#Offering some logic help to those in need.
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why is it connected to a sensor as the power source? a switch would probably yield the same result
Why are you using buttons? The switching is done by the chat commander
oh i don't really know much about logic lol
fair. for this i assume you only need a constant on signal going into the frequency, so you could replace the weather sensor with a switch instead so you could turn it on/off
alright, the frequency box value uses seconds i assume right
yeah
I only noticed the delay and sustainer changes the other day
i haven't played in a while so im only noticing them now lol
Its cool, No more delay stacking
I went back on the other day to have another go at my auto shop
Its working more reliably but not 10/10 times
odd
i still don't trust time-related components after i removed them all from my sign
I just remade the randomiser system i originally had, and it works alot better now
I used a relay instead of a blocker too
The blockers are just awful
im fine with blockers when you need to let a specific value through on an off signal
like alternating a value between one and another
Yeah
It usually works there, unless there's a weird server spike
Ive found that can lock them
Same with memory cells
i haven't had any issues with my sign and lag since i removed all sustainers, delays, hertz clocks, and zero ticks
Awesome
no idea if any new changes made stuff different tho i haven't played in a month
Yeah thats true, I added a little timer to my randomiser. Basically if it hasn't made an output in 2 seconds, then restart it
Thats inconsistent
Probably not to logic
Weirdly they dont give a toss about it
except for the "you can now move components and the wires stay" update
Thats cool
because i think they did do that
i was using the buttons to show because both the chat command and stuff were going back
i did add these and made some extra stuff out of it
so extra colliders so i can make some borders
What is the input on the number interface going into the Greater Than gate?
It should be two, im wondering if you forgot about it
yea
Its two?
yea, i followed the schematic you sent
im currently at the ice caves but i kept the wiring built at another corner
Okay ๐
Wait, Could you elaborate?
So is it switching everytime you use the chat commander, but only pulsing that state?
Or is it only pulsing the first state
so like i have a slight problem, switch is on, frequency is valued 300, except no weather radar messages are being sent
and i've timed it too 5 minutes no message
Its got a switch set to on running into it, yes?
yea its on
Oh yah I see
alright
alright i replaced everything and rewired ill update in 5 minutes
Okie
You could set it to less seconds and see if it works then xD
Then change it back to 300
But if it doesnt work, Ive got an adjustable timer system that usually works
Awesome ๐
Im not actually sure
oh wait how does the daylight sensor work
does it just go off after every in game hour
yea
yea it seems to be the case
kind of hoped it worked like a minecraft daylight sensor but thats fine
so if i want to do a timer for 10 minutes right
i set up 2 frequencies, yes?
like this right?
oh this one
i had followed this
no this doesn't seem right it, after the first frequency the power goes to the second wire but doesn't go through the second frequency and just dies there
do i have to lock the signal or whatever
Oh no sorry you're right, its 3
So basically thats because the input needs to be sustained for 300 seconds. Otherwise the second frequency will just stop
how do i sustain the imput for 300 seconds
May i ask why you're using 2 frequency things?
You could use a sustainer
alright
oh yea also whats this btw
kind of wondering because i have my weather radar going off every 2ish minutes but it feels pretty off
ok
I had to scroll really far through to find that because there's no search function on threads ๐ญ
anyone mind helping me out with some logic for a 4 way conveyor
oh i forgot to respond, i want to set the meteor telescope to go off every 10 minutes
because i dont think you can set frequencys above 300 seconds
how do i set this to anything also
Set the number interface to the amount of seconds you want. Its a lot more versatile than a frequency gate, as you can set it to a huge value. You could probably make it time days
Sure! What part do you need help with?
Yea but how do i connect it with anything im confused
Sorry i forgot to mark an output, The greater than gate is the output
it pulses every x seconds you set
Alright
Sorry for the late reply btw ๐
Its fine
this right?
Yip
alright that works wonders
Awesome ๐
@violet crane whats up dude, i was wondering if u could help me out with an idea i got, so im building a food truck and im selling 4 items: moldog, cheese, rice, canned beans.
my idea is that the player pays 1 price and each item has a different chance to get (the cheaper it is the higher chance)
this is what i made up:
Probabilities:
Moldog (10 Lumite Credits): 10%
Canned Beans ($4,891): 15%
Cheese ($444): 40%
Rice ($600): 35%
is there a way to make this work with logic?
Hey mate! Im happy to help ๐
That seems relatively easy to do
perfect! any price you want for your service?
None at all don't worry about that!
oh you sure?
Unfortunately I've just arrived at work, So once im done rotting here I can come up with a diagram for you. And i can join and help you with it if you need
Yeah, All good mate ๐
Ive always offered my services for free
you all good, still gotta fill the truck and collect some of the items im selling, do you have an estimate amount of time until? no rush ofc
Probably about 9-10 hours im afraid โน๏ธ
Ill start thinking about it, thats the hardest part
nah thats all good, enough time for me to collect and add details
And ill try and squeeze out a diagram if its possible on my phone
Awesome ๐
To be honest mate, this might be quite easy
just so you know im in Australia and the time right now is 6:14 PM so if you are on the other side of the planet might not be able to join to get some help haha but I am all good with diagrams and all that ๐
Oof i see, We can work something out!
