The Xor gate is great for making two smart batteries act like they have the capacity of a large battery, that way your generators can fill up a bank of large batteries completely.
@xenosai3712 жыл бұрын
What happens if both batteries need energy? I assume to just not be in a situation where you're unable to produce more energy than you need to use at any given time. Just a notable fail-safe issue
@yaboi72392 жыл бұрын
why not just use an 'or' gate
@ИгорьДементьев-и7м2 жыл бұрын
@@yaboi7239 u can offten replacre OR with just a wire...
@ollllj Жыл бұрын
xor gate can be used to make an sr-latch (with more fine control) or adders.
@anthonyfaiell326310 ай бұрын
Honestly I never really found a good use for the xor gate, this sounds like a pretty great way to smooth out early game power systems.
@schmelvic2 жыл бұрын
I use memory toggles all the time for things like firing off liquid or gas pumps. For a liquid pump on something like a cool steam vent, you can connect a liquid level to "Set" at 900, and a second sensor to "reset" at 100. This allows you to keep a small pool of water at the bottom that can be used as an additional heat sink between runs, and only pump when you'll have full packets going through the system. Very useful for similar things with gas pumps, like if you have too much CO2, you can set it to run for a bit based on pressure instead of trying to guess "Maybe this will run for 20 seconds" with a buffer gate.
@GCFungus2 жыл бұрын
An interesting use, and I can see that is probably a little more efficient than simply using a sensor for the lower level.
@alamrasyidi40972 жыл бұрын
i can see how it is with buffer gate, but wouldnt a filter gate, set to pump if theres been sufficient materials to pump for a long enough time would be a more common use? ive never seen a memory gate being used in pumps like these
@justincapalbo6938 Жыл бұрын
Late to the party but I use a memory toggle for my chlorine room for disinfecting sieved water by making two "states", filling up, and cleaning/emptying. It's quite nice!
@Mr.Sparks.17311 ай бұрын
On a tundra world I made a heater / AC unit using three thermosensors and 2 memory cells - one thermo set to my target temperature, one thermo for my "call for heating" program and one for my "call for cooling" program. The memory cell held the call for heat or cooling until the target temperature thermo changes state, which then resets the memory cell, turning off the AT doing the chilling, or the liquid tepidizer bringing the heat. They were situated on my HVAC heat exchanger, which heated / chilled a cooling loop that ran through key rooms to keep things at the right temperature.
@XaqNautilus2 жыл бұрын
Perhaps the only real practical use of the signal distributor or selector is that they can be used as cheap and massive tempshift plates and can be placed behind walls.
@GCFungus2 жыл бұрын
I hadn't considered that as a use, but they are only made of 25kg of refined metal vs the 800kg for a tempshift plate - plus tempshift plates have the 3x3 area affect to distribute heat better.
@XaqNautilus2 жыл бұрын
@@GCFungus Yeah I tested it after that post and while it does work there is a noticeable lag to the heat transfer due to that lack of mass. It's still neat that it has a larger area of effect than a tempshift plate and can be placed behind walls. Conveyor bridges can be used the same way and are much more useful in that application thanks to 400 kg mass of usually steel or aluminum ore.
@taragnor2 жыл бұрын
oh that's an interesting idea... I never thought of using them as a cheap refined metal tempshift plate.
@surplusking2425 Жыл бұрын
That's an interesting approach, but I use them for two aquatuners run exclusively on single wire.
@bughouse26 Жыл бұрын
The signal distributor/selector predate the automation ribbon. Prior to the automation ribbon being introduced the practical use of these was for similar purposes: you could run a single long automation wire and use it for multiple purposes. However, ever since the automation ribbon was released I haven't found a practical use for the signal selector/distributor. I believe Klein left them in the game so as to not break existing maps that used them.
@tombag42562 жыл бұрын
Even though i can see a lot of this may not be extremely useful in most bases this is a great tutorial. Thank you for the examples you provided, I might start using the ribbons now. And the Super Mario bit was great!
