More automation for Shipyard

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    1: Logic to disconnect ships and such from Anchor block.
    I worked it out. What I need is a logic disconnect for core anchor to disconnect ships and so on.
    Then I can grab the Ship and item and force it onto a rail system. and I can use some smaller factories to build drones.
    With that ability I can create a production facility that creates ships sends them to a location and then loads them with drones all automatically.

    2: Production run logic.
    The ability to either turn on the shipyard and produce a load recipe with logic or the ability to enter a run count for production.

    3: completion signal from ship yard computer to trigger when a ship is done.

    4: considering the complexity of some logic it might be advantageous to start using a bytes worth of data as a logic signal. While an on off bool seems to be nice it costs the same thing in java resources. It still uses a byte for that single bit representation. So why not make use of it and expand what can be done.
    You don't have to take my word on that last part. http://chrononsystems.com/blog/hidden-evils-of-javas-byte-array-byte
     
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    NeonSturm

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    Bytes would certainly boost the parallel execution.
    But you would need an interface to access the bits.

    Place 8 blocks in a 2x2x2 with each activation module being 1 bit?
     
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    Bytes would certainly boost the parallel execution.
    But you would need an interface to access the bits.

    Place 8 blocks in a 2x2x2 with each activation module being 1 bit?
    Currently they have what is needed to access the lower bit with boolean logic.

    This would allow them to build in state systems other than 0 and 1. Such as with storage you wouldn't need two different logics hooked to it to find out its state. 0 could be empty and then FF or 255 would be full. They could even use some sort of percentile system 0 to 1.

    The point was they are using the same amount of resources why not get something more out of it.
     

    NeonSturm

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    The point was they are using the same amount of resources why not get something more out of it.
    Depends how schema did it.

    I made previous posts about the same thing. Hope for likes and the council forwarding it. Hope for schema to implement at least 4 bits as 8 might interfere with hp-bits (most logic doesn't necessarily need orientation bits (3) if it rotates automatically to match the player's orientation)
     
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    Depends how schema did it.

    I made previous posts about the same thing. Hope for likes and the council forwarding it. Hope for schema to implement at least 4 bits as 8 might interfere with hp-bits (most logic doesn't necessarily need orientation bits (3) if it rotates automatically to match the player's orientation)
    I can't see how it would interfere with Hp bits. The data structure of the block would simply be changed from using a bool to a char or byte type value.
    It would most likely be changing from something like this
    class block
    {
    private:
    bool state;
    char *name;
    type int;
    ...
    };
    to
    class block
    {
    private:
    byte state;
    char *name;
    int type;
    };
    In short all he would be doing is changing a variable type not interfering with other variables or taking from them.

    Technically that's a bad example because if I was really doing it the names would be dumped in a list and I would use the type to select the name of the bock type.
     

    NeonSturm

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    We had a PM-discussion about it jayman38.
    Actually logic could be all meta-data if not for the look (on-off graphics).
    Everything that influences the look of a block has to be in the tight block-data, everything else not.
     
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    We had a PM-discussion about it jayman38.
    Actually logic could be all meta-data if not for the look (on-off graphics).
    Everything that influences the look of a block has to be in the tight block-data, everything else not.
    Agreed. They could as you said move it to meta just like they do any storage and so on.
    Then they only need the bits for orientation.
    In truth there is no reason to have more than the block id type and the orientation in that.
    Personally you already heard my view on what they should do though.