If it means me making it on my plot and having you recreate it from photos, im happy to do that
whatever floats you boat, dont want to bother you too much
fair enough
Id love to just do logic all day but my plot involves alot of building, which honestly i cba to do aha
yeah mines a mixture of both since its a museum, i had to make a clock that displays hours and minutes and changes colour based on the weather so its like a 2 in one, and then got a elevator for like 3 floors soon to be 6 which is easy to change, most of my logic is all connected to the one weather sensor since i have some stuff resetting to the original position on login to reduce glitches (the elevator mostly would sometimes break or the item inside it to open the door automatically would fall)
this was with some help from other players but most was just trial and error
Ahh i see
Sounds nice
I made an auto shop ages ago but its getting so complex that im struggling to finish it
oh yeah im in that phase, making my auto shop too, i think ive done around 30 machines, since im selling like every limited item i can get my hands on
Mines like one big machine
ohhhh, where u click a button and it changes the price at the donator?
wanted to do one of those but figured if i just do a bunch of lines and make it look like a bunch of pokie machines it might be funny
You enter the code for the item you want, through the self service machine, and then it finds the item and sends it wherever it needs to go. That all works, but im making some collection bays so people can order over discord and collect it in game
But the collection bays are proving difficult. Mostly because im overcomplicating it
ahhhh fair, thats a nice idea, ive just got the expensive way where its 1 drawer per item, interactor, ownership converter, num interface and a donator
the time consuming part is changing the region of the interactor and ownership, got to the point ive had to build a box that i move with each machine
Ive got a bank of storage drawers full of items, and it just picks from each one. They're so helpful
Ah i see. I've still got to do ownership
How would i make a "dispenser"
flick a Switch and it will activate a repeating signal to a interacter cauing items to drop out a box
OR a switch when pressed will do the same thing but for X amount of times (like 5 seconds)
You can use a sustainer and a relay, with a hz clock and run that into an interactor
@violet crane hey dude i need some help again, im redesigning my elevator so it doesnt break so often, i want it do be where when the player clicks the button to go to a certain floor for this example lets say my shop, it would close all other floor doors but open the shop floor door, how could i do this? is it just a simple interactor with a flip flop for each door?
You could have a laser and receiver detect the elevator at that floor, and run that into a NOT gate, and open the door
That works?? I thought elevators couldnโt get detected
They can break a laser's light so you can detect the beam with a receiver
But a laser cant detect them like an item
i was trying to think of how to make an elevator with doors that open accurately. if the elevator passes through objects like laser receivers, those could potentially be used to gauge the distance that the elevator is currently at
or you could just use horizontal ones to detect when the elevator is at an exact height and then open the door if the floor number is selected or smthn
though you wouldn't want to detect the player or anything else inside the elevator, so i was thinking you could use a second smaller elevator in a tiny chamber that mirrors the movement of the main one
as for selecting the floor, there'd need to be some way to do that with an easy interface. you could use a slider on each floor and a button, and reset the slider to the current floor every time the elevator moves
or just simple up/down buttons for every floor, and a call button on the outside for each floor
For the door you can just Time it with delay and for the Interface you can just have the same exact interface as an irl one
.
i wouldn't trust delays because the elevator timing may depend heavily on server lag
hi
is there a way to like seperate one big conveyor into three different smaller conveyors
with or without logic
im trying to speed up my farm
Of course
I mean what about just using two borderless conveyors next to eachother at their widest size?
He wants to split one into three to process faster
Hmm, Why doesn't he just run two different conveyors forking off at the end, at like a 30ยฐ angle?
Cause you can't guarantee even splitting
What you need to do is tweak the conveyor at fast rate synced with a drawer
True
just plug the input into a num splitter it auto floors it
100%
well if you can floor numbers then it's definitely possible
the splitters all drop the decimal portion of a number so you can do a clean divide, unsure how i'd do modulo tho
Maths ๐ค
i mean in theory you could divide, subtract the part past the decimal point, and then multiply by the same number? but you'd definitely run into rounding errors
if you're doing a power of two, you can take advantage of binary probably
to compute x % y
first, divide x by y = A
then floor A = a
then multiply a * y = b
then subtract x - b = r
I should learn binary, I feel like it would help me out
that might work
and be implementable in logic
lemme run through a large test case
123 % 13 (expecting result 6)
123 / 13 = 9.4615...