@atlas22962 жыл бұрын
I use the Memory Toggle for Natural gas and Hydrogen vent pumps. When the pressure gets above 1500 grams I send a green signal into memory toggle Set port. Below 100-150 grams I send a green signal to the Reset port which means the pump wont send small packets and also wont keep turning on and off and on and off which really annoys me
@AlexanderBurgers2 жыл бұрын
there's an additional undocumented trick with the ribbon, you can stuff a ribbon into a ribbon writer to stack (overload?) the 4 bits onto another 4 bits and so on, up to 31 bits, and the ribbon reader to unstack them. I have no idea what you'd want to use it for in reality, but it's possible. [edit:] it was already discussed in the comments. :)
@tomaszpankowski89039 ай бұрын
My example of signal selector use: I have a slickster farm, co2 is generated by 4 petroleum generators, each generator turns on only at certain pressure. Problem - a volcano petroleum boiler will break if the output is blocked so I need to generate the fuel only for the running generators and not more. You could use 4 liquid shutoffs with a flow on each set to 2kg of crude oil, but you can also use one liquid meter + liquid shutoff set to 8kg and a signal selector that switches every second between the signal from generators. The second solution is much more precise!
@basedlegit4 ай бұрын
Very useful video! I usually ignore these advanced Automation but when reaching the end-game with less things to do, I try find new fun
@paullee0514972 жыл бұрын
one of the applications of the signal counter is to set it to count to 1 on advanced mode. This makes a state change detector that generate pulses on rising edges (red->green) or falling edges (green->red) if you stick a not gate in front of it. this is useful for when a constant signal may be undesirable (eg. inputs to the SR latch). Additionally, setting the counter to 1 on regular mode makes it same as a SR latch and if it is set to 2, a T flip flop.
@alexmcd378 Жыл бұрын
That was the classiest like and subscribe I've seen in a long time 😊
@FerrybigGaming Жыл бұрын
1:52 the memory toggle is useful for radbolt collector followed by 2 storage tanks. The last storage is connected to the output machinery, while the first one enables/disabled based on the output storage being full. If the last output storage is requesting radbolts for too long, it sends a signal towards your radbolt generators, who then then on with a memory latch, only disabling once they fired their radbolt (and no request is pending)
@ddopson2 жыл бұрын
The "4-bit" automation wire is actually a 31-bit wire and the reader/writer widgets are actually bit-shifting operators, and when a single-bit wire is connected, it takes the lowest bit. This means that using readers and writers that have multi-cables on both sides, we can pack up to 31 signals on a single multi-cable. The logical operators operate over all bits in parallel. I've used this to implement some computational circuits, just for fun.
@GCFungus2 жыл бұрын
I had heard something to that effect so played with it a while ago to see if I could get it beyond the 4 bits but ended up with very confusing, and what appeared to be inconsistent behaviour. So in the end I gave up with that, but it does sound like a cool (although entirely unnecessary!) use.
@ddopson2 жыл бұрын
@@GCFungus Yeah, there's very few uses for the 4-bit ribbon as is in a real game. I was playing with it to see how far I could push the computational capabilities. I built a circuit to simulate Conway's "Game of Life" and display the results on ONI Pixel Packs. I think I scaled it to a dense 8x5 display or something like that. Bit shifting more than 4 bits per ribbon was one of the key tricks for routing more bits into the tight confined space of the dense rows of pixels. I was also limited by the huge space taken up by the computational elements, and ended up filling about half of the map with AND, XOR, etc elements (in Sandbox mode). Was an interesting challenge. In my design, I was using a wire for the circuit's "clock" signal, but there's an even more aggressive strategy for building computational logic based on the observation that each logic element has the same propagation delay, and these delays are somewhat independent of the game time. For example, each time I click to insert a new element with the game paused, all logic elements tick forward by one. This can be demonstrated via a long chain of NOT operators, or by a NOT where the output connects to the input. This logic ticking is consistent across all elements, so could be used for circuit timing if the designer is very careful.
@ddopson2 жыл бұрын
@@GCFungus If you saw "inconsistent" behavior, it's possible that you were confused by the handling of the 32nd bit. The ONI bit-shifting behavior precisely matches the behavior of a signed 32-bit integer, which is likely how it was implemented (that's the default "int" type in many languages). Thus, if you shift left far enough to put a 1 into the 32nd bit, you've created a "negative number" (the "sign bit" is now a 1!) and when you subsequently shift right far enough, you'll eventually encounter an infinite series of 1s, per the expected behavior for bit-shifting of signed integer values. Any bits shifted beyond the 32rd position are lost. At the hardware level, CPUs only have one left-shift instruction, which puts 0's in the lowest bit positions, but expose two different right-shifting instructions instructions, "shift right logical", for unsigned integers, which puts 0's in the highest bit positions, and "shift right arithmetic", for signed integers, which clones the highest bit position when shifting right, and it's this second behavior that's used in ONI. chortle.ccsu.edu/assemblytutorial/Chapter-14/ass14_13.html
@karnewarrior Жыл бұрын
@@ddopson I actually found this video since I noticed all the logical components were there and was wondering if someone actually built a computer in ONI. As far as I can tell, a couple people besides you in this comments section have built small computers, but nobody seems to have recorded it. I'd love to be proven wrong though.
