#Logic Builds Mega-thread

1334 messages · Page 2 of 2 (latest)

foggy lake
#

Oh, right, I even have the YouTube video, haha.

hushed juniper
#

question is there plans for auto fishers with fish traps and plant harvestor logic setups

#

I hardly use logic as is so I am a noob at it

foggy lake
#

There are a few YouTubers like HybridSteel that built those.

#

It's not worth it to harvest plants with logic, since you always have to scythe them down and reseed them by hand. Best you can do is with a hydro cropper.

chilly whale
#

and it would be cool at some point... maybe updated versions, if all the cool logic builds find it's place there. i agree with that ^.^

hushed juniper
#

done

haughty anchor
#

@final pasture, hey so you understand is we removed the post in #1078628865867518072 since it was a bit redundant compared to the normal filters; sorry if this bothers you 🙂

chilly whale
#

@final pasture i mean, it was a nice idea. hope you present us something again soon. a lot of standard builds are still missing there ^.^

chilly whale
#

@turbid ice #1078628865867518072 message this room here is for conversation about anything in showcase, pls ^.^
Showcase was created to provide a place just for presentation, cause this room here is "completely" impossible to find a build. that's why steef also wanted the post to include information [square brackets] that enables searching.

turbid ice
haughty anchor
#

so uh open request to the logic nerds, since we had some talk in nerd chat and i need a sanity check

are your magnets bugging out?

me and gamer both made a gem puller logic circuit and the magnets either stay on, dont, or just work once and then never until you reload

i am super confused

chilly whale
#

i'm confused too. but different.
did you just swap the magnets for lamps for the test?
did u test it with a lever?

it's a while ago i worked with them, but i remember they were always on, until they get a 0. And lamps are always off until... it's hard to understand what happens there... not very helpful, i know, but i'm curious ^.^

spark kite
#

see #📝bug-report

#

its an issue with picking items up

glossy drift
#

anyone have any tips for Logic gem compressor automation?

foggy lake
#

Though that one weighs out a specific amount of gems. Which you won't need it you can get the saw hook from the prospector store.

glossy drift
#

That's a great build, I really needed this idea of 2 magnets, stone floor, 2s delay and a flip flop

mental plaza
#

bit of a logic question here: is there a way to store values? like say i want an iron bar of weight 1, then a gold bar of weight 2. and i set up a system to bring the bars over, detect when one is there etc. i just need a system to store the second value until a logic signal is sent to it then output that value again. is the only way to do this some sort of loop with a diode trying to constantly output but being blocked somehow, if so how do i block this signal from going prematurely?
so the first bar goes through at the first signal, then once it goes past it lets the second signal go through for the 2nd signal
second bar can be held in place until the signal is recieved as well but thats just stop the water on the conveyor (image incoming) (asked in help but was directed to here)

#

ig ill also need to store a boolean for the first signal to make sure the system knows to put the 2nd in the storage and not override

#

tho im hoping theres some component that can be better used to just store a logic value

spark kite
#

i mean, the keypad stores values

mental plaza
#

but u cant input logic to a keypad as far as im aware

#

or release it with logic

spark kite
#

you can use the various >/= cables to compare values coming off a counter/weight reader

#

once the values match, it'll send a 1 value on to activate something else

mental plaza
#

thing is i need the exact value i type in to go to the cutter the moment the previous bar has gone through, as itll be that value that controls how much is cut off

spark kite
#

you might need two Logic Saws for this one

#

or a massive circuit with separate inputs for the logic saw

#

you can use a T Wire to condense two circuits to one output, but you'll need some valves to make sure the logic doesn't go "backwards" through the other circuit

mental plaza
#

yeah, i guess ill have to play around with the loop idea a bit more, i think thatll work but itll be kinda messy

spark kite
#

its gonna be a big circuit for sure lol

onyx laurel
#

I can imagine something like that would do too. just need to control the valve logic

mental plaza
#

well yeah, not to mention i gotta add a system for the same bar to go round multiple times, and to deal with getting the items to input in the first place

mental plaza
spark kite
#

yeah its gonna be doable, just require a fairly large circuit

onyx laurel
#

pretty sure is pulse but the saw should be able to remember that pulse
Can't say for sure tho, bad memory.

