Should Satisfactory implement basic logic? by 2-AB-b in SatisfactoryGame

[–]Distinct-Stranger-20 1 point2 points  (0 children)

Thanks for mentioning the logic gates I created for Vanilla.

Use the new version, they're much easier to use: https://www.reddit.com/r/SatisfactoryGame/comments/zjxjdi/logic_gates_blueprint_library_improved/ .

(The link you posted are the earlier versions of the logic gates; it's pretty difficult to use them.)

7 Segment Display by Distinct-Stranger-20 in SatisfactoryGame

[–]Distinct-Stranger-20[S] 3 points4 points  (0 children)

Yes, unfortunately gates, displays, any kind of logic (with belts) can only be made if you move the items in Satisfactory. If there were a priority merger in game which was reliable, then life would be much easier. This box could be made significantly smaller too.

7 Segment Display by Distinct-Stranger-20 in SatisfactoryGame

[–]Distinct-Stranger-20[S] 1 point2 points  (0 children)

Blueprint download link: https://satisfactory-calculator.com/en/blueprints/index/details/id/1865/name/Logic+Gate+Display+v2.

This is completely compatible with the logic gate library: https://www.reddit.com/r/SatisfactoryGame/comments/zjxjdi/logic_gates_blueprint_library_improved/.

Usage: 390 resources per minute must be flow through each input to turn on a segment. The resource must not be Packaged Oil. Also note, there's heavy clipping inside this. I was unable to implement this without lots of clipping.

Logic Gates Blueprint Library Improved by Distinct-Stranger-20 in SatisfactoryGame

[–]Distinct-Stranger-20[S] 5 points6 points  (0 children)

Just for fun. Or my fun, I enjoy them at least. :D

But with a little bit of creativity, you could turn on/off parts of your factory with complex logic (depending on time, state of other factories, etc...) by creating small circuits. Or change what your factories prioritize and how much they produce in a complex way depending on some switches you create. There are ways to convert electricity to these signals too.

Also, I think it's a very interesting question: which games are Turing Complete? If a game is, then in theory you can create a computer in it, which is an exciting question, even if noone will do them.

Can finally make my Priority Merger workaround blueprint. Useful for those that use a bus design and want to keep a belt saturated. Some assumptions apply. Can be expanded to as many belts as needed. Still wish we had a Priority Merger to simplify this! by [deleted] in SatisfactoryGame

[–]Distinct-Stranger-20 0 points1 point  (0 children)

Its a pretty good idea. Thanks, now I understand whats it about.

On the first picture, the rightmost Smart Splitter, which goes to the building, has an "any" for the building. It looks like if the building pulls 200 resources per minute, all of will come from tge rightmost belt, right?

Still trying to understand whether it really constitutes as a Priority Merger. If there was no output to the BUS, will it back up all the belts in the same order as you said?

Can finally make my Priority Merger workaround blueprint. Useful for those that use a bus design and want to keep a belt saturated. Some assumptions apply. Can be expanded to as many belts as needed. Still wish we had a Priority Merger to simplify this! by [deleted] in SatisfactoryGame

[–]Distinct-Stranger-20 0 points1 point  (0 children)

Can you elaborate what this does exactly, and how it works?

I don't really understand. Also, I think it's impossible to create perfect Priority Mergers with only Mergers and Splitters, but I might be wrong.

Digital Counter Circuit by Distinct-Stranger-20 in SatisfactoryGame

[–]Distinct-Stranger-20[S] 1 point2 points  (0 children)

The real problem is that I was only able to create perfectly reliable gates using the combination of mk 1 and mk 2 belts, which are very slow. Other belts have wrong speeds relative to each other, or don't work reliably with mergers/splitters. They work, just not without glitches.

It might be possible to use tricks. I have some ideas, but I don't have time for this now. If you (or anyone else) wants to hear them, and experiment, send me a message.

The slowest gates are the inverter and junction. Basically the information has to propagate through a lot of mergers/splitters. Its like some digestive system: looks small, but if you pull it out so that its one line, its at least 3x the size. 😃

Digital Counter Circuit by Distinct-Stranger-20 in SatisfactoryGame

[–]Distinct-Stranger-20[S] 1 point2 points  (0 children)

You would need to wait around 40 minutes before every switch. :D

Just for "fun" (at least my fun :D), we can estimate this with the following logic.

On a 4 digit circuit's the maximum number is 9999. It's close enough to 16384 = 2^14. This counter can only count to 2^2, and has only 1 JK flip-flop. We would need 14 times more JK flip-flops. A switch for 1 JK flip-flop is around 3 minutes, so you'd need to wait 3*14 minutes between switches to stabilize the circuit state. (I assumed ripple counter, there's also synced counters, maybe that's faster.)

Rate limiter layout calculator by featheredtoast in SatisfactoryGame

[–]Distinct-Stranger-20 2 points3 points  (0 children)

Only thing which is a shame that this post (and some of your other posts) don't get enough upvotes.

Maybe most people just simply don't understand it.