floor 9.4615... = 9
9 * 13 = 117
123 - 117 = 6
yeah thats totally able to be done in logic components
and you shouldn't have float rounding errors since you're doing a floor
the only issue is how accurate is the floor? can we floor with as many digits as we want
trivial test case 2 % 2 = 0
2 / 2 = 1
floor 1 = 1
1 * 2 = 2
2 - 2 = 0
and this works as a floor so thats easy
yep it works
modulo operation in 5 components
here's how you do it. number splitter and combiner are stacked on top of each other, and wired up completely with one another. there may be tick issues with the output coming out so be aware of that, you'll probably want to sync the last calculator by adding a few tethers between some lines
specifically, you'll want 3 tethers between the red input and the subtraction calculator, and 2 tethers between the yellow input and the multiplication calculator. here's what that might look like
figured it out lol
good for you
its not that complicated really... you just have to convert this equation
a-(b*(a//b))
which is what you sent earlier from what I see
Bump
oh is that one above for splitting into several conveyors?
im planning into separating my jar machine into 3 or so because its so so slow
So what part needs splitting, the fruit input I'm guessing? And it should spread between all 3?
Bump
Bump
im sorry , i just curious what this logic use for ? hard to scroll chat i dont get it
modulo operation
it takes two values and performs the modulo operator on them
so for example, 5 % 3 = 2
alr thanks
now we just need a square root calculator ๐ญ
i wonder if implementing fast inverse square root is possible in logic
you would prob have a ton of rounding error but you can actually implement iterative stuff easily
the thing about fisr is that it only needs like 1 iteration to fix the approximation
due to how the logic in the game works it might not be the best either
stuff that use binary to be faster are a bit useless in oakland
i would post the code that was used in quake 3 arena, but it has a swear word in it

we do a bit of trolling
thats cool lol
anyway here's the code
Making the logic for the alarm nows
i dont really see a use for square root but it would be cool
if you can do square root you can do graphics 
I wish Custom Vinyls were cheaper
or at least if you bought multiple
I want like 5 but ยฃ1 each is crazy
could prolly buy in bulk from another player, do people still do that
No but custom vinyls
yeah they can make em for you
though using vinyls for sound effects is interesting
you pay them ingame
chatgpt tells me this is goog
Yeah but surely they just lose robux ๐ญ
its like trading ingame money for gamepass gifts, people do it
true
that might be easier to implement
they do it at a much higher money to robux ratio than you can get through buying money with robux
Ah
guys i may be stupid
nuh uh
i remembered we have an exponent mode in the calculator
xD
I was gonna suggest that weird mode earlier (Because i dont understand it, but i thought it was square root), but I didnt wanna lead you down the wrong path xD
it has the exponent symbol so id assume it's exponent
ill test if the decimal values work for it
yeah it works lmao
breh
so now its not useless yipee
YIPEEEE
i can finnaly add an extra step to my comparison and make it slower 
(This doesnt help me in the slightest)
๐ฅ
do you know a good way to get the absolute difference between two number without having to move em around too much?
cause i need to sort them first with the thing i use currently
well given we only have positive numbers on wires
from biggest to smallest
one of those has to be greater than 0, and one has to be less than
unless they're equal in which case both will be 0
so just take both outputs
you could just run them at the same time
if doing one is too slow just do both 
like 2 subtract calculators wired to the same input values
yeah
and then combine the outputs and blam
also the number splitter is a bit dumb
Made this tho ๐ฅ
like when you input "0101" it just outputs "101"
though if you have negative numbers in your calculator you will have to do a different thing
so you need to have another number in front each time
i mean yeah? why would it keep a leading 0
0101 is equivalent to 101
i mean number interface can hold the 0
i dont see why the splitter wouldnt
if you put 000000001 into a number interface it will output 1
sad
i dont see why you would need leading zeroes though?
i have to add an extra number in 300 number interface to save up another game tick ๐ญ
for walls in pacman i store like "1122"
because they output numbers not strings
so it knows where the walls are
so just store 1-x instead of 0-x
yeah i do that
0 is a dead signal so you cant use it for comparisons anyway
but it would use one or two less gate to store 90101 and just throw the 9 away
...but 0101 is equivalent to 101
and would output the same signals on the number splitter
same as 90101 if you toss the 9 anyway
i just take the output of the splitter and use em to block input of my keypad
so why is the leading zeroes being removed an issue
because it'll still read it as a 0 and let it through
because it moves the "position " of the outputs
but it doesnt??????
i still dont see the issue, i just put in 0110 and the 4th wire is a 0
the first one would be a 1 tho
it... isn't...
reminder that this is how number splitters output
lowest digit top leftmost output
the top one is 0110 the bottom one is 110
i need to see your wiring for this you have to have it wired wrong
are you reading digits from the FRONT???