spark kite
#

but yeah, logic items do have memory

mental plaza
#

just getting them to output that memory withought human interference is a pain lol

#

tho idek why im working on this yet, the sorting system is still not finished and that is just water

haughty anchor
mental plaza
#

so would a loop with a diode and a delay not work to hold a signal at least until u reload?

haughty anchor
#

logic is weird like that

mental plaza
#

im confused how it would make anything go wrong tho? as surely if the delay is longer than the pulse its like a train going round a loop of track, it just goes round and round until its let out

haughty anchor
mental plaza
#

it shouldnt ever get 2 signals at once tho, one goes straight to the cutter, then that line is blocked and the storage bit is opened, the next bit goes in there and just goes rount until is let out to the cutter, by which point the cutter isnt recieving any input. and both inputs cant come in at once due to it being off of one keypad

#

ima make a quick mock-up in creative

haughty anchor
#

if you have a Loop of your storage, then the "Write" signal will collide with the loop signal

#

that's why i say a loop will collide eventually

#

unless you can stagger the signals with even/odd but then the storage output and storage loop will conflict

mental plaza
#

but if i make the delay on the loop be longer than the pulse given by the keypad, and then block the input the moment theres no way for a new input to get in

haughty anchor
#

that might work, keep in mind a"block signal" will require a valve, its own timer and probably still 1s delay between block and "set loop value"

#

logic in this game is quite restrictive due to either issues/bugs or due to concious difficulty /design decisions

mental plaza
#

im aware, i gotta have logic come in, block signal, then signal get back round the loop to where it began

haughty anchor
#

well maybe there is a simpler solution

#

like funnily enough i have made a clock that does use both a loop and "2 signals at once" and miraculously it works
so maybe we can get it to work for storage... 🤔

mental plaza
#

im just placing items out to use rn, this feels like it shouldnt work?

haughty anchor
#

that will work

#

the only thing that doesnt go on T's is a diode

mental plaza
#

interesting, in my mind that seems like it should only block part of the signal as it can go past to the split bit, but ig it might work

haughty anchor
#

i wish logic worked as intuition would lead you to believe

#

if only

#

i'm just thinking right now for your specific thing, let me try to get some sudo code for it and tomorrow i can try to get something working

#

do you have 2 keypads for your 2 bars ?

mental plaza
#

1 keypad for both inputs

#

first input goes straight to cutter, second one is stored then released once first bar is detected. so second code goes into the cutter for 2nd bar

#

tho in reality im hoping itll be more like 4 inputs for 4 bars, but if 2 can work it can be stacked for 4

#

i think i might be about to have it working

#

wait no i got one issue, i need to block 1st signal going into 2nd place when nothing gone down 1st loop, but i need to save a boolean of if there is something already 'in' first channel

#

wait do logic valves work that once the signal is gone they turn back on again?

haughty anchor
# mental plaza first input goes straight to cutter, second one is stored then released once fir...

ah so like a queue for just the cutter?
i thought you meant like you have your central hub where you have like
"**3**123" where item 3 is gold and 123 is the weight (for example)
but i never learned how to get the first number of the string

so if that worked you would have a single keypad with "queue"
1 150. 3 200. 5 60
-> ->

  1. store it in a "staggered" ROM (need to design)
  2. decode number /type -- could do (1999 >= A) == (A >= 1000) for type
    then ig since we know its between 1k and 1.99k we can do A-1000 for the number (weight)
  3. do bar pour / cut
  4. pulse ROM , go to 2
#

but this is like too advanced for our current knowledge

#

may have to call in the whole logic nerd gang on it

mental plaza
#

why do we need to decode the number? just send it to the cutter in its current form shouldnt it behave as if it was direct from the keypad

#

but yeah, a queue for the cutter then ill have buttons to say which metal goes where

haughty anchor
#

if you use 2 keypads, type and weight you need more storage

mental plaza
#

oh right, nono the keypad just says the weight, the buttons say the metal then the metal is released onto conveyors (i already got that figured out)

haughty anchor
#

if you use 5 keypads, 1 per type
then the "storage" would probably work?

