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A better way - Factorio Clock

Posted: Sat May 13, 2017 1:05 am
by Trives
Hello (Version 15.9) and thanks for reading.

We're currently working on this plan to do a rocket every 10 minutes this go round. I thought it'd be fun to have a 10 minute clock.

Now, the one I built WORKS... but I don't like my method for tracking the Minute and 10's of Minutes.
Image

The Red Oil / Yellow Oil is when the Seconds and 10's of Seconds counter both read zero, that turns on the inserter which physically moves one rock up. When the top box get's to 10 rocks, it get's emptied, and the bottom arm loads it all back into the bottom again.

I'm using my box to store a value.

Now I've tried a TON of different ways to store it. But the issue I'm having is when the two digits hit Zero and S outputs, it out puts 4-5 pulses, instead of 1 single pulse. My plan was to use a decider box with S < 10 and input tied to output. Unfortunately because of the multiple pulses this is a bust. I tried running the multiple pulses through multiple signals, I tried using an SR/Latch, couple other things, nothing seems to be doing the trick for me :)

Any one have any thoughts? Also I'm sure there's BETTER ways to do clocks! But, this is mine from scratch, so I'm just looking to build a counter that counts to ten.

If you want to mess with it, here ya go. Please note you need to fill the top box with 10 stones and the bottom box with 6 stones (sorry!)

Code: Select all

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Re: A better way - Factorio Clock

Posted: Sat May 13, 2017 1:53 am
by Dimanper
Hi, Trives.
Trives wrote:Now I've tried a TON of different ways to store it. But the issue I'm having is when the two digits hit Zero and S outputs, it out puts 4-5 pulses, instead of 1 single pulse.
It actually outputs X (S) for ~1 second (~60 ticks, exact number may differ by few ticks due to specific combinators orders), which is the time of both 10's and 1's of seconds being "0". If you want it to send 1 tick signal, you either need to set a condition that will be true only for 1 tick or build a 1 tick short-cutter after it. So if you want to stick with the first option, you could just build already used by you counter for minutes same as for seconds (x < 60 | x = input) with combinator before it with condition (x = 60 | x = 1), just connect input of that combinator not only to output of seconds counter, but also to combinator that increses seconds counter every 59-th tick by 1, which sends that 1 only for 1 tick.
I attached the example with the part of your seconds counter, which you can build just on top of your setup, it won't affect anything.
Blueprint
EDIT: Also you could just use ticks counter or seconds counter for everything that requires time information, just use % with appropriate value (600 for 1's and 6000 for 10's of seconds, 36000 for 1's and 360000 for 10's of minutes, etc.). If you don't want to deal with large numbers in conditions operating with time (or need exact value), you always can just divide them by 60, 600, 3600, 36000, etc and then use % 10. Even if you are counting ticks from the start of the game without resetting it, 1 ticks counter can store >9942 hours in it. And if you are using seconds counter, then it's 60 times more, which is more than 68 years...

Re: A better way - Factorio Clock

Posted: Sat May 13, 2017 2:12 am
by Trives
Omigosh! I was outputting on the green (trying to isolate the signal) when it was input on the green. Outputting on the red did the trick. Thanks a ton!

Re: A better way - Factorio Clock

Posted: Sat May 13, 2017 2:15 am
by DaveMcW
Here is a simple way to generate a 1 and 10 minute clock. T = ticks, M = minutes, A = minute by 1's, B = minute by 10's.

Code: Select all

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