Building a clock-signal with Productivity Modules...
Posted: Sun Oct 12, 2014 7:15 pm
Hey there fellow factorians... ^^
I wonder if someone ever tried to build something like a clock-signal using the extra item from Productivity Modules?
I normally enter ALL Speed Modules and Productivity Modules before I start the facility so normally at some point the purple progress bar catches up with the green progress bar resulting in 2 items at once... rather than 1 extra item somewhere in between the cycle of the green progress bar.
This effect can be used to trigger inserters only when there are exactly 2 items in an output chest rather than the regular 1, thereby creating a clock signal.
So basically using 2 Productivity Modules 3 you should get 2 items rather than 1 once every 5 regular items because of a stacked total bonus of 20%.
With other modules there are other frequencies possible as well... from the possible combinations of 4%, 6% and 10% modules there are following possible frequencies:
A signal once every 5th item, once every 10th item, once every 25th and once every 50th.
But now the BAD thing about that... sometimes due to inserting/removing modules from the setup on-the fly while the assembler/furnace is already in progress the purple progress bar begins to desynchronize from the green progress bar and never ever catching up with it again. That's when the clock is ultimatively broken.
Somehow I think it would be better if the second one fiddles around with the productivity modules in an assembler/furnace that the purple progress bar gets reset and that the new module configuration should start to work with the beginning of the next green progress bar cycle rather than in the middle of the current cycle, so that it is guranteed to run synchronized with the green progress bar whatever you do.
Another thing that may or may not eventually interfere with the clock is the speed of the inserters. If they are too fast or too slow, especially depending on how fast the assembler/furnace works it might also result in awkward behavior, but at least it doesn't desynchronize the purple progress bar - which is the worst case.
While testing around with various setups for quite some time I noticed something else I can't really explain myself... Sometimes the purple progress-bar gets desynchonized from the green progress-bar over time even if you perfectly set up the assembler/furnace with all modules and you never ever fiddle with it again afterwards. At that point the purple progress-bar never ever catches up with the green progress-bar again even if it started out synchronized. Sometimes it returns being syncrhonized after waiting some more time (mostly a few hours xD) but most of the time it doesn't return and actually gets worse.
I don't know exactly where this desynchronization comes from but it might actually have something to do with rounding problems within the game, since the game is tick-based it will probably shift some productivity excess over to the next cycle or maybe cutting something off so it is not exactly running at the specified productivity value as it should.
It's surely something that needs more testing... Feel free to discuss. ^^
Update:
Yeah I know how to build a clock with a chest and 2 inserters, I'm using several of them already. ^^
This topic is about an alternative way using the extra item gained through productivity modules and if there's any possibility to use it to your advantage at all.
I wonder if someone ever tried to build something like a clock-signal using the extra item from Productivity Modules?
I normally enter ALL Speed Modules and Productivity Modules before I start the facility so normally at some point the purple progress bar catches up with the green progress bar resulting in 2 items at once... rather than 1 extra item somewhere in between the cycle of the green progress bar.
This effect can be used to trigger inserters only when there are exactly 2 items in an output chest rather than the regular 1, thereby creating a clock signal.
So basically using 2 Productivity Modules 3 you should get 2 items rather than 1 once every 5 regular items because of a stacked total bonus of 20%.
With other modules there are other frequencies possible as well... from the possible combinations of 4%, 6% and 10% modules there are following possible frequencies:
A signal once every 5th item, once every 10th item, once every 25th and once every 50th.
But now the BAD thing about that... sometimes due to inserting/removing modules from the setup on-the fly while the assembler/furnace is already in progress the purple progress bar begins to desynchronize from the green progress bar and never ever catching up with it again. That's when the clock is ultimatively broken.
Somehow I think it would be better if the second one fiddles around with the productivity modules in an assembler/furnace that the purple progress bar gets reset and that the new module configuration should start to work with the beginning of the next green progress bar cycle rather than in the middle of the current cycle, so that it is guranteed to run synchronized with the green progress bar whatever you do.
Another thing that may or may not eventually interfere with the clock is the speed of the inserters. If they are too fast or too slow, especially depending on how fast the assembler/furnace works it might also result in awkward behavior, but at least it doesn't desynchronize the purple progress bar - which is the worst case.
While testing around with various setups for quite some time I noticed something else I can't really explain myself... Sometimes the purple progress-bar gets desynchonized from the green progress-bar over time even if you perfectly set up the assembler/furnace with all modules and you never ever fiddle with it again afterwards. At that point the purple progress-bar never ever catches up with the green progress-bar again even if it started out synchronized. Sometimes it returns being syncrhonized after waiting some more time (mostly a few hours xD) but most of the time it doesn't return and actually gets worse.
I don't know exactly where this desynchronization comes from but it might actually have something to do with rounding problems within the game, since the game is tick-based it will probably shift some productivity excess over to the next cycle or maybe cutting something off so it is not exactly running at the specified productivity value as it should.
It's surely something that needs more testing... Feel free to discuss. ^^
Update:
Yeah I know how to build a clock with a chest and 2 inserters, I'm using several of them already. ^^
This topic is about an alternative way using the extra item gained through productivity modules and if there's any possibility to use it to your advantage at all.