#

1 keypad 5 buttons ok

#

or however many bars there are

foggy lake
#

I think I have something.

mental plaza
#

well, also 4 for the gems a nd more for fruit but thats the easy bit as its a direct line

haughty anchor
mental plaza
haughty anchor
#

do you need gem pull circuit?

mental plaza
#

it might be helpful

haughty anchor
#

let me fish it up
all the vids i have are probably not too helpful

#

i used lamps since magnets bugged but this should work

mental plaza
#

im confused why so many lines? surely just a different delay to each, what all the splits for?

#

oh wait u flipped it a couple times

haughty anchor
#

i used flips because of space

mental plaza
#

oh u gotta send a signal to turn off too?

haughty anchor
#

if you have the input on the other side it can be smaller

foggy lake
haughty anchor
mental plaza
#

so its not like once the signall gone it turns off

haughty anchor
mental plaza
haughty anchor
foggy lake
#

This is a little function I have in my Mastermind save.
Send a signal from the keypad, and it goes to the first light here, then the valve closes it off. The light remembers the value and is not overwritten with the next signal.
On another keypad input, the next light gets the signal, and so on.

haughty anchor
# mental plaza thats y so many lines, this logic is harder than i thought lol

https://www.youtube.com/watch?v=xQh-xbmQheM&t=1s
this is the only sort of storage we have currently, clock signal that pulses a multiply
1 (clock) * stored number

cost and shopping list --
total - 4991c
shopping list


lever - 1
logic valve - 1
validator - 1
light - 2
diode - 2
straight cable - 5
keypad - 6
delay 1s - 6
logic add - 6
elbow cable - 7
T cable - 14

▶ Play video
mental plaza
#

i think thats similar to what im trying to do, except the signal cant immediately go to the light (cutter in my case) as itll cut the first bar at second weight, if only i could take the number out of the lights back into logic lol

haughty anchor
#

yeah issue with this is as soon as you put in the keypad, the output will trigger

foggy lake
# foggy lake

The button on the top left resets the values to 0 and resets all valves.

haughty anchor
mental plaza
#

hang on just so i have this right, when i press go on the keypad it gives a pulse of that number then does not reset to 0 but will stop sending that pulse. but how long does this pulse last for? like 1 tick?

haughty anchor
mental plaza
#

right, so if i send 2 pulses into a 10s delay they need to be 10s apart to not break

haughty anchor
#

yes, if you had a repeater on a 10s delay you get 1signal/10s

mental plaza
#

alr so i managed to get a loop changing from 0 to 8 over and over again lol

haughty anchor
#

i remember a repeater on a 1 second delay gives you 1 signal / 2 seconds in some cases

foggy lake
#

I thought I'd messed with this a bunch, and it's unpredictable at best, but not 1 signal per 10 seconds. Need a loop for that.

haughty anchor
#

i dont use repeaters,just an example

#

wait until you find out about wire delay and the "0.6 second" or "0.8 second" theoretical speed limit;
but the practical limit is 1 second / action

mental plaza
#

hopefully that dont effect my needs haha

#

also just to check, if i input a 0 to a valve it will open? and what if i input a 2, or a 274?

haughty anchor
#

Wire delay is dependent on FPS
as long as you're above 10 it doesnt matter too much
and at 30FPS it's like 54 cables = 1 second delay

haughty anchor
#

1120231 = 1

mental plaza
#

ok, so i can just use my massive numbers to open valves, cool

haughty anchor
#

or at least it should be, god forbid it's bugged

mental plaza
#

this would be so much easier if wires just turned things off after the signal ended lol

#

and pulses had a length rather than instant

haughty anchor
#

well yes and no
its not a minecraft redstone pulse sadly

#

but it does allow us to do some tricks

mental plaza
#

yeah thats where most of my wiring experience comes from so this is kinda different

haughty anchor
#

but the tricks do not outweigh the benefits

haughty anchor
mental plaza
haughty anchor
#

this is the "is the bridge open" of nerds

#

bridge is open, now fly over it with your car

mental plaza
#

dammit my entire wire drawing is broken then now

haughty anchor
mental plaza
#

i think i have something that may work

haughty anchor
#

i'll BOLO for it 👀

mental plaza
#

good luck understanding it

#

bolo?