so you're actually reading 110 as 1100
so that is why leading zeroes are an issue
each splitter output is directly wired to a direction
then unless you wired it incorrectly, i don't see why the inclusion of a leading zero changes your outputs
0110 i want the first one to be 0

in this case it would be 1
because the 0 isnt included
so i just add a random number
you should seriously be thinking in terms of least significant digit first
least significant digit as in, 1234 --> 4 is the least significant digit
this means it won't be affected by anything around it, like leading zeroes
ill make smthing with lcds so you understand
using 9's so it shows up
i think i do understand, i think you're just doing it in a manner that causes issues
you're using the most significant digit as your first value that you want to read
so if you want to read a 0 as your first value, you can't because leading zeroes aren't saved as numbers
you can have 0's anywhere
not in a number you can't
or a wire, all leading zeroes are trimmed
i dont use it as a number
yes you do??? you put it in a number interface???
i just compress 4 different on / off signal
and wires output with numbers
whatever you put into the number interface doesn't matter because it's converted to a number with no leading zeroes
ok ill explain with 1s and 2s
1 is air 2 is a wall
2222 means you are surrounded by walls
1112 means theres a wall on your left
if you used 1s and 0s instead
in this representation, you would have no issues with it
but again, you're considering the 4th place digit as your 1st value
0001 would be a wall on top of you because the 1 get shifted to first place
i think your main issue is you're saying that the thousands place has to be your first value that you read, and the ones place as your last value
or something i dont know the exact reason
but there is ZERO reason why 0110 would be interpreted differently than 110
unless you're somehow padding the numbers in the back to fit as 4 digits into 1100 instead
the 1 wouldnt be at the correct splitting output
but thats what im saying!!! it doesn't move where it is in the splitter with leading zeroes!!!
this is why binary calculates stuff with the least significant bit on the right as 1, and values to the left are higher
but im just assuming because i dont knwo what the wires look like
each splitting output is a direction
i understand that
they dont combine back later or anything
which digits of the output are mapped to each direction
i just split them because its easier to store it all at once
you're talking to the guy that stored text as binary i think i understand that part
what digits of your number go to what directions?
first one
4th one is left
so would 1000 be the top is a wall
yes
and 0001 is left
okay WHY is that the case
that is straight up a problem with your wires
ok ill phrase it another way
if you input 11111 in a number splitter all of its output would be 1
yes, that's how that works
if you input 10001 the ones on the edge would be 1s but the 3 in the middle would be 0
okay i understand that
what part is causing your numbers to shift a 1 into a 1000 though
if i input 11112 only one of the side will be a 2
like why does it interpret 1 as 1000
and all of the rest will be a one
and not as 0001
okay dude ive used number splitters before, what part about this is so special
i know which outputs map to each digit
it will output 1 on the top left output
red wire in mine
it inerprets 1 as 10000
OKAY WHY IS THIS
it does NOT DO THIS on my end
i need to see your wiring
if you input a 1 in a splitter
one of the output will be a one right?
and the rest will all be 0s
yeah? and it's always the top left output
because it's 1, in the one's place
if you input 01, 1 is in the one's place, so it outputs 1 on the red wire
and so on
00100 and 00001 give the same exact output in the same exact positions
except those are very different wall config
there is ZERO reason why 1 and 100 are interpreted as the same numbers
0110 doesnt equal 0011
im genuinely curious about your wires

you are using One. digit.
i can join you
krazybigj
you have access to someones priv?
i do not
ah
just join whatever this server doesnt have big bases exceptm ine
kk
nvm i got one
it all works and i have the solution to make it with 1s and 0s
just want you to understand lol
thx
i understand clearly i just don't know why the hell your wires are interpreting numbers differently
1 should NOT be interpreted as 10000 in ANY circumstance
Anyways to make is smaller
It's for my unloading system
Handwriting is bad because these are my personal notes
@undone cairn
@undone cairn this is with tethers
purely esthetics but loses 2 ticks of delay
yeah thats nice
you can clearly see where each wire goes
i still think the solution is to go with an entirely different way that doesnt hardcode every possible position of pacman
but you can't rlly do that at this point so
you'd have to redo the entire collision system
i have to do that 4 more times
yeah that easily could fit in number interfaces
you'd have to do 2 per row and 2 per column
so you would just compress each tile into like a collumn and deocde it?
yeah pretty much
i mean yeah it would save some interface
and you could use a bit shift operation on the player's x and y
but it would also make it way slower
so you could take the one column/row of movement data
and bit shift the data down
then interpret it
same stuff , no tethers
so for example let's say that the up movement data, with 0's for movement and 1 for no movement, is 10000001
and the user's y position is 0
i didnt count how many intersection there was
since the user's y position is 0 you'd check the first bit, which is 1, meaning they can't move up
but you could just store those
that as well, but that means you're hard coding every corridor
i have to hard code pretty much everything to keep it running at a good rate :/
decoding is only viable in stuff where speed isnt really a problem
i dont think you have to make the runtime tradeoff if you can do it right
like swapping the memory bank to the next column will not take long
currently the loop is ~4 gates
and thats barely 18hz
how many tether would be 15 hz btw?
