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Baffling "game" circuit mechanisms
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paulca:
Anyone playing Factorio?
Figured out the logic circuits yet?
It took me 2 hours of trial and error with many, "Emmm...", "Errrrr...", "Okay....", "Wait, WTF?", "No.. but... ", cycles... to implement a basic "On below 6. Off above 10." (asymetric) trigger.
It's not like code and it's not like electronics, but a bit of both.
Refreshing in a way, but I'm too "type cast" on day2day stuff and it takes me a long time to figure stuff out.
To consider:
https://youtu.be/-XHfyg8lYJY
MK14:
I'd suggest reading and possibly creating a thread about it, on the steam community forum, for that particular game.
E.g. https://steamcommunity.com/app/427520/discussions/0/3276942370880376321/?tscn=1652144609
Also, plenty of trial and error. Until you eventually get it the way you want. Unlike real circuits, there is little chance of it exploding and causing pollution, in real life. :-DD
Sometimes a games concepts and ways of doing things, takes plenty of testing out, time and examples. To get it working out nicely.
People seem to be saying that YOUR game (Factorio), has plenty of challenges like that. But they are fun to experiment with, and tweak, until they are working just right. Which some find, lots of fun and a sense of achievement with.
tszaboo:
Factorio is a lot of fun, but the logic implementation is a bit wierd. They have signal names, like 6, when the signal is named "the 6 icon" and nothing to do with the number 6.
Even a simple logic, like "Switch on coal generator when battery is almost empty" takes a while to setup. And there is not time for that, the factory must grow.
RJSV:
Hope it helps, a little, THATS Hysterisis, where a switch to 'ON' would effect the threshold (for turning back OFF). That way, a very noisy signal can't send your circuit into little, spurious pulses, that follow the noise, rather than the longer lasting, 'legitimate' full swing of your voltage...
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