DaveMcW wrote:I updated my single digit display, using XKnight's integer overflow alphabet to cut the size in half. It can still be chained together for multiple digits.
I used a version of your display for a project of mine and I found that you can take off one of the arithmetic combinators from the bottom while still keeping the input ticks aligned, and you can remove 2 arithmetic combinators if you don't mind a 1 tick interrupt when changing numbers.
If you are displaying a number over 210k, you actually end up overflowing the integer limit in the display's internal workings, but it turns out that it doesn't affect the result at all.
How do multiple digits work? I mean what's the logic or equation or anything that splits a number? I'm fairly certain I could make a display for 1-9, even 0-9 with some struggling. But I have no idea how to tell after an input of (for example) 125 that "you display 1, you display 2 and you display 5".
I know I could just dl the blueprints but I'm afraid my head would explode if I wanted to understand these I like to figure stuff out for myself.
Re: Digit Display Blueprint
Posted: Fri Mar 25, 2016 10:48 am
by Neotix
Combinators are working on INT numbers. So if you have 125 you can do calculations like that:
Then you have to do magic with bits to display that numbers.
Probably there is another method but that is the most basic.
Re: Digit Display Blueprint
Posted: Fri Mar 25, 2016 11:46 am
by Evan_
Thanks!
I'm seriously surprized that I understood the very first answer I got. It makes sense. Think I can do that.
EDIT: Yay, it works. Soon I'll have a nice display showing me that all ore reserves are empty, since I'm wasting time with combinators instead of making mines.
Re: Digit Display Blueprint
Posted: Sat Mar 26, 2016 2:18 am
by Evan_
You know you only realize how cool are the blueprints above if you try to build a counter yourself. Mine didn't have zero filtering, yet I had to use a bit more hardware. Ok, I'm a layman. I was still very proud after smashing the last bug.
Re: Digit Display Blueprint
Posted: Sat Mar 26, 2016 6:55 am
by Koub
All this spaghetti ! I'm hungry now
Re: Digit Display Blueprint
Posted: Sun Apr 10, 2016 12:12 pm
by Taehl
Found this thread from a Google image search. This stuff looks fun! Way better than Redstone ever was! I spent a few hours to make my own first stab at one of these.
I'm already trying to think of how to improve it, and how to let the text scroll. I've already semi-planned an encoding scheme so you could send text via cargo train (assuming you had the same dictionary at both sites), but even to me that feels a little extreme.
Re: Digital Display, Yay!
Posted: Sun Apr 17, 2016 10:47 am
by XKnight
Sometimes you may find a surprising solution for a long-forgotten problem in your current task...
This had happened with me during improving division unit in my CPU, so I exploited it and made this:
1.png (363.26 KiB) Viewed 16891 times
Nothing special... just 60 FPS display with 9 arithmetic combinators + 2 constant + (1 arithmetic per digit).
At this moment I admit that loop-based solution has completely lost this challenge.
XKnight wrote:
New design uses 11 combinators, 5 const comb and 1 combinator per digit (11 + 5 *0.5 + 1n).
current - 9 + 2 *0.5 + 1n
As usual, few days for everyone to beat me.
P. S. This build may be simplfied to (6 + 1 * 0.5 + 1n) if you want to use it only with 5-digit numbers.
- Place selected blueptrint and connect it to the electricity network.
- Do you need zero blank?
No
- Remove everything in red rectangles (on the picture)
Yes
- Keep reading
- Connect green combinator's output with its input using red wire (on the picture).
- Remove everything in blue rectangle (on the picture).
- Have fun.
What happens if someone unfamiliar with combinators is trying to help you
Animation4.gif (16.67 MiB) Viewed 16838 times
Creepy numbers...
Re: Digital Display, Yay!
Posted: Tue Apr 19, 2016 1:41 pm
by lamesnow
If I try out your blueprints the display is flickering on and of every tick.
Edit: Nvm I just can't read instructions.
Re: Digital Display, Yay!
Posted: Tue Apr 19, 2016 4:24 pm
by DaveMcW
That 2-part divide all is really clever! And the 2-dimensional array lookup is great too. There is no way I can improve the logic, the best I can do is make it look pretty.
This blueprint does not require any wiring. The 3x3 loader can be removed when everything is working.
digit-display-7.jpg (188.74 KiB) Viewed 18527 times
- Connect blueptrint to the electricity network.
- Connect green combinator's output with its input using red wire (on the picture).
- Remove everything in blue rectangle (on the picture).
- Have fun.
I animated the instruction! Your welcome
factorio-gif-screen(5).gif (4.07 MiB) Viewed 17889 times
You can make it a 4 didget screen by just removing the 5th screen, no rewireing needed "YAY". (just remember that it will still take the 5 didgets like 12345 just not displying the 1)
factorio-gif(2)-screen(5).gif (1.25 MiB) Viewed 17889 times
Re: Digital Display, Yay!
Posted: Wed Apr 20, 2016 8:37 am
by DaveMcW
Putting the wires on top does look nicer, if you don't mind an extra tile of height.
digit-display-8.jpg (191.9 KiB) Viewed 17876 times
Merged both Digital Display topics in this subforum as they are about the same topic.
Some users already posted their creations in both threads anyway
Re: Digital Display, Yay!
Posted: Sun Jun 12, 2016 1:24 am
by Aru
In case anyone is curious about how this works, I sort of reverse engineered DaveMcW's single-digit hexadecimal one from two posts earlier. These were my notes.
notes
Signed int range: [-0x80000000, 0x7fffffff] = [-2^31, 2^31 - 1]
const = 16^7 = (2^4)^7 = 2^28 = 0x10000000
const is a 1 in the leftmost hexit of an int.
The single-hexit display is set up like this:
each(constants) - (input * const) = outputs
There's 15 lamps, each conditioned on a multiple of 100:
if anything(outputs) = 100*n; n=[1,f]
This is the numbering of the output display:
123
456
789
abc
def
The constants:
Each line which is not #*const is a series of offsets of the number on the line before. The offsets correspond to elements of the display. Each of these offsets is a multiple of 100. So, "3*const; 235" means, "3*const + 2*100", "3*const + 3*100", and "3*const + 5*100".
0*const
1234679acdef (the a is the distributed blue assembler)
1*const
2458be
2*const
1268adef
3*const
1268cde
4*const
1346789cf
5*const
123478cde
6*const
234789acdef
7*const
12368ad
These ones result in a single overflow, so subtract the range of an int:
over = 16^8 = 2^32 = 0x100000000
8*const - over
12346789acdef
9*const - over
12346789bcd
a*const - over
246789acdf
b*const - over
124678acde
c*const - over
2347aef
d*const - over
124679acde
e*const - over
1234789adef
f*const - over
1234789ad
I don't know what the purpose is for adding 100 to everything. It works just the same without it.
Re: Digital Display, Yay!
Posted: Sat Jul 09, 2016 11:56 am
by Amegatron
I know I'm out of date with my version, but just wanted to share cause I'm happy I did it at last by myself
It detects signal change from the input and re-displays the number on the screen. Each screen section has it's memory cell to remember the cypher it should display.
Re: Digital Display, Yay!
Posted: Sun Aug 07, 2016 4:57 am
by Xelephant
alleckz wrote:
This is my version of makining it look pretty! By moving everything to the top and adding substation you can make the didgets clear from wires
Sadly this doesn't work out of the box in 0.13. since the smart chest & curved Rail got removed.