![]() Hope I described this well enough :P You can create simple logic scheme to turn on and off the computer with your general scheme. I will admit that I still have next to no clue what Im doing with deciders and combinators and such. Actual discrete logic gate logic and programming is loads easier to understand than factorio logic. I am currently only getting ON for both triggers, even if i use a select chip with the 0 set to the compare I want as OFF. Disclaimer: Ive looked at wikis and youtube videos and guides, I have the words 'SR latch' and 'RS latch' coming out of my ears. How would I read and contrast two compare units to turn on/off a wall cooler? I would like one compare to turn the cooler on at greater than 293K, and a compare to turn the cooler off if less than 290K. The compare already provides a true/false, then the select allows a true/false input and has another true/false output? ![]() I think I need to use compare and select chips, but the select chip confuses me. This route may be worth it if I run multiple scripts on one unit however. It's also easy to design this in a computer, but then I have 200w being used constantly. It's easy to make something maintain 293K but I do not like the constant on/off. I also plan to create APIs for editing layout and settings of existing placed composite combinators, to react on custom composite combinator GUI interaction for example.Originally posted by Sacksquatch:I'm trying to design a circuit that turns a wall cooler on at say 293K and stays on until it cools to say 290K. Interface = "Composite-Combinators-Base", ![]() Remote.call("Composite-Combinators-Core", "registerComponentPrototype", "constant-combinator", "composite-combinator-constant-component", 17,ĭefines.circuit_connector_id.constant_combinator ("SIGSS: ".inspect(beh.parameters).' to '.entity.name) Local spl = split3(str, baseConst.strBoundary2)Ĭount = bit32.lshift(count, 16) + enabled Str = str.().(baseConst.strBoundary1).().(baseConst.strBoundary1).(unt).(baseConst.strBoundary2)ĬonstantCombinatorConvert = function(str, slots, nextSlot) Local str = ((beh.enabled and 1) or 0).(baseConst.strBoundary2)įor _,signals in pairs(beh.parameters) do Local beh = entity.get_control_behavior() It would be a bit like blueprints for circuits.ĬonstantCombinatorSerialize = function(entity) Or if I had a wish: That would be one of those things, that could add veeeerry much game to factorio: An editor, where you can create logic circuits (as described above), and where you can test it (random input, power loss etc.) and then put them together into one circuit as a new circuit-element. what's missing then? An editor to create circuits.īTW: I looked a bit deeper into that link: fascinating how simple it should be to create a factorio circuit editor. Think for example to a state machine for the recursive blueprint mod, that is able to scan revealed underground for resources and build complete outpost out of nothing.Īhmmm. The advantage would be, that this uses the (fast) internal circuit logic, but enables to create really complex things. you need to set the filtered item only once with a combinator), you can specialize the design of the circuit, because when you place it, it fills out the needed placeholders (items, numbers, sub-circuits) for you. Think about the possibilities: instead of creating "universal" combinator-layouts (e.g. Or a timer: One input with optional filter for pulse or hold, an output for current counts of items or on/off.Īnd again, internally the mod places 5 or 6 combinators, cables all together and sets the right values into the combinators. If you hover over the item it can explain you how it is intended to work. What you see is just somthing like a combinator with three inputs and one output. It places three combinators: one with the input and the low value to fire the R-signal, one with the input and the high value to fire S signal and one with the memory cell and input form first and second combinator. Internally - when you place that item - it places some combinators and cables them together - totally invisible. Or instead a second variant: One value-input, and an output and a user-interface to filter the input (optional) and set low/high and the output item. The entity you can place has three inputs: low, high and value and an output. A mod that packs a number of (hidden) combinators into one entity with a nice user interface.
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