@ddopson Жыл бұрын
@@karnewarrior it’s tempting, but I’m not sure if the map is big enough. I did build Conway’s Game of Life in ONI and it took up about half the map. Ultimately one of the challenges of scaling it was the inability to route enough signals into a dense collection of pixel packs. Caps the maximum screen size.
@LinKongDa Жыл бұрын
This game really amazes me, it makes me practice so many of the engineering concepts i only learn in schools and never got to try out in real life. Taught me a bunch too about other disciplien like power overloading, power distribution(my whole base got toasted was my lesson).
@datsawesome32416 күн бұрын
Best turtorials on youtube for ONI.
@jakelittle33223 ай бұрын
00:46 I had to sub, that notification was too good, made me laugh 😂
@treecuttertam2 жыл бұрын
Your videos are really excellent. I admire the effort you put in. Thanks for another well explained tutorial.
@582092 жыл бұрын
the memory toggle and signal counters have always seemed interesting to me, but the memory input confused me too much to bother messing with them. thank you for the tutorial with sample builds.
@ИгорьДементьев-и7м2 жыл бұрын
D-gate would be better for memory.There's no any in the game,but it could be build with just NOT and OR gates like any other gate.
@blavena Жыл бұрын
A good example for the notifier that I use myself is the infinite fish room, I could probably add another path to the overflow if I had more space there, but I prefere to attack 10 to 20 fishes from time to time to keep the room at a manageable number, I use the notifier to let me know when the time comes. same for my Drecko room, it saves excessive pathfinding processing Another quick tip I found out myself by accident, not sure it's in the first guide, but 2 inputs on the same line works like a NOR gate, one less gate to cover LOL Another great tutorial, awesome!!
@pranavghantasala680825 күн бұрын
Late, but I use the XOR gate in my meteor defense setup: I have a filter gate set to the opening time of the bunker doors, and a buffer gate set to the closing time. In the steady state, when there are no meteors, both are red, so power is cut off from the bunker doors. There are regolith clearing robo-miners hooked up via NOT gate, but they don't use power when they're not in use. When meteors are first detected, the buffer gate immediately goes green, but the filter gate stays red for 37 seconds. When I XOR them together, this means that power is activated for just 37 seconds and then cut off as soon as the doors are closed. When the meteor shower ends, the filter gate immediately goes red, while the buffer gate stays green for 44 seconds. This means that the power is activated for just 44 seconds and, again, cut off right when the doors are open.
@yjk926 ай бұрын
I found another use for XOR gate: if you feed the output to a filter gate(set to "X" seconds) then back to the XOR gate(input B), then you create "while input A is green, send a green signal for one tick every X seconds"
@johns601411 ай бұрын
I like to use memory toggles in material production, such as refined metals, plastic, glass, and steel. Use a timer to send a pulse to the Set, and connect a smart storage bin to the Reset. By default, I'll often send a timed pulse of green for one second and red for 599 seconds, with a line shared across an area, but it can be done at shorter intervals for a higher resolution. Effectively, what this does is it performs a materials check once a cycle. If the bin is under capacity - say it's set to hold ten tons of steel - then it will enable the connected refinery until the bin is filled. This technique can be used with refrigerators, along with liquid and gas storage tanks as well. I also often use them in temperature regulation, particularly for machines that are needed to add heat to a system. Attach a thermal sensor to each port, then set the Reset sensor to the opposing side of your target range, and the Set sensor to your receding threshold. For example, if you have a cool slush geyser that you want to use to water some bristle blossoms, you can fill a small 4x2 enclosed block with a liquid medium such as crude or petroleum, set a liquid heater into it, and run the output from the geyser pumps through the pool with radiant pipes. It will likely require some specified tuning, but a memory toggle would be used to regulate the heater to prevent it from flicking on and off by setting the Reset sensor to be green when above 30 degrees, and the Set sensor to green when below 20 degrees. This will effectively keep the pool between 20 and 30 degrees. This system can also be used with pumps, but it tends to be a bit less useful for them unless you can't leave a vacuum but want to have a steady stream without flickering.
