#Memory cell for crusher

1 messages · Page 1 of 1 (latest)

fair flame
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I think we will branch off the main chat for now

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That memory cell will hold more than one signal aye?

warm lodge
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sure, but I don't care that much

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the crushers will choose one to operate on

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and it won't flicker because the first combinator locks it out

fair flame
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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.

warm lodge
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it does prevent new signals from being added

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the top combinator locks itself if the memory cell/clock is holding anything

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what this design doesn't do is isolate a single signal

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at least if I've got it right

fair flame
warm lodge
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yeah, that was my thinking

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it's a pity the selector combinator also flickers when you change the input

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otherwise I could use it as a cheap pulse extender

fair flame
warm lodge
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precisely, yeah

fair flame
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Ima try building it and come back with feedback

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On a spaceship it can be dangerous though. If you run out of asteroids and it fails to hit upperbound

warm lodge
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ah yeah

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also, I'm slowly working on an automall as well that's based around large inventories (wagons/space hub) instead of bots

warm lodge
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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)