haughty anchor
mental plaza
#

oh right

haughty anchor
mental plaza
#

these are not correct symbols lol, i used an alpha for the inverter which is not right

haughty anchor
mental plaza
#

fair enough

#

oh btw d is detector, will detect the remains of the bar after cutting

#

which needs to reset itself each time now i think of it, should be simple enough tho just plug its output into its input

#

no i messed up

#

theres a reset line that will trigger for every input, including 2nd one

#

ill just stick that on a button ig

#

new diagram and off to bed i go

haughty anchor
#

good night

mental plaza
#

i think ive done it

#

ill send the save with it in here, idk how to record lol, (also its slightly wierd atm as the detector is replaced by a button and the reset line is a keypad sending a 0)

#

i didnt have any gold to actually send through and detect but the button has the same output

hot hatchBOT
#
How to find your game saves
  • Open the Run prompt by holding the WINDOWS key and pressing R.
  • Type the line below into the box (or copy/paste) then hit ENTER.
    %localappdata%\Mining\Saved\SaveGames
mental plaza
#

instructions to use: the right hand keypad should input a 0, press this to ensure the machine is fully reset. input one number into the left keypad and press green, then input another number (these numbers cannot be 0, they can but do not have to be different) press green on this second input. the cutter is now set to the first number and the second number is 'stored' simulate the first bar going through by pressing the button at the back (or get a gold bar and replace the button with the counter, provide the conveyors with water and allow the bar to go through) once this is detected, the stored value will be released to the cutter and is ready to use within 3 seconds of detection. after use press reset (left keypad) again and the machine is ready to use again

#

new version: fixed a conveyor being backwards, and now provided with gold to test on

dim zodiac
#

Hello gang, i need a logic that turns water on and off with a timer, like turn on once, then turn off wait 30 secs and do it again. Can anyone help?

mental plaza
#

how long u mean to have between on and off? like just a short spurt or on 30s off 30s

#

if u want a short spurt u can create a loop with 30s delay in it, and then have that output into ur valve, split from the line going into the valve and add like 1s delay and an inverter also going into the valve (ull want diodes to make sure stuff dont go backwards)

haughty anchor
sour jolt
#

something cool I made

foggy lake
# sour jolt something cool I made

(in case you didn't know: nukes will set each other off, so you only need to detonate one of those nukes to set them all off. Also, throwable tnt will detonate nukes, so you could get away with not using cables at all.)

prisma crown
#

@mental plaza, moving here for discussion... That's a cool concept. The wait isn't too long and this is good enough for me right now. But in case I finish my T3 setup and make my mining operation look good again before a new update comes up, I think I'll try to improve this. I don't even know how you would queue stuff for being cut, but that sounds good

mental plaza
#

yeah, main reason i wanna be able to loop bars around is cus they have a long way from the smelters to the cutting area, theres like a 100 conveyor round trip to make room for stupid amounts of uncompacted logic

#

the queue of bars is just like a line of conveyors that let the bars through as needed (controlled by valves) the difficult part is storing the numbers for the cutter, i managed to make a 1 bit ram but i gotta try rework that into a 4 bit ram for my design somehow

prisma crown
#

Nice. I tend to make my logic as simple as possible. I don't even use those logic Ts with operations. I tend to use only 0 and 1 signals. First time I used the keypad was for the saw

paper hearth
#

@mental plaza I could show you how to reset logic scheme without additional keyboard. I did almost the same few days ago, but using magnet and logic smelter. Output bars could be a little bigger than requested but it does the job, so I happy enough.

mental plaza
#

I'm not entirely sure what you mean by reset logic scheme there

paper hearth
#

I mean resetting all to 0 without additional keyboard

mental plaza
#

ohh right, that would be useful actually

#

i did have an idea how to do that but it just ended up resetting on every input which was kinda useless

paper hearth
#

Sorry for my English btw

haughty anchor
haughty anchor
paper hearth
#

@mental plaza fixed version

mental plaza
#

wait im confused, whats this for again? it just to check theres enough material there to actually cut before letting anything through?

