Friday Facts #88 - Combinators

Regular reports on Factorio development.
Twinsen
Factorio Staff
Factorio Staff
Posts: 1349
Joined: Tue Sep 23, 2014 7:10 am
Contact:

Re: Friday Facts #88 - Combinators

Post by Twinsen »

keyboardhack wrote:How often does combinators update?
Once per game tick. 60 times/second
keyboardhack wrote:Can you change the timers update rate?
No, but by setting the correct numbers in the condition you can create any delay you want. From 16ms to one year :)
keyboardhack wrote:Does smart inserters still work the same way?
Yes. The only major difference is that you set one Circuit network condition instead of a condition for each wire.
The condition is more flexible: you can compare two items, not just item and number.
quinor
Filter Inserter
Filter Inserter
Posts: 404
Joined: Thu Mar 07, 2013 3:07 pm
Contact:

Re: Friday Facts #88 - Combinators

Post by quinor »

I must say that, christmas came earlier this year... :) Graphics are amazing, principle of operation - awesome, can't wait .12! What I also like is that it's entirely different than in minecraft. Only thing I'm worried about is if I'll have enough time to play it!
User avatar
Smarty
Global Moderator
Global Moderator
Posts: 816
Joined: Sat Oct 04, 2014 5:00 pm
Contact:

Re: Friday Facts #88 - Combinators

Post by Smarty »

oh you just created a lot more bugs :lol:
masat
Burner Inserter
Burner Inserter
Posts: 5
Joined: Fri Apr 10, 2015 5:34 pm
Contact:

Re: Friday Facts #88 - Combinators

Post by masat »

So, looking at that gif of the ~1Hz blinking light, you had the counter overflow at 60 as a test I guess? Count from 1 to 60, compare with >30 -> blinking output? Or did you add more than one each tick?

Very exciting stuff again this week, really looking forward to 0.12 :D

Edit: Well you said up to 1 year, so dividing that by 16ms makes for about 2 billion. So I guess signed 32bit integer limit? but overflowing to 0 instead of negative?
Remix00zero
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri May 29, 2015 7:56 pm
Contact:

Re: Friday Facts #88 - Combinators

Post by Remix00zero »

Seeing that video with all the lights and combinators actually makes me concerned about the future "readability" of the circuit network.
The current wire visuals don't really make it easy to see all the connections if there are so many of them (and there definitely will be once this gets into the game).
Troubleshooting our logic networks may be difficult without a clearer wire system, it's not TOO bad, but it could be better.
jerrycheng
Burner Inserter
Burner Inserter
Posts: 18
Joined: Tue Apr 21, 2015 7:53 pm
Contact:

Re: Friday Facts #88 - Combinators

Post by jerrycheng »

Could anyone explain the logic part of memory cell part please?
User avatar
Drury
Filter Inserter
Filter Inserter
Posts: 794
Joined: Tue Mar 25, 2014 8:01 pm
Contact:

Re: Friday Facts #88 - Combinators

Post by Drury »

psorek wrote:I must say that, christmas came earlier this year... :) Graphics are amazing, principle of operation - awesome, can't wait .12! What I also like is that it's entirely different than in minecraft. Only thing I'm worried about is if I'll have enough time to play it!
Redstone is both amazing and atrocious. Had a great time building digital gizmos, wished they were more compact.

This is actually very much like Garry's Mod's Wiremod.
jerrycheng
Burner Inserter
Burner Inserter
Posts: 18
Joined: Tue Apr 21, 2015 7:53 pm
Contact:

Re: Friday Facts #88 - Combinators

Post by jerrycheng »

jerrycheng wrote:Could anyone explain the logic part of memory cell part please?
I was able to draw the truth table of the timer but unable to draw it for the memory cell according to the picture.
FrozenOne
Fast Inserter
Fast Inserter
Posts: 177
Joined: Mon Mar 04, 2013 8:10 pm
Contact:

Re: Friday Facts #88 - Combinators

Post by FrozenOne »

The output leads back to input. So if you put in 1 red, and because 1 red > 0 green, the red goes out, but also goes back to input so it cycles around and remains even if you turn off the 1 red from input.
Until you put in 1 green. Then 1 red is not > 1 green, so output is turned off.

steps......input....Output
............0R 0G.....0R
SET.......1R 0G......1R
SET.......2R 0G.....1R
...........1R 0G.....1R
...
RESET....1R 1G.....0R
RESET....0R 1G....0R
...........0R 0G....0R
...

The important is, after SET (1R) signal it remembers 1R, and after RESET (1G) it remembers 0R.
Last edited by FrozenOne on Fri May 29, 2015 9:39 pm, edited 2 times in total.
User avatar
Drury
Filter Inserter
Filter Inserter
Posts: 794
Joined: Tue Mar 25, 2014 8:01 pm
Contact:

Re: Friday Facts #88 - Combinators

Post by Drury »

I hope you plan a train sensor, that'd be useful. Or allow plugging train signals as inputs, maybe even a special type of signal that's controlled by circuit network. It'd simulate an occupied block behind it if powered and vice versa.

Speaking of trains, if them going full speed in both directions is not planned, at least a turntable would be appreciated. Although I guess increasing their max speed going backwards is easier. It really is quite annoying, not to mention unrealistic. Also it's quite rare that trains with engines on both sides don't have both engines contributing, it's rather ineffective to carry the other engine as dead weight. Rather annoying in Factorio as well.

