Great! Have you experimented with FPS impact of these? Say, printing 200 or so?
Re: Counter in seconds
Posted: Sat Jan 02, 2021 10:15 am
by Binoculars
blazespinnaker wrote: Sat Jan 02, 2021 2:59 am
Great! Have you experimented with FPS impact of these? Say, printing 200 or so?
Thanks for your return.
I didn't notice anything in particular, even when the combiner resets.
Re: Counter in seconds
Posted: Sat Jan 02, 2021 12:11 pm
by blazespinnaker
Looks like about every 500 sets increases script update by 3. Not bad! I've created some things like this, but seems cleaner than what I arrived at.
Re: Counter in seconds
Posted: Sat Jan 02, 2021 12:15 pm
by Binoculars
blazespinnaker wrote: Sat Jan 02, 2021 12:11 pm
Looks like about every 500 sets increases script update by 3. Not bad! I've created some things like this, but seems cleaner that what I arrived at.
I'm sure some are capable of doing much better than that.
My skills stop here.
Re: Counter in seconds
Posted: Sun Feb 21, 2021 11:54 am
by gGeorg
One combinator, does the same trick.
Re: Counter in seconds
Posted: Sun Feb 21, 2021 9:10 pm
by NotRexButCaesar
gGeorg wrote: Sun Feb 21, 2021 11:54 am
One combinator, does the same trick.
gGeorg wrote: Sun Feb 21, 2021 11:54 am
One combinator, does the same trick.
I count that as two.
Technically, yeah, but constant combinators are literally half the physical size and I suspect much less script-load than any of the more complicated ones.