lemme see
- AND gate check for x/y
- relay opens to let collision data through
- collision data goes into 1st calculator and is divided to the right value
- divided data goes into binary out
- binary out sends collision bit out
- collision bit goes to player control
it's 60 ticks per second so
4 tethers
that would be 10hz
i think its 60/number of gate
it should be
for max rate
but you can also run calculations at the same time through the same gates if you know the next values
so you could make players move from tile to tile multiple times per full cycle
the calculation is based on the result of the previous one
there's prolly smthn you can do, but i think 0.1 seconds of delay is acceptable
that would make pacman look very stutery and slow :/
movement in the same column for example doesn't need an extra check for y changes
it just shifts the bit with the divide, which would take less time
keep in mind 4 gates is pretty much the max
eh ok its about the same
yeah idk you'd have to figure it out
ill mess with it later i got stuff to do
oke
for the 4 ghost i have a logic system that can lanage a theoretical infinite number of them
but the tradeoff is time
and making one decoder per ghost is only like +30% components
time doesnt matter as much for the ghosts bc they're not controlled by the players
they go as fast as the player tho
and have to make a decision of where to go each time
that you could use the intersection system for
yesnt
and a node based movement system
just have them move from intersection to intersection
would be good enough
sunk cost fallacy
well whatevrr you choose, good luck
like in term of building its a pain but in term of having the thing function its better
kk
are you sure transmitter + reciver = tether?
is the XOR to make it output once when the switch is flipped?
im not certain actually it could be 2 calculation ticks
you should test it
yknow what you could do for a speed up is that you can assume that the movement goes through and calculate for that, and use the collision data from the last frame to either allow or deny that from being committed? idk
shrug im out of ideas
i could pre calculate intersection ๐
whatever you choose to do, imma make my own little thing later lol
on a small scale just to test if the collision detection works
I think im good
im thinking ill just use pressure plates so if you're standing on it it'll move the character continuously
be careful with those
if you stand on two at the same time
/move to quickly
it can mess up things
i can always use blockers to prefer certain directions
or just allow diagonal movement lol
for me the logic cost is absolutely unacceptable
but im not making games in oaklands so
for my purposes i can have a delay cuz the end product runs on its own
the screen alone with no logic is like 5 mil
dear god
and i think the estimated cost for all of the gate is another 5
yeah that is absolutely unacceptable for me lol, my sign cost at most 500-700k
prolly much less
also some random stuff (im looking at you blockers ) are expensive for no reason
they made them cheaper thankfully
o:
i didn't actually go check so
relays are better anyway but still ๐
blocker better if you don't want to waste extra logic on a not gate
increases the gate cost 
sometimes its the other way around
depends on the scenario
sometimes you need functionality on high, sometimes on low
also i was thinking alot about snake
like
the head and body and turns
you could store the last few inputs and output the correct body part based on that
but how would you do that for the tail
i dont know how snake is actually implemented so id have to look that up
for a simple display (aka LCDS ) its a simple a point that moves around with decrementer
like each refresh you move the dot and set current tile to the lenght of the snake
and decrease every other tile by 1
i understand that i just gotta look up how other people move the tail
Yes, it outputs power to all the relays and it repeats the power input into the interactor, and the slider is for adjusting the amount of power goes into the interactor
I drew this for my digital electronics teacher and I changed the interactor to a "light" to make it easier for him to know what's going on
you could probably just use a frequency for that
frequency just pulses on and off with the given signal
How could I incorporate the slider into it?
The system interacts with the storage crate
I adjust the slider to change how much the storage crate outputs
Is that possible to run with a frequency?
replace everything going into the right port of the relay with the slider* with just a switch going into a frequency
So I could get rid of that relay
the frequency should basically replace the functionality of the xor, relay, and delay
combine 3 things into a single component that does the same thing
yep

yea
My new system! Works a treat, It can switch between both paths by the controller at the top, which defines which finish you require. Now just to make the return path up!
The yellow dividers are also controlled to stop stray naughty ores from escaping the desired path too
Full system works! Im so happy
Finally found a way to transport items up really well!
The organisation is unbeatable
Ive learnt to add context tags to everything for upgradability and future understanding
Like coming back to this after just an hour, i forgot a bunch
but they helped, and im back on track ๐
Ive also made everything on "wafers", which are the Palladium slices, And its really helpful to section the logic
are those alignment?
kk
cause you can use aligment conveyor to route thing very efficiently
yis
The only thing with that, is there is a cooldown with them so it wouldnt be too much faster
You can put them rotated and have it send stuff instantly into machines
Like from a drawer into 10 different path instantly
Oh nice
oh also is there a way to keep an elevator up
or does it always just go down when you leave and rejoin
what is a good way to make a elevator for a truck with trailers actually? so far just using a simple switch with an interactor
the problem with this though is the switch in the basement is activated i can't lower the elevator anymore since its activated the switch on the top does absolutely nothing
what do i use instead of the switch or how do i cancel out the switch in the basement
Instead of switches, use a button at the top and the bottom, feed both of them into a T-Flip Flop which runs into the interactor
alright, i found this tutorial on it too https://youtu.be/Am4XQnm6ApA
Hi, in this video i showed how to make working elevator. I hope you liked the video.