@mickuijldert2 жыл бұрын
High quality content as always, thank you!
@MarushiaDark316 Жыл бұрын
One example I've seen for the XOR gate is in binary adders. So if you wanted to take two values and combine them.
@AlexKasper2 жыл бұрын
All basic gates have their uses. For example, I use the XOR gate when I want to manually override using a switch some system output. Usually if don't want to interfere, I set the switch to Red, and the system will "pass along" whatever the system is emitting (e.g. Red or Green). But if I want to force the opposite outcome (e.g. Green or Red), I turn on the switch to Green.
@custume2 жыл бұрын
I have use the XOR gate in game. I use it to set a steam chamber for refuel rockets, where I use a sensor to a AND gate that is connected to a XOR to the same port ( A on AND and A on XOR ) to detect temp on the steam room, then use the B on the AND gate to detect the water temp of a room with a heater to make heat for the aquatunner stay on when needed. If the A on the AND & XOR is on asking for more temp the XOR will turn on the heater, if the B on the XOR is also on ( to much heat on the heater ) it will stay off waiting for the aquatunner to cool it down, if the steam room needs more heat but if the heater is already hot stay off, if the heater is to cold it turn on, if the steam room do not need more heat it will turn off A & B
@commonsense-og1gz2 жыл бұрын
i have used the XOR gate for petroleum boiler door controls, due to the filter gate making it simulate a memory toggle. it works, just as good. i think it maybe intended to control different elements flowing down a single line from separate tanks, or pools. it may be useful in power control, where multiple power demanding systems are not allowed to be running at the same time.
@pawpi9397 Жыл бұрын
I was instructed to leave this comment. Awesome guide
@hermes6969 Жыл бұрын
I actually did use it for creating a logic that allows to switch the target of one source of radbolt storage to another both in different directions. The radbolts have to travel upwards through my mining outpost and split in space to either left or right interpl launcher. Also it is only allowed to shoot if the storage chamber is full so it doesn't empty the chamber before the radbolts arrive and the signal can switch
@alanwilliamduarte56172 жыл бұрын
your voice is so soothing
@arnabmitra082 ай бұрын
The multiplexer is useful for interplanetary logistics or passing information over long distances. Note that if you send 3 bits of control inputs and 1 bit of data or 2 bits of control inputs and 2 bits of data, you can send 8 signals vs a ribbons 4. 2 ribbons can send a whopping 128 signals. 6 control bits and 2 data bits, though this requires a lot of plexers. 20 plexers and 2 ribbons can send 64 signals with 4 control bits and 4 data bits and is generally more than enough.
@GCFungus2 ай бұрын
This is true, but when do you ever need to send that much data?
@arnabmitra082 ай бұрын
@@GCFungus In general, it's not needed, but in my current ceres run, I have a goal to build a central logistics hub colony which tracks key resources like water, coal, metal, food ingredients, medicine ingredients, uranium, farming inputs, across all planets centrally and trigger shipping on demand where the higher bandwidth will be useful.
@fjshdf9 ай бұрын
The multiplexing buildings are... Perhaps a little too advanced for me, but I've still made use of them for like, 'override' switches. As an example, using the airlock regolith chewer meteor defense from the other tutorial bite, I can use the signal selector to force the chewing to remain on, great when testing or if I'm having power issues that cause the blast doors to open slowly. I've also used them to put in an override for my gantry automation.
@gabrielgaleano96262 жыл бұрын
You can combine the XOR with 2 smart batteries and a energy cutoff to make a very simple contraption that charges every jumbo batteries you have to its Max capacity and then shutoff the generators until all 40Kj (or less, you can use the minimal threshold to configure that) has been used.
@crypticfortune6 ай бұрын
My real-game admittedly overkill application for a signal distributor was to be able to store and deploy large amounts of radbolts from multiple radbolt chambers. Because a signal radbolt chamber can only store 1k radbolts, if I want to be able to refuel a radbolt engine quickly, i need to have 4 radbolt chambers ready to go, but also want to use the same chambers for other radbolt needs. But if i just put all of them on a single automation wire, they'll overwhelm anything other than a radbolt engine, and annoying radbolt chambers only tell you when they're *full* (not empty) I can't tell if any are partially full and capable of firing. So, instead, by hooking them up to a signal distributor, i can gradually enable each of them in turn, and ensure that I can gradually get radbolts from at most one chamber at a time, regardless of how full they are.