#

i was just planning on making sure i have so many materials that this never happens, also im hoping my plan would have built in redundancy for this and simply wouldnt cut the item and thats it

paper hearth
#

Yes, but you can use it for anything else. If you can understand when you need to reset values, you can use part number 3 to pass a zero only once

mental plaza
#

yeah, it could be useful. especially for my veg side of things when getting seeds back

#

also i finally managed to get a working magnet system that has only one block behind the lower magnet and none in front of the upper while being one block wide (i built the conveyor system too compact so no existing design i could find would fit or could be squeezed around sensibly)

fading lake
#

does anyone know how to make something that melts bars of exact weights everytime (for example 100k)

foggy lake
prisma crown
# fading lake does anyone know how to make something that melts bars of exact weights everytim...

You want the smelter to keep outputting the bars without you telling it too? You could do a loopback system where a full bar gets dropped by the smelter, gets cut to 100k and the rest goes back into the smelter. Put that thing that keeps outputting 1/0 to automate opening the smelter and stopping feeding belt on a delay, so it does that every x seconds. That's roughly how I automated the old gem compressor

#

In #1078628865867518072 I have my smelting setup with the save file if you want to check how to automate while still pressing a button. You would then change the button to the 1/0 automatic thing

#

you may still need to tweak timings for that kind of use and block the 0 input

prisma crown
# fading lake does anyone know how to make something that melts bars of exact weights everytim...

I made it in my setup so you can see what I mean. All I added was a 10s delay and that thing. I thought it outputted 0s as well, but no, it keeps outputting 1s only, which means all you need is that thing, a delay and then the the rest of logic is in the builds showcase. Of course, you can optimise that taking your setup into consideration

https://streamable.com/1freur

fading lake
#

so do the bars that go back up end up in the smelters again?

prisma crown
#

Yes

mental plaza
#

anyone know a compact way of turning one logic signal into 5-6 (dont rlly matter the time between the new signals within reason, just dont wanna be making loads of loops with delays in it)

#

(asked in help but nobody there seems to know so asking here as better chance)

foggy lake
#

Wait.
Maybe I don't understand.
Are the signals identical?

mental plaza
#

probably should have removed that, someone helped in help channel, a repeater with valve on output works

mental plaza
#

thx anyway tho

noble estuary
#

@spark kite okay well I was also gonna say you could also use an inverter to set it to 0 so then you get an accurate count as well

spark kite
#

i said that i my post, if by inverter you mean the Flip Hook

noble estuary
#

Yuh but you can fit it in smaller than what your post was saying

#

Still 2 blocks tall

#

By removing the valve

spark kite
#

you'd still need the valve or else the counter would constantly be resetting itself to 1, since the >/= would be sending a 0 value since it doesn't match what's on the keypad

#

the valve blocks the logic signals entirely

noble estuary
#

That's what the validator does, would work fine

#

The validator removes the 0 that the >= puts out

#

Only the 1 gets passed once the comparators conditions are met

#

And that's what the flip is for to turn the 1 into a 0 for an accurate count

spark kite
#

with the logic saw, we don't need an accurate count anymore

noble estuary
#

Ya but it's also smaller

#

And I mean you can also just add 1 to your keypad to still get an accurate count too, if it matters for whatever reason

#

But it's also silent instead of having to hear the valve turn on/off if it's close to where you are workin

spark falcon
#

Circuits for automated smelter /compressor for use with logic saw. section in green box can be removed if not being used whilst mining, section in red box is common to all so only needs to be made once. one of the keypads is common to all the other sets a unique identifier for that smelter/compressor. This allows you to have 1 keypad to set the ore type, 1 keypad to set the desired weight and a button to activate once desired inputs are set

#

You can take this 1 step further and also have a keypad to select how many bars of that weight you want but this circuit really depends on where the counter is in the loop. The circuit that adds 1 is for if the counter comes first, the other circuit may also require a delay where the arrow is pointing if the counter is close to the magnet.

wintry harness
#

Does anyone have a method to multiplex several booleran values down a wire?

