DaveMcW wrote: Sun Dec 19, 2021 4:16 pm
I propose this structure:
Almost article 1)
https://wiki.factorio.com/Circuit_network
The actual page doesn't "show" instead it "tells". But it's already listing the different entity that can be controlled with the circuit network and could maybe be used as a base.
Not quite article 2)
https://wiki.factorio.com/Tutorial:Circ ... k_cookbook
The actual page is similar in the idea to article 2 despite a different name and some more complex example at the end. ( The question of the RS-latch is a special case developped later).
Wannabe article 3)
https://wiki.factorio.com/Tutorial:Combinator_tutorial
The actual page i think contain some more generic information about "EACH" "EVERYTHING" "ANYTHING" virtual signals that are advanced but may be more fitting at end of the article 1, since it's complex, as in requiring abstract thinking based on previously learned notions, but is still present without combinators. There is currently a lighter version in terms of explication in the "Almost article 1" that is almost duplicate content. ( and i'm not sure universal quantification is a term that should be used to explain things in the article 1 but instead should be in article 3) some content need swaping.
Tertius wrote: Mon Dec 20, 2021 4:32 pm
it's really difficult to differ between regular and advanced combinator techniques. Differing by bit operations seems kind of arbitrary. There is also a leap of understanding required between direct combinator usage and feedback operations as used in clocks and counters.
It is arbitrary and there is no way around it i think. I share the opinion that there is a leap of understanding when it comes to feedback operations as used in clocks and counters.
This is why the question of RS-latch is special. I think it can be used to explain/introduce the feedback operations. This is because you can make flip flop without combinators, in this case you can understand one part of the logic, the notion of state and transition of state based on input. With 2 inserter 2 belts and a fish, you have a "simplified" and visual flip flop. This belongs to the 2nd article. maybe near the end of it because it's not "practical" it's more abstract and unrelated with direct in game purpose already sort of an extension toward the 3rd article. Or this can be used to control back-up steam engine. ( introduce hysteresis ).
I think the RS-latch doesn't require full understanding of the signal propagation, you can also understand it as a blackbox with simples rules of connexion that one has to respect otherwise it doesn't work. Presented after a simple flip flop made of inserter and belts, the next step of understanding is that the same logic is occuring every tick which makes it abstract since we can't follow visually the fish anymore. Depending on how deep you want to explain i think it can belong to the end of the article 2 or the beginning of article 3.
The clock i think should come at the same time, early in the article 3 or (slight preference) at the end of article 2. Because imo that's the most straightforward way to explain the "every tick there is an update and this is how it looks in the game". I think it fits at the end of article 2 if you consider a clock based on arithmetic combinator used to make a speaker ring every 2 hours so you can take a pause and exercise a bit to stay healthy and you set it off manually, it's not so advanced or abstract to understand compared to an RS latch. It terms of complexity it's about the same as a flip flop with fish and inserters in my mind.
Both the combinator-less flip flop and the single combinator clock are "logical bricks" one need to understand first before trying to understand the RS latch from the inside not as a blackbox. The first 2 bricks are not "advanced" on their own imo, but the RS latch is 2 step at once imo which makes it look advanced without the other 2 previous. Which is annoying since you can't tell from which entry a wiki-user will start reading, and it makes it worse if they are on different pages, which makes me think there could be an RS latch in the article 2 as the 'limit' the most complicated thing shown, as DaveMcW proposed. This way it's all on the same page. And/OR some more detail on SR and RS latch, starting the article 3.
Tertius wrote: Mon Dec 20, 2021 4:32 pm
It's also a challenge to keep explanations generic and not show "how I would do it", since all this is intended to end up in the official wiki. The more advanced it is, the more difficult it is to find the generic-ness in it. I try to focus on concepts, not solutions.
At some point i think it is ok to just show something as "one example". Even if your solution is not "generic". Such as a multiplier doesn't need to be "the best" to illustrate that pairwise multiplication is more complicated than pairwise addition
.
For signal filtering device, it wouldn't matter in my mind if i'm shown a not generic one, something i could use directly, "how one would do it" and some explanation on how it works so i can modify it or make something similar. Rather than a generic construct such as the multiplier with explanations on how to use the generic multiplier as a filter.
Tertius wrote: Sun Dec 19, 2021 4:04 pm
I started a structure here:
https://wiki.factorio.com/User:Tertius3 ... r_tutorial
Feedback welcome, however please don't edit the page itself yet but add it here or to the discussion/talk page of that article. Currently just collecting what should be in such a tutorial and how it could be organized.
My first thought was that there was no mention of train related content, limits, reading trains ID, enabling disabling train stop or signals and/or loading unloading
Then i couldn't find any mention of "pump" "nuclear" "power" "electricity" "steam" "engine" or those things. and also for "oil" and "cracking".
For this i think of things as cards or tokens. And then you need to either order the cards differently or add new cards, or split a card into 2 or merge some and rarely remove some cards. Then you can have card very precise like "a blueprint of a particular signal filtering device", or very generic cards like "train stuff" that will be sub divided in other cards later on.
I would have personnaly made cards with those 3 different thematic approach but not sure where it would have lead me and if it was a good start for a coherent exhaustive approach.
There are many +/- arbitrary ways to present the information, that's part of why you have editorial lines and management in medias
I'm not too familiar with contributing to a wiki approach that has no chief editor x). From reading wikis, I would think that mutiplicating niche/very specialised pages is a risk of seeing them hosting outdated information but i don't think 3 or 4 pages is too many for circuit network it's reasonnable we're fine
.
Thus please understand those as only suggestion of possible content/ subtitle / tag or keyword that i feel a ctrl F should yield. Currently they appear in this page
https://wiki.factorio.com/Tutorial:Circ ... k_cookbook which i think is what makes it the most useful for practical purposes. ( deep understanding is something else).