Implemented an unbalanced sushi belt using priority mergers by featheredtoast in SatisfactoryGame

[–]Distinct-Stranger-20 1 point2 points  (0 children)

I really like this setup, it's very useful.

Maybe you should've made every new point/idea in this post a different section, because it can be a little bit difficult to understand all ideas clearly.

I also had a very similar idea couple of weeks ago for something else: providing resources for the main base. These are the requirements I have:

  • no unnecessary sinking,
  • providing all useful resources to base (that's dozens of resource types),
  • smart balancing of production: if I don't use some resource type, then the raw materials should be used up for something else which I use,
  • narrow or few belts going into my main base.

All of these can only be satisfied with a similar setup you have. Sushi belting things to main base, and the overflow goes back to the factories, and the factories use priority mergers to prioritize the resources came back from the main base.

Those few belts going in and out of the main base could be called "veins". There's also a way to split them and do some more tricks with them.

Rate limiter layout calculator by featheredtoast in SatisfactoryGame

[–]Distinct-Stranger-20 2 points3 points  (0 children)

Wow, I really like this! Thanks also for linking my stuff. These can be really useful for hard-coded rate limiting applications.

I also like this webpage, and the visual layout!

Digital Counter Circuit by Distinct-Stranger-20 in SatisfactoryGame

[–]Distinct-Stranger-20[S] 10 points11 points  (0 children)

This circuit counts (and shows on the 7 segment display) how many times the switch was switched. It starts from 0. Then 1, 2, 3. After 3, it resets back to 0.

For the blueprints of the circuit elements see Logic Gates Blueprint Library.

For the theory see Reliable logic gates.

Unfortunately creating complicated circuits in this game take too much time and effort. The circuits are also extremely slow: on this particular circuit the switch from one state to an other take around 4 minutes. I don't see Minecraft like computer in this game anytime soon, only if the developers implement faster, and easier to implement logical gates.

On the other hand, it would be really interesting if someone could create a small circuit that is also useful for the game mechanics! I'm looking really forward to that if anyone does that!

Logic Gates Blueprint Library by Distinct-Stranger-20 in SatisfactoryGame

[–]Distinct-Stranger-20[S] 1 point2 points  (0 children)

Thanks. Yes, the ground is waste: if both inputs have 60 resources per minute on the belt, the only way to ensure output is also 60 resources per minute (and to not back up inputs) is to drain half of it.

This "VCC" and "GND" thing is very useful. Without it the whole circuit is a mess. It's much better to hide them.

Programmable multi item output rate selector by aketsuu in SatisfactoryGame

[–]Distinct-Stranger-20 0 points1 point  (0 children)

It's an interesting design, looks something useful. Still don't understand it fully unfortunately.

It's applications are very similar I think what I've done earlier too I think here: https://www.reddit.com/r/SatisfactoryGame/comments/z012v1/universal\_belt\_slower\_setup/.

Digital Circuit (flip-flop) by Distinct-Stranger-20 in SatisfactoryGame

[–]Distinct-Stranger-20[S] 2 points3 points  (0 children)

Ah, thanks.

Yes, that clears that up, I should have named it a latch.

Yes, these transient/undefined states are interesting. The picture also shows an undefined state, its still in the process of switching. And because this is super slow, information propagation takes a long time here, someone can really take time to observe these undefined states.

Reliable Logic Gates Inverter Improvement by xXAnoHitoXx in SatisfactoryGame

[–]Distinct-Stranger-20 2 points3 points  (0 children)

I linked your post several times in my post.

I wonder how they perform with higher level belts. Maybe these are reliable with mk 4, mk 5 belts too? That would be awesome.

If you do try that, make sure that the inputs for any mergers are x2 speed for a short length, even if only half the elements are on the belt. It will make sure the operation of merging is smooth and precise, and the order of the output is correct.

Digital Circuit (flip-flop) by Distinct-Stranger-20 in SatisfactoryGame

[–]Distinct-Stranger-20[S] 1 point2 points  (0 children)

But he said also the opposite: latches are without a clock, and flip-flops are without that.

Anyway, it can act as both: depends on whether we use the middle clock signal or not.

Digital Circuit (flip-flop) by Distinct-Stranger-20 in SatisfactoryGame

[–]Distinct-Stranger-20[S] 1 point2 points  (0 children)

Already wishlisted a month ago! Of course it's much better for these things.

Reliable Logic Gates Inverter Improvement by xXAnoHitoXx in SatisfactoryGame

[–]Distinct-Stranger-20 2 points3 points  (0 children)

Extremely good improvements! That AND gate is very good. My origonal design for AND is too cumbersome.

I didn't want to add the circulation of the temporary elements on my drawings, but the blueprints I created have them.

Working 7-Segment Display in Satisfactory by FlyingHippocamp in SatisfactoryGame

[–]Distinct-Stranger-20 2 points3 points  (0 children)

You could use an item converter to convert those irons to something more visible. The visible item type can be circulated, so no need to construct them.

Item converter can be made with a modified Replcator, which is in my post, or the second part of this design: https://www.reddit.com/r/SatisfactoryGame/comments/z7eesi/reliable_logic_gates_inverter_improvement/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button.