#

Like the controls for all the levels of drills traveling down one wire

gritty wren
#

or if you wanna make it with buttons use a flip after the button and then + the level number

wintry harness
#

It works!

quasi spire
#

Just a message so I can save this forum/thread

quasi spire
#

math.......

spark kite
haughty anchor
#

The backup line will still work

#

I think if you want long term repairs you either do belt under SHU or do backup line by using an in-line bypass
So one pipe has, for instance, 20 auto repairs where if one is damaged its bypassed

spark kite
#

Yeah the belt is obviously the better solution for long term repairs, but I figured I'd tack it on to this warning light when the SHU is empty

#

It's a shame the SHU doesn't send any signals of it's own, then we could set the light to go off when the SHU reaches 0 instead of the filler reaching 0 and getting stuck that way

haughty anchor
#

Yeah

haughty anchor
#

yeah, though i have done alot of testing
like sometimes 2 simultaneous signals makes neither happen, sometimes it makes both happen

and i know for sure that "wire lag" gets worse on lower FPS and there is like a 0.4-0.6 second delay that logic items have before accepting a value, which is relatively easy to hit at say 10FPS

i always diode my loops to be sure, because i dont want to deal with this kind of issues

like i had a logic clock that broke when i removed 2 redundant cables because of loops and wire delay

#

i mean i guess its relatively more safe using the (i think unintended?) value collision like you do

#

if you try this save, i built the 2 cables to be 1 second of wire delay compared to the center actual 1 second delay hook
30 is 30FPS, 60 is 60FPS

#

uh it was like 60 or so for 30FPS let me see

#

54 cables @30FPS
112 @60FPS

#

i didnt try other FPSes

#

its very weird because like when we tried cooking boots i got like 60/second regardless of frames

#

maybe theres seperate TPS systems, i dont know

#

A loop is only created when the signals only go in one direction
bad flashbacks >>

you'd be amazed what some people do with their water system

#

The question is only what is the maximal amount of cables you can use for the other path before both signals are registered again
yeah that's something i did not fully test like idk how many seconds it takes for the gate to update, or if its FPS dependent

#

um, not by a long shot lol

#

we had a case like 2 days ago where someone had infinite water and we thought it was a new bug but he had 8 loops

#

water pipes and logic wires work relatively the same

#

i never really understand like sometimes the value / water/ cancelling does not work?

#

you're probably at like 120+ fps?

#

wait the short wire does the cancelling thing with the long wire

#

if you put a T so that you can see the zaps you should see 1 zap

#

hm

#

i've been thinking like

#

since loops in water and logic both have issues right

#

why does an even pipe count get a loop

#

if the values collide

#

maybe theres a desync time at like 0.5 second exaclty where if the 2 values hit at that frame they dont collide

blazing kayak
#

Hey, I'm looking for a way to have these lights be green until i flip a lever, then i want them to turn red. any ideas? If it's gonna be terribly complex, I'll ditch the idea

haughty anchor
# blazing kayak Hey, I'm looking for a way to have these lights be green until i flip a lever, t...

you can do it in a couple ways, depending on what you think is complex

the easiest is probably lever -> cable (Main)
then Main splits into a multiply that gets multiplied by green color (000 255 000 or 000 999 000) into a validator, into a diode and then your lights

the other Main split goes into a flip hook into a multiply that gets multiplied by red color (255 000 000) or (999 000 000) into a validator, into a diode and also into your lights

#

alternate solution with a + and a X but you need to make the red 255,745,000 so that when the green 000,255,000 is added it goes to 256,000,000 (red) and when the lever is 0 just the green comes through

amber meteor
#

Neat solutions

#

If we are using math, you could also multiply it. Got some goofy light contraption in a test world that behaves that way

#

Yep just checked it. It's multiplying 255000 by 50 upto 20 times to shift between green and red for some silly spanner detection system

#

So it resets to 20 then deducts 1 every toss and calculates the light based on that. Silly and excessive but was egged on by a steam forum post so had to flex

blazing kayak
amber meteor
#

multiply or divide are both applicable. Just have to make sure the math checks out

#

I gave you the simplest solution but the math ones are definitely more elegant as you can see in Steefs example

blazing kayak
#

Wait, no. Just needs a compare at the end lmao

amber meteor
#

The difference between the two values is 1k though, so dividing by green won't get you there persay

blazing kayak
#

With the other input being the green the valve is open. When the lights turn red, the compare with their a negative in and close the valve(

haughty anchor
blazing kayak
#

figured it out

amber meteor
#

Oh that's what you meant. Was a little lost by the question as well but assumed you meant to go from red to green

blazing kayak
#

The green corresponds to an open valve, and when the lights go red, the valve closes. In this example the white light indicates the last output

amber meteor
#

I would double check the output with a reader still

#

Pretty sure the compare is going to spit out 000000000

#

Which the valves like to think is a number and thus will act as if it was a 1 or greater