@optimizt85552 жыл бұрын
The Signal Selector and Signal Distributor accept ribbon cables, meaning you could multiplex 16 signals on a ribbon cable. Still can't find a use either, though.
@GCFungus2 жыл бұрын
That's good to know, to be honest I hadn't tried - and I agree I have no use for that either...
@hWat-Ever9 ай бұрын
You could use signal multiplexing to send 16 states over a ribbon cable, just syncing the clock would be difficult but as long as the clocks don't drift they could be set up once
@Varrick22 жыл бұрын
An example for the XOR switch is setting it up for a liquid or gas container where you don't want to mix the liquids or gases. It would only permit another line as long as the room is empty of the other material, alternatively could be used to switch an ice box to a heating box. Not an advanced ONI player btw, so the practicality of this I am unsure of and I don't know where the complications could arise. Could be used for situations where there isn't enough room for the base.
@GCFungus2 жыл бұрын
An interesting idea, although I haven't personally come across that. I think with infinite storage then space becomes much less of an issue!
@misspotato8135 ай бұрын
The XOR should be unlocked with all the other fundamentals, you can make one just using AND and NOT gates. Would make it far more sensible.
@alamrasyidi4097Ай бұрын
a lot of further researches are for space efficiency and convenience, though. buildings like the mini pumps, high pressure vents, even the bottle filler update we recently had whose functionality used to be replicated by making a small pool of the desired liquid with a liquid sensor to control the liquid vent. i think the design is very intentional, if a bit annoying. it gives more initiatives to pursue more research
@tristen973626 күн бұрын
SR latches tend to be used very little as many buildings in the game have built in SR behavior. The high and low values of smart batteries or storages are SR logic
@anthonyfaiell326310 ай бұрын
The memory toggle can be great for power cutoff. Let's say you have a duplicant transport station that takes 960 watts. Just set two wattage sensors, one with "under (wire total capacity - power consumed by building)," so for conductive wire and duplicant transport station it would be 2000-960=1040. So first wattage sensor "under 1040" sends green to S terminal on memory toggle. And "over (wire total capacity)" for second wattage sensor. So "over 2000" sends green to R on memory toggle. This will ensure the unit only works when it won't overload the system. . Simply using a single wattage sensor leads to the unit just repeatedly turning on and off as it goes over 2000 when it turns on, and under 2000 when it turns off. This is not only annoying to hear the sound effect repeatedly played, but extremely inefficient. . I use memory toggles for a lot of things honestly, usually things that have upper and lower limits I want to enforce. But that's a particularly good use that can be applied even near the beginning of the game to minimize heat generation from needing tons of transformers or multiple power systems.
@VorthodWiler9 ай бұрын
I really feel like there has to be a decent use for the signal distributor, but I just can't get an idea to work out properly. Like if you only want to run one machine out of four so that you don't overload a grid or something? Maybe something like: if the water reservoir is low (C1 on), determine which geyser has more spare liquid (C2) and pump it out to send to the base reservoir. Otherwise (C1 off) you can turn your reservoir pump back on to send to the rest of your base. Not like it's going to be turned off for long enough to drain the pipes on your SPOM or anything. Though you could just use the refined metal from all that automation to just make better power wires instead. Your wiring situation would have to be pretty messed up if you ended up with a decor penalty due to that solution. Maybe mixed industrial brick management if you have limited resources? C1 lots of steam | C2 high temperature on|on - steam turbines on on|off - petroleum generators on off|on - import water off|off - tepidize bottom pool Might have use with a blueprint mod so that automation can cover situations that should never happen, like the bottom ones. Still pretty useless if you just make a petroleum boiler and slickster ranch instead
@shaneh10034 күн бұрын
Idk if this used to be the case, but Pixel Packs are not background decor. You cannot put them behind other buildings. You can't even put them over drywall, which means you can't use them in a luxury bedroom because they take the place of 100% drywall coverage.
@commonsense-og1gz2 жыл бұрын
the XOR gate is something i have used before for petroleum boilers. as with the memory toggle, a filter or buffer gate can be used to force a red output, closing or opening whatever is on the other end of the output line. although i have never used it for anything else, i imagine it may have value with timer sensors, or controlling multiple storage tanks. where the output of both would cause overflow somewhere else. as for multiplexing.................