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Nice
it always starts at the bottom on join, you can use an interactor feeding it a signal to make it go to the set number when it loads tho
yea
how could one make a storage drawer drop like 30 things at one
Max is 10 per interactor so 3 interactor set to 10
Or just spam 1 interactor really quickly
how does one set an interactor to 10
Just input 10 into it, with a button etc
what do you use with proximities to filter out untrusted people
nvm proximities kind of suck 15 studs is like absolutely nothing for what i want to do
there should be a proximity+ that either has customizable range or like 50 studs
yeah you kinda need like a lot of proximitys to do anything
yea
can't do that though here though because
wanted to make a garage that closed by itself but yea
gonna use something else than proximities lol
i believe lasers may get blocked by garage doors? i know they get blocked by normal doors
you could use those and then send a pulse to the door to close it
alright ill look into that
if the laser detects the garage door in the open position or smthn
and then like what do i set a timer for it to close if it detects that
pretty much yeah
alright
i made a crappy setup for one of my own doors, no idea if it'll work for garage doors tho
it was also a bit tough to hide
but you may be able to take advantage of how lasers will keep going through blocks that they are inside, and you could extend the garage door down into the floor slightly
like this is my system on the outside of a door
alright
I know right
Bump
Bump
thinking of finally making that idea i had that will let me access all logic components with chat commands
conceptually it's simple, just interactors with boxes of logic
Alot of commands to remember lol
the logistics comes in dispensing new boxes when old ones run out
eh it'll just be the names of every item pretty much
and then maybe some other fail-safes like detecting if it's empty or smthn
the mini storage drawers will come in handy here cuz each box will have 25 in it
I want to make a logic component dispenser but its gonna be hard
and id have to buy logic components individually
like a store for them? dispensing 1 at a time or smthn
yeah
yeah def a bit overkill lol
would be cool but it's easier to just drive to the store for a box of 25 atp
Wait, if you put a stack of components into a storage drawer, Can you output them individually or does it just drop the stack?
Im guessing the later
it drops the box you put in
so if you put a box of 25 it'll output the same box of 25
which is the functionality i need for my chat command thing
but uh yeah wouldn't work for your design cuz you'd have to buy boxes of 1 at a time
which i mean you COULD do but i doubt anyone would want boxes of 1 item either
but uh yeah the underlying logic isn't difficult, just need to have the drawers accessible for reloading and space for the boxes to go onto pressure plates
and then a lot of region management for all the interactors smh
Yeah I didn't wanna be doing that, it outweighs the convenience that the machine would provide
Jesus
ok buttons are connected we gaming
Bump
For a long while now I've wanted to have a 50/50 system with my materials. So if I have 100 rocks, 50 will be in my trailer and 50 will be in my truck
But I've never been able to come up with a way to separate them equally
I was thinking of using lasers, so whenever a material broke the laser it would send the next one to the other direction
The 4way is facing the wrong direction but don't worry about that
I'll give that some time to simmer and take a break from this
Bump
Apologies for my very late response, Ive been thinking about the splitting system
You could have a toggling splitter, so each time the item breaks the laser, it toggles the path
But tell me, Does it ONLY split if its all the same item?
It shouldn't matter what the item is
When it splits
I just want the number of materials to be 50/50 between my truck and trailer
Or maybe I'm not understanding what you're saying
this is how you make a chat car respawner without having randoms respawn your car lol right?
Almost, Replace the Relay with an AND gate, and set the interface to 10
alright
so you dont want the items to be sorted and then split?
oh yea also what are some good youtube video setups for auto unloaders this is mine rn lol (yea its just for sapphire lol)
you can easily split the items if you dont want it to be sorted
Honestly i just had a storage drawer on a long conveyor line for my car to drive on, and that rapidly spit out the items onto a seperate line. Though with that, you need to use some method of slowing the flow
so like a frequency?
i used a hz clock to rapidly output items
they made it so that chat commanders must be toggled to public to even react to other messages
so you can just connect it directly to the interactor with no issue
as long as it isn't public
Oh really?
yea
Thats awesome
if you toggle it to public then yeah you gotta use an AND gate or smthn
i just use a frequency they're mostly reliable at low values
at higher values like 300 seconds it becomes pretty unreliable
300 seconds feels more like 600 because of lag probably
they should update that description probably
yeaaaaaa
How
Also I don't care for it to filter wood and rocks I'm more worried about getting half of my materials evenly dispersed into my truck and trailer
Awesome
If I had 100 rocks, 50 would be in the truck, and 50 in the trailer:)
So my thought was to have a laser trigger a T-Flip Flop. So everytime i senses each item, it changes the T-Flip Flop between off and on, which could be used to switch between two directions; your car and trailer.
