#Memory cell for crusher
1 messages · Page 1 of 1 (latest)
I think we will branch off the main chat for now
That memory cell will hold more than one signal aye?
sure, but I don't care that much
the crushers will choose one to operate on
and it won't flicker because the first combinator locks it out
Crusher can flicker for two reasons - signal go missing, or new signal is added.
If your memory cell does not prevent new signals from being added, it only solves one of the two problems.
it does prevent new signals from being added
the top combinator locks itself if the memory cell/clock is holding anything
what this design doesn't do is isolate a single signal
at least if I've got it right
Ah okay, that should be good then
yeah, that was my thinking
it's a pity the selector combinator also flickers when you change the input
otherwise I could use it as a cheap pulse extender
Does not need that feature, as long as it is a first come first serve basis
precisely, yeah
Ima try building it and come back with feedback
I have been doing lowerbound + upperbound switch to reduce flickering and losing prod benefit #1301449906363568170 message
On a spaceship it can be dangerous though. If you run out of asteroids and it fails to hit upperbound
ah yeah
also, I'm slowly working on an automall as well that's based around large inventories (wagons/space hub) instead of bots
sorry, got called away and forgot to finish my thought - the real problem with automalls is loadbalancing across multiple machines (eg. I don't want one single machine to be crafting two hundred circuits; I want five crafting forty each)