@alanwilliamduarte56172 жыл бұрын
i've never even dare to attempt to know what those multiplexing things work, they kinda look intimidating because of those many ports e complexity. I'll never use it but it was nice to at least understand how they work! memory toggle is indeed very useful when you truly understand how it wokrs
@TheBanthaPoodoo7 ай бұрын
I used an XOR in a system where I needed to switch on a pump for only 5s after a green signal has been sent for 3s. So I put the output of both filters to the XOR meaning the pump will switch on after 3s since that would send a green to one input, and then switch it off after another 5s when the second filter sends a green to the second input
@loosenut23 Жыл бұрын
Love the Mario song!
@g5457s10 ай бұрын
I use a combination of XOR gates and signal counters to fuel my Hydrogen and Liquid O2 rockets. Input the amount of tanks that need refueling and it's set. Reset the signal counter whenever rockets need refueling. Meanwhile, I use the Signal Distributor in a weird way. One single flick of one single switch cycling between four different signals, activating one out of four things at a time.
@ARockRaider9 ай бұрын
I could see the multiplexers being used to cram even more data into a ribbon or wireless transmitter.
@rachelf674510 ай бұрын
i like using the signal counter in my sandbox save to count cycles and trigger an automated notifier so i can, say, run my petro boiler prototype for 100 cycles to see if it breaks itself again or if its probably safe to build in my main save
@yeetdabeans38832 жыл бұрын
once again watching tutorials for a game i dont play
@caleschley2 жыл бұрын
Oh but you should!
@Randych Жыл бұрын
I used memory gate to construct an AT throttling, since I need to cool a hot salt water and I didn't have steel at my disposal. So it was like it gets hot, S to disable AT, then on lower temperature R to enable it back.
@shivan2418 Жыл бұрын
Very good
@Tiny_Chip2 жыл бұрын
What happens in the case of multiple automation broadcasters and receivers? Can you choose which output goes to which input?
@GCFungus2 жыл бұрын
For each automation receiver, you choose which broadcaster it listens for. Renaming the broadcasters sensibly then easily allows you to connect them up, and you can have multiple receivers listening to the same broadcaster.
@Tiny_Chip2 жыл бұрын
@@GCFungus awesome! Thanks dude!
@alamrasyidi40972 жыл бұрын
@@GCFungus id really wish you put that in the video, because ive never reached a point of any of my games where i can set it up for myself...
@ИгорьДементьев-и7м2 жыл бұрын
Anyway u can send up to 15 different signals,using only 1 sender,if u r smart enough. UPD: with 2 senders its 255 signals.More than enough.
@Brant92M2 жыл бұрын
You could probably multip!ex 8 bits over a single automation ribbon. Two address bits and two data bits, effectively. But the demux logic would be way more expensive than just 8 wires. Though, now I want to build a 8 bit computer distributed across the planetoids. RAM planet, ALU planet, microcode planet. That's definitely a good use of my time
@ИгорьДементьев-и7м2 жыл бұрын
Full adders with ribbons looks weird if they have more than 4 bits.
@wolfrat4998 Жыл бұрын
it's hammer time. who needs an extra 60 wats
@F1fan4eva2 жыл бұрын
Welp, when my oxygen ran out, I was notified to Remember to subscribe and also leave a like or a comment
@gemma3232 Жыл бұрын
I have a signal distributor in my current playthrough reading from a ribbon to control a central pumping hub which transports liquids throughout my base. There were simpler and better ways to do it, but it is perfectly functional with no edge cases and I enjoyed spending a few hours getting it to work. I guess the thing it can do that a simple ribbon can't on its own is to force each signal receiver to share the same on/off status and for only one receiver to be able to receive a signal at a time. This has some minor applications, for example if you're using the same line of pipe to carry multiple fluids ala a bus. Sorry to ruin your count of 69 comments.
@ThePrimeMinisterOfTheBlock Жыл бұрын
Hold up... You got an and, a xor, and a memory cell.... You have everything you need to build a computer
@GCFungus Жыл бұрын
Well you can build everything from NAND gates, but yes a computer is theoretically possible but very space inefficient in the game.
@ThePrimeMinisterOfTheBlock Жыл бұрын
@@GCFungus i wonder how close you can get to a functional CPU before the game breaks.