My only thought is if there are loads of items, it might not see the gap between the items, counting it as one item
id do a different approach; if every item is in a drawer, you can specifically time outputting an item with changing the direction on an alignment conveyor
so it will output 1 item in one direction, 1 in the other, and repeat
and just run that on a timer with a pressure plate toggle or something idk
actually alignment conveyors are a good idea.
gets the items moved quicker
plus there's no cooldown to worry about if they're seperate items
So I could have them move into a storage crate (which I already planned to do) and from there have a alignment conveyor that's switching directions each time it's outputted
I already have a output system for my crates where I can adjust how many are outputted and how quickly
I'll work on it tomorrow but I'm gonna head to bed, if you guys don't mind making a mockup version if you have the time that would be much appreciated
Probably gonna build it underneath my basement floor so that when it splits the materials they are put into 2 storage crates under the spawners for my truck and trailer and will move the rock up into them from the bottom
Oh right i see okay, I can try and scratch out a diagram
I'm cooking something up rn
Here was one of my test runs
Did you try the laser toggle idea? Or is it a frequency clock?
HOLD ON LET ME SORT MY MESSAGES SO THEY MAKE SENSE
This is before I added the 2nd interactor to the crate
Added the 2nd interactor - when the first one stops interacting with the crate the 2nd one does
Testing the 2nd interactor
Have you checked the regions and make sure they dont cover anything else? If not, maybe try selecting and replacing the interactor, Sometimes gets bugged
Everything is check out
Each time the crate is interacted with the alignment conveyor does to because they're running off the same frequency
But I had to add a second interactor to the crate because without it, it would only spit it out one side
Like this
So you solved it?
Yes
I'm fine tuning the frequency rn
Out of 10 rocks I got it split 4 in the left one and 6 in the right
Ah okay
Did you try the laser system? The items seem farely distanced
I believe it would work really well
I did but sometimes they didn't trigger the laser
5/4
I missed one
It's in one of my random storage crates
I did it with 8
4 in the left 4 in the right
Solved.
I'll send the final test clip in here
I based it off of what you guys were saying so thank you for the help
It's 2 minutes and I'm on console so I have to wait a while
okay nw
Can't send
too big?
Nw
@violet crane how good would you say you are?
hi i was wondering if you could help? Im trying to get the red laser (circled in blue) to flip the conveyer (circled in red) 180 degrees. above is my logic for it right now and the value of the number interface is 8
Id say im pretty good, Im no good at bits and binary though. I made an entire self service shop that runs with logic.
Absolutely can help! Which conveyor type is it? I would run the laser into a NOT gate, then into a sustainer, then into the right side of a relay. That relay then goes to the interactor
So when the laser is broken, it stops outputting the signal to make the conveyor go right, so it will go left (for example). Im not sure which directions you want it to go
its a 4 way conveyer
i want it to go left and right\
I find them annoying to find the values which make them change direction, I dont remember them lol. What about using borderless conveyors if you're only going 2 directions?
good idea, ill try that
it works @violet crane ty!
Yippeee! Your welcome ๐ค
i need help again, do you know why my coliders arent working with my conveyers? it works with schematics but not conveyers for some reason. (1st photo is my logic and second is the region of my coliders)
Yeah so colliders only work with Schematics, not structures. It sucks completely
ohh
You could always try an extending conveyor
how do those work? can you give me a quick rundown
So normally they are just an ordinary conveyor, but when triggered, the conveyor belt slides back and items can drop down
ohh
They're pretty good
so if i wanted to replace my current conveyers with extending, i will have to swap my coliders with interactors?
Yes
I would make a seperate test bit with the extending conveyors to make sure they fit your system, im not sure of their max dimensions
Brilliant! No worries ๐
@violet crane would you like to be one of my logic techs
Hm, what does it involve?
Good evening
This seems to be one of the more active logic help posts
Basically, I'm having an issue where a sustainer is pulsing after it finishes it's allotted time. I'll do the 5 seconds, unpower, repower for a moment then go back to being unpowered
I have found no reason for this to be happening, and it's never happened before
.
I'm recording a video of it atm, to give a better visualisation of it
Good evening mate! That seems odd, ive not found that. Are you definitely sure the sustainer is doing that, and nothing connected? You might be able to select the component and replace it down, can fix some bugs like that
Awesome, thank you
have you reloaded your game?
Also tried that, yes
i had a different bug which didnt stop until i restarted the game
but as you've tried that, hmm...
Dammit- Forgot my camera mic was on D:
ahahah I was gonna say stop cracking your knuckles or whatever it was ๐
is the wire inputting into the sustainer flickering or pulsing?