#

Nothing a validator can't fix though, but better to check to know what you need

#

Honestly, that multiple zero output triggers a lot of things it shouldn't like logic smelters or magnets

#

So doesn't hurt to make sure

blazing kayak
#

Kk

spark kite
#

@blazing kayak , your images in #1078628865867518072 are nearly un-viewable. could you turn up the gamma or wait for daytime to retake them?

blazing kayak
#

The point was to showcase the lights

#

Not the build

amber meteor
#

Why not both? The point of that thread is to show off but you aren't doing it any justice by only showing the glowing lamps

#

Nothing wrong with displaying the lights ofc but you can still put a few daylight pictures of your logic work to go with it

spark kite
#

yeah its called "Logic Builds Showcase" lol

worthy prairie
#

Hi
i´m new
can somebody tell me why i would build an auto smelter?
i see no use in many little bars

amber meteor
#

To automate when to transport the bars really. Can use them to sort closer to your drills before shipping to keep frames in check or set up a complicated logic saw build that requests the specific bar in question then stores it after the cut. Tons of good reasons to use them but none that really apply to the normal player

worthy prairie
#

ah ok
thx

haughty anchor
#

@amber meteor @spark kite i am currently working on the logic section on my display save

which logic builds are the best ones to display

i got the following ideas,
= auto repair
= auto repair+ (belt fed)
= smelter + stop belt
= precision cutter
= RGB lamp, RGB looper
?= ore counter / weight reader
? magnet gems out of compressors
? select-o-matic ore type X precision cutter
? probably something with the veg display stacker
? clock/counter
? clock/countdown

amber meteor
#

Trying to come up with something flashy, impractical and not a ridiculous investment to make like battleship

#

I have a dumb idea but I will have to boot up a creative save and mess with it first to work out any kinks

amber meteor
#

Got the bones of the first part of it done. Just need to figure out how to spaghetti the connections since this is deliberate stupidity for the sake of doing things overly complicated

amber meteor
#

Hmmm when the hell did Max change weight readers to fire out a signal after resetting them to 0

#

Or did I find some odd anomoly

amber meteor
#

Somehow getting zero read on them after resetting, which it shouldn't do

spark falcon
#

They output a signal whenever the number changes. updating the number to 0 therefore output's the new number

amber meteor
#

I thought they didn't send and update until the next item passed

#

At least that's what I recall them doing. Been a while since I toyed with these

spark falcon
#

I think that's how they were when 2.0 first came out. IIRC that behaviour was messing with simple circuits causing ores not to be read

amber meteor
#

So I'm not crazy in thinking they got changed for the better. Just was oblivious to the change and it threw me off

#

Alright @haughty anchor, have fun. To start it, just flip the valve stopping the ruby from moving on the far left. Too lazy to build a proper start/stop mechanic; but I think it fits the theme of parody beginner logic that surprisingly works

#

Overly convoluted... you betcha

#

I did have one test where they decided to lodge into the magnet during the pull and crapped it out, but logic magnets amirite?

haughty anchor
#

my brain is melting alreay so lets go

amber meteor
#

lol ;D

#

I was also a little too lazy to break down the steps between colors since rgb steps goofy between specific colors like yellow and orange. If I went for a subtler stepping it wouldn't be as noticeable but ehh, it works so I'm content

haughty anchor
amber meteor
#

Heh, I get the meme but the image threw me off

haughty anchor
#

would probably help if i say
7654321

amber meteor
#

Now my brain hurts looking at that and trying to see something more than 12 values repeating -.-

haughty anchor
#

what are the windows for btbw

amber meteor
#

Magnet sticking prevention

amber meteor
#

Added them after the test where they lodged in and stopped it

supple coral
amber meteor
#

And this is why I tell people not to stack them 🙂

#

And if I have my way, this will be removed 😉

supple coral
#

stacking delays for a longer delay would be really usefull