Counter in seconds

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Binoculars
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Counter in seconds

Post by Binoculars »

Hello factorian friends,

The text below will be translated from French to English on Google Translate.

A second counter that resets every ten seconds in this configuration. This can be configured by modifying the rightmost decider combinator.
1.jpg
1.jpg (366.94 KiB) Viewed 3409 times

blazespinnaker
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Re: Counter in seconds

Post by blazespinnaker »

Great! Have you experimented with FPS impact of these? Say, printing 200 or so?
OptimaUPS Mod, pm for info.

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Re: Counter in seconds

Post by Binoculars »

blazespinnaker wrote:
Sat Jan 02, 2021 2:59 am
Great! Have you experimented with FPS impact of these? Say, printing 200 or so?
Thanks for your return.

I didn't notice anything in particular, even when the combiner resets.

blazespinnaker
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Re: Counter in seconds

Post by blazespinnaker »

Looks like about every 500 sets increases script update by 3. Not bad! I've created some things like this, but seems cleaner than what I arrived at.
OptimaUPS Mod, pm for info.

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Re: Counter in seconds

Post by Binoculars »

blazespinnaker wrote:
Sat Jan 02, 2021 12:11 pm
Looks like about every 500 sets increases script update by 3. Not bad! I've created some things like this, but seems cleaner that what I arrived at.
I'm sure some are capable of doing much better than that.
My skills stop here.

gGeorg
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Re: Counter in seconds

Post by gGeorg »

One combinator, does the same trick.
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NotRexButCaesar
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Re: Counter in seconds

Post by NotRexButCaesar »

gGeorg wrote:
Sun Feb 21, 2021 11:54 am
One combinator, does the same trick.
I count that as two.
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foamy
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Re: Counter in seconds

Post by foamy »

AmericanPatriot wrote:
Sun Feb 21, 2021 9:10 pm
gGeorg wrote:
Sun Feb 21, 2021 11:54 am
One combinator, does the same trick.
I count that as two.
Technically, yeah, but constant combinators are literally half the physical size and I suspect much less script-load than any of the more complicated ones.

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