The bulb to the right of the issue one is linked to the input of the sustainer
it does pulse slightly, but not before the timer of the sustainer completes
rightttt okay
is there any way to eliminate that second pulse?
i feel like for some reason the sustainer is stacking it up
Not really. It comes from an elevator moving through a laser detector. It activates the first time from the thing actually on the elevator, then the second is from the elevator itself
I would just rely on timing, but I have no clue how tall the elevator's movement will be in the final use of the thing. This is mostly just a mockup so I can troubleshoot issues
oh its timing based?
Not at the moment, no
i was gonna suggest using a t flip flop
so the first pulse turns it on, second turns it off
then that could run into the sustainer
so then it would only recieve one pulse
The sustainer is there so that the two pulses don't affect a later flip flop
maybe try a flip flop going into the sustainer
I'll try it, see how that works out
awesome
Ending up with issues where it sometimes won't pick up on the second signal, resulting in it not activating correctly
so ultimately issues with the laser inconsistency
Mhm
I'll tinker around with it, see if I can identify the cause of the sustainer issue
Thanks for the help!
No worries, if you need help again you know where to come ๐ Hopefully i can help you with your next issue
I'm back
Anyone have an automatic shop thingy?
Where after donating to a donator the item outputs from a storage crate then clears ownership?
Nvm I built it myself:)
How'd you achieve it? Glad you managed to do it yourself ๐
geting paid by the job we have our own bilding a logi room for testing logic
Hm ill have a look, Though my I like to offer my advice for free.
And i had hopes of starting my own company
#1340078508734545920 is where the hires a taking place
Okay, I'll have a look at your business, but im not sure if I'll join
I have a logic room
I left ton of room for stuff
It's a little different now tho
Yes
Oof
I'm loading in
I remember going up on an extremely slow elevator with some blocks of iron to fill in the top cladding pieces of my base
And often those iron ingots would fall through the elevator at the top :c
Most of the time I'd just pull the schematic down and fill it
My Xbox app isn't updating any of the clips or images so I can't download any of them from the app
I also have a Oaklands notebook with all my stuff
I'm really into this game.
Anyways I'm going to bed

Its only 6am for me lol
this isnt so much logic help but im bored, what should i make with logic? (I have an auto loader/unloader, weather detector, automatic jam machine)
like... connected to the internet ๐ญ
It would work but you'd have to upload a ton of franes to roblox
im gonna make a whole family guy episode ๐ญ
I highly doubt its a tutorial but i wonder if someone's made it
Better start coding a bot to upload your frames then ๐ญ
hmm
The painful thing is you might upload tons of frames, but one might have not uploaded properly so you'd have to find that one somehow and reupload it
I was gonna do something similia4
Similar, ive never got round to it tho
Im tryna finish my base before i make anymore big mahines
ok this will have like 20 frames
You'd have to have a clock counting up the frames, then an AND gate and number interface per each frame
Its not hard but extremely repetitive
ill find a tutorial i guess
A metronome clock, just ticks through
ill start soon just gonna have dinner
Sorta thing
Okayy
Damn why is it so late for everyone
Just gone 7am for me ๐
@violet crane sorta like this?
I have finally made an ALMOST perfect clock, which syncs with the in-game time as well as it can tell you the weather!
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oh
But you can make clocks
Like they've done
They're usually bad tho
And run slow after a while
so like i have a counter cycling through every frame every 5 miliseconds or so
Yeah
so sort of liek this one? https://youtu.be/_nLw45Cr-Og?si=ADwFCZVlCFeIyK62
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Timestamps:
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01:24 Number Display using Number Splitter
06:22 Counter Circu...
I guess yeah
But it just ticks up really fast
Then you'd need 2 number interfaces, 1 relay and 1 AND gate
Per frame
ok wait i think i get it
Honestly it would work but its unreasonably reprtative and expensive
Haha fair enough then
im kinda running low rn lol
No clue but it depends how many frames you have
let me count
Just add up the cost of 2 number interfaces, 1 relay and 1 AND gate, then multiply that total by the amount of frames you need
ok it has 21 frames
Right
ok its 2k per one of these so like 84k?
around that amount
nvm lol i misscalculated its actually way cheaper
Noice
Have fun ๐ญ
omg i just realised i have to remove the background of all of them
time to restart ๐
๐ญ
alright all of the photos are uploaded
finally
would you be able to help me at the start if possible? ill do all of the repetitive stuff
Sadly im at work now ๐
I would otherwise
ah ok, would you be able to help tomorrow?
Posssibbllyyy, depends because you're in a different time zone but if im up early, i should be able to
im in gmt+11 (aest)
if that helps in any way
Im in GMT โน๏ธ
i could probably be on at around 6:45 am (7:45 pm your time) if that works?
just depends how long i take to get ready for school
I wont be able to tonight because im scheduled into a trucking convoy โน๏ธ