@ThePrimeMinisterOfTheBlock5 ай бұрын
Oh I came here to drop this comment and see that I've already done so
@maegayagi26394 ай бұрын
Idk why did I do this complex build.. I use the signal selector build to my sauna. It toggles which of my sauna need to refill and the output is the gas pump.
@justinsweeney65282 ай бұрын
I used the multiplexing to control a 7 stage lead-lag geothermal boiler. Without going too deep, basically every cycle it would change which set of 3 steam turbines would come on, there were 21 in total for all 7 stages. Should a stage not be able to keep up with demand it would kick on another stage until all 7 were on, 1 stage ran all cycle. I do not recommend building something like this, it took about 800 cycles to get up and running
@c3n5i4 ай бұрын
damn good song
@DominikJaniec3 ай бұрын
intrsting! thanks
@ITSecurityNerd Жыл бұрын
Memory toggle is good for draining Hydrogen from the roof of the base
@crashstudi0s11 ай бұрын
I've used signal selectora with rockets, and solos cargo loaders, so I can load a colony ship with a specific quantity of materials to set up a new base in a new asteroid. More reliable than using the canisters and hoping you loaded 1000 refined metal, 600 plastic and 400 raw metal instead of 2000 raw metal
@F1fan4eva2 жыл бұрын
4:20 dude! I flicking lost it at that! Can I donate or buy a super chat or something to appreciate your effort??!
@GCFungus2 жыл бұрын
I don't currently have anything set up for that, but should probably take a look! I'm more than happy with people just watching and sharing for now, which is much appreciated.
@cyberwarlord7363 Жыл бұрын
At some point I am goint to make a large environment system using steam cooling for rain in a glass dome. Maybe make an artificial atmosphere that generates faster then the vacuum. This should help.
@GCFungus Жыл бұрын
A rain room sounds really cool actually, and I don't think I've seen that done. I may have a look into that myself!
@arclite20082 жыл бұрын
So here is my use case for the XOR gate: I needed a short, green pulse to reset my liquid meter valves when flipping a switch. I connected the switch to a shortly timed buffer and filter gate, each one connected to one of the inputs of the XOR-gate. When flipping the switch, the buffer and filter gate will produce a green and red signal (or vice versa) for the configured time, before defaulting to the color of the switch, which will produce the green pulse at every state change of the switch Which essentially saved me from the arduos task of manually switching back to red.
@ИгорьДементьев-и7м2 жыл бұрын
NOT+AND
@arclite20082 жыл бұрын
@@ИгорьДементьев-и7м Actually (NOT+AND) + (NOT+NOT+AND), since NOT+AND doesn't pulse when switching from green to red
@arclite20082 жыл бұрын
@@ИгорьДементьев-и7м And I just tested NOT+NOT+XOR, which works, too
@ИгорьДементьев-и7м2 жыл бұрын
@@arclite2008 NOT+XOR in case u need it to pulse each time wires' condition changes.
@arclite20082 жыл бұрын
@@ИгорьДементьев-и7м Are you sure? NOT+XOR doesn't seem to pulse for me, NOT+NOT+XOR (with both NOT gates in series before one input) does, though
@wouter12wpp2 жыл бұрын
Is there a way to get a signal for a difference in sensor data using 2 sensors. Like: If dT
@GCFungus2 жыл бұрын
Certainly not easily. I've had a quick think about it and all that I could think of is using thermo sensors in 5 degree increments around an expected temperature, then quite a lot of logic to distil that into one signal. That isn't elegant at all, but the options are very limited without proper binary output at least. I would say though that I've not come across a situation where I've needed that before though.
@TheRojo387Ай бұрын
So the hammer does little more than act as one as in a piano.
@LagiacrusHunterАй бұрын
Yep, it's basically a Minecraft Note Block
@darqhalo9004 Жыл бұрын
Ribbons and default game rocket control.
@legendaryone69612 күн бұрын
I understand nothing 😕
@ethanblack5642 Жыл бұрын
I comment to help statistics
@GForceIntel6 ай бұрын
This game is awesome but I think the developers went a little overboard with overcomplicating this game. I think it's awesome when people find out contraptions and ways to make things work but 95% of it's gamer base would have no clue without guides on how to do things as the game progresses. The issue is the game doesn't explain anything. I've messed around with automation and I have no clue what almost all of them do. I've made some work but to really make something work it's almost impossible. Rant over.
@jonumine6250 Жыл бұрын
Using the multiplexing is just to multi flex on the normies.
@beekey95018 ай бұрын
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