Variable Delay Blocks, Counters, and Factory Cycle Logic Pulses

    Auriga_Nexus

    Befriender of Worlds
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    Quite a few people on here (including yours truly) have already voiced their desire for a variable delay block - essentially, changing the DELAY-signal block to delay longer as needed. Theoretically this would be easy to implement, all we would need to do is add a multiplier variable to whatever code exists to determine the delay time of a DELAY-signal, and add GUI function to accept player input in the game. Player can interact directly with DELAY-signal block using R to set the time as needed.

    One more thing that I think would be just as useful and not too terribly different than the above is a counter/incrementor/decrementor block. Basically, it works the same as the variable DELAY-signal above, only instead of being based on time it is based on the number of OFF-to-ON pulses it receives. The player sets a starting value, and whenever it receives a pulse it decrements its value by 1, when it reaches 0 it changes its state.

    Think of the possibilities for this - sick of waiting for your factory system to finish the metric assload of armor blocks for your titan? Set it up so that the factory triggers a pulse button every tick, then have that pulse button link into a counter block, which then links into a NOT-signal, which links to a toggle button, which then links back to the factory block. Set the number of factory cycles in the counter block, turn the activation switch on, then go and do other things. The counter block will keep track of how many factory cycles occur during your absence, and when it reaches the set amount it will turn from OFF to ON, which will invert the toggle switch and send an OFF pulse to your factory, shutting it down and preserving precious materials.

    (Note: Now that I think about it, now that we have dedicated pulse buttons, it should be fairly easy to have them pulse each tick when slaved to a factory/refinery, no? So this is really 3 things...)
     

    NeonSturm

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    Any single block which halves or quarters the number of input pulses would allow to build counters much easier (with and).

    Initial: pulser -> delays 0a 0b 0c 0d 0e -> and
    Pulse: pulser -> delays <2a <8b <16c <32d <64e -> and( pulser, a, c => 1+2+16 == 19 )
    EDIT: Now do it with Flip-Flops (remember that 'and' requires multiple inputs)
     
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