0rz »

Very nice digits, I'm using some very nice smaller ones.

Did u get the noleading 0's? i got a solution with a couple more combis:


20190420060453_1.jpg
20190420060453_1.jpg (732.54 KiB) Viewed 11540 times
Keep up the factory expansion, cheers!
Qon
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Re: Easily tileable 7-segment display [0.17]

Post by Qon »

cid0rz wrote: Sat Apr 20, 2019 4:06 am Did u get the noleading 0's? i got a solution with a couple more combis:
Thanks! 10/10 perfection :)
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
dewiniaid
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Re: Easily tileable 7-segment display [0.17]

Post by dewiniaid »

Here's an easily-tileable 11 segment display using far fewer combinators:

Image



This works by exploiting the fact that conditions on lamp can use "Anything = X" or "Everything != X" conditions, so the pair of constant combinators on the right specify a large set of values that -- when added to "N" -- will (or will not) sum to the value that's required to trigger each lantern.

There is no mechanism for removing leading zeros with this implementation, though it could be done with some additional work.
cid0rz
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Re: Easily tileable 7-segment display [0.17]

Post by cid0rz »

Qon wrote: Sat Apr 20, 2019 7:07 am
cid0rz wrote: Sat Apr 20, 2019 4:06 am Did u get the noleading 0's? i got a solution with a couple more combis:
Thanks! 10/10 perfection :)
My pleasure ^^ glad is usefu, where do u put it? show us if u want :)
dewiniaid wrote: Sun Apr 21, 2019 12:43 am Here's an easily-tileable 11 segment display using far fewer combinators:

This works by exploiting the fact that conditions on lamp can use "Anything = X" or "Everything != X" conditions, so the pair of constant combinators on the right specify a large set of values that -- when added to "N" -- will (or will not) sum to the value that's required to trigger each lantern.

There is no mechanism for removing leading zeros with this implementation, though it could be done with some additional work.
the bp doesnt work for me :S i don't know why I'd be interested to see it, i think i saw a similar one to that. I'm currently using this one:



That is very similar in functionality. It works with two's complement and integer overflow, a "classic" implementation. the tiling is better in my opinion since combinators are up so even in detail view don't disturb. It is not my design either, I've not tried to remove leading 0's but anything can be done with time and more combinators! :)

Here's the count of steel approaching 2 million:
20190421033415_1.jpg
20190421033415_1.jpg (913.21 KiB) Viewed 11489 times
dewiniaid
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Re: Easily tileable 7-segment display [0.17]

Post by dewiniaid »

Not certain why the blueprint string didn't work, so here's a hopefully working link instead
cid0rz
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Re: Easily tileable 7-segment display [0.17]

Post by cid0rz »

Unknown version "e" was the error, so i manually added a 0 (zero digit) in the front, with that it works ^^, then i bp it back.

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