Anyway, back to circuits, a speaker type of device would be nice. For alarms and such.

I wonder if it's possible to have some accumulators plugged into red lamps that come on when there's a power outage, that'd be fun.
User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12889
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: Friday Facts #88 - Combinators

Post by ssilk »

I must say, when I saw the Combinators working last week in Prague and now, I wouldn't believe it. :) ;)

Awesome job, Robert (and of course Albert).
...mining outpost, you can put those items on a circuit network and your main base will fill a train with those items and automatically send the train to the outpost.
So the logical next thing to avoid laying that many cables from an outpost to the center is
- wireless connections
- automatic cabling for that long distances or
- hidden connection within the railway...
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
jerrycheng
Burner Inserter
Burner Inserter
Posts: 18
Joined: Tue Apr 21, 2015 7:53 pm
Contact:

Re: Friday Facts #88 - Combinators

Post by jerrycheng »

FrozenOne wrote:The output leads back to input. So if you put in 1 red, and because 1 red > 0 green, the red goes out, but also goes back to input so it cycles around and remains even if you turn off the 1 red from input.
Until you put in 1 green. Then 1 red is not > 1 green, so output is turned off.

steps......input....Output
............0R 0G.....0R
SET.......1R 0G......1R
SET.......2R 0G.....1R
...........1R 0G.....1R
...
RESET....1R 1G.....0R
RESET....0R 1G....0R
...........0R 0G....0R
...

The important is, after SET (1R) signal it remembers 1R, and after RESET (1G) it remembers 0R.
Thank you very much.
Xarph
Manual Inserter
Manual Inserter
Posts: 3
Joined: Fri May 29, 2015 9:52 pm
Contact:

Re: Friday Facts #88 - Combinators

Post by Xarph »

Can we get a space-radio type item that can write out and read from a text file? :)
jerrycheng
Burner Inserter
Burner Inserter
Posts: 18
Joined: Tue Apr 21, 2015 7:53 pm
Contact:

Re: Friday Facts #88 - Combinators

Post by jerrycheng »

I have created the truth tables for the twinkling light.

For the left combinator, if K_n<500,output K_n; else output 0. K_n equals to constant input(C_input) plus K_n-1.
C_input...K_n-1...K_n...Output
1...........0.......1.......1
1...........1.......2.......2
1...........2.......3.......3
... ... ... ...
1..........498... 499....499
1..........499... 500..... 0
1...........0.......1.......1
1...........1.......2.......2

For the right combinator, if input<250,output 0; else output 1.
sillyfly
Smart Inserter
Smart Inserter
Posts: 1101
Joined: Sun May 04, 2014 11:29 am
Contact:

Re: Friday Facts #88 - Combinators

Post by sillyfly »

These look amazing! Can't wait until 0.12 is out so we can all play with them.
User avatar
Drury
Filter Inserter
Filter Inserter
Posts: 794
Joined: Tue Mar 25, 2014 8:01 pm
Contact:

Re: Friday Facts #88 - Combinators

Post by Drury »

ssilk wrote:I must say, when I saw the Combinators working last week in Prague and now, I wouldn't believe it. :) ;)

Awesome job, Robert (and of course Albert).
...mining outpost, you can put those items on a circuit network and your main base will fill a train with those items and automatically send the train to the outpost.
So the logical next thing to avoid laying that many cables from an outpost to the center is
- wireless connections
- automatic cabling for that long distances or
- hidden connection within the railway...
If you have a mining outpost, chances are you're powering it from your base (I always do, it's so much simpler than setting up generators on the spot). You can just use the pylons, easy peasy.
Boogalo
Inserter
Inserter
Posts: 24
Joined: Thu Dec 04, 2014 12:42 pm
Contact:

Re: Friday Facts #88 - Combinators

Post by Boogalo »

Train rails that carry power are a fantastic idea.

Carry power to outposts without running power poles, and make tracks even more deadly to players.
Gymble
Burner Inserter
Burner Inserter
Posts: 10
Joined: Tue Jul 29, 2014 11:04 am
Contact:

Re: Friday Facts #88 - Combinators

Post by Gymble »

Twinsen wrote:Yes, this is planned. I should have mentioned this. You will be able to have special signals like "Signal 1", "Signal 2", "Signal 3" ... "Signal Blue", "Signal Green"... "Signal A", "Signal B", "Signal C" ...
Having special signal will be great.
Have you considered providing custom named signals?

It would be so great if we could create signals like "Output 38 copper stock" or "Enough green chip in module area".

Also it could be usefull to be able to propagate a signal over huge area without being forced to wire.
vedrit
Filter Inserter
Filter Inserter
Posts: 293
Joined: Sun Aug 03, 2014 2:25 am
Contact:

Re: Friday Facts #88 - Combinators

Post by vedrit »

Boogalo wrote:and make tracks even more deadly to players.
This is a terrible idea until safe ways to cross tracks are made.
Gully
Inserter
Inserter
Posts: 31
Joined: Mon Jan 19, 2015 10:24 pm
Contact:

Re: Friday Facts #88 - Combinators

Post by Gully »

This looks great. So many possibilities, I'm excited about the next version.

The video reminded me of Blinkenlights, just showing large arrays of... well, blinking lights :D
Post Reply

Return to “News”