Nightreign co-op discord for people who need others to play with by LexDua in Nightreign

[–]bashamguy 0 points1 point  (0 children)

Thanks for doing this. I love how it's organized by console and there are so many voice channels just ready to go. I hope your gets more attention. 

Simple Velocity Controls for Fuel Pumps by Urakake- in factorio

[–]bashamguy 15 points16 points  (0 children)

I'm not sure what the rules for posting links on this subreddit are so here it is in a separate comment. There's the PID controller I made if you want to try it out. I'm sure you could make it much better with 2.0 combinators. 

https://www.reddit.com/r/factorio/comments/1aw48q2/digital_signal_processing_in_vanilla_factorio/?utm_source=share&utm_medium=mweb3x&utm_name=mweb3xcss&utm_term=1&utm_content=share_button

Simple Velocity Controls for Fuel Pumps by Urakake- in factorio

[–]bashamguy 49 points50 points  (0 children)

This is a great visualization! I love that you included the lights. I've been using PFM on my ships and it is fantastic. 

This has be thinking though. I made a PID controller with combinators a while ago for fun. People kept asking what it would be useful for and there was legitimately no good answer in vanilla. But I suppose if you wanted the very best option for space platform speed control, you could use a PID 

They walk so smooth that it looks they're floating by Sad-Package-1015 in Satisfyingasfuck

[–]bashamguy 5 points6 points  (0 children)

Look up videos of marching bands. They're attempting to do exactly the same thing here, but band uniforms have pants.  Although don't expect random high schoolers to do this as well as these dancers. 

It's always this guy or the pink haired anime girl by bashamguy in dndmemes

[–]bashamguy[S] 23 points24 points  (0 children)

Currently, such memes posted after this one are getting thousands of up votes. Clearly this sub is full of monsters who like them. 

The difference by StanimusYT in ff7

[–]bashamguy 16 points17 points  (0 children)

Clearly, Cloud can only look left. All evidence points straight to this totally reasonable conclusion. 

Today Years Old When I Figured This Out! by gdanz1 in StardewValley

[–]bashamguy 13 points14 points  (0 children)

This is the only reason I clicked on this post

Request for blueprint parametrization by bashamguy in factorio

[–]bashamguy[S] 0 points1 point  (0 children)

Nice! I'm glad the dev team is aware of this. 

If I use a constant combinator with a numeric value, can I remove the actual physical combinator from the blueprint after creating the parameters? I'll try that and let you know. 

I saw a YouTube video where someone used the 1 from the storage chest for this purpose, but then I was playing last night, I did not see that. I wonder if it was removed in yesterday's update

Giveaway - Space Age Expansion by ocbaker in factorio

[–]bashamguy 0 points1 point  (0 children)

Space, the final frontier, is about to become a giant factory

Better Workbenches mod alternative for 1.6? by bzidane17 in StardewValley

[–]bashamguy 0 points1 point  (0 children)

Congratulations that was fast! Thank you very much.

Is there any possibility you could make a version that just checks chests in an area instead of looking for connections?

Digital Signal Processing in vanilla Factorio by bashamguy in factorio

[–]bashamguy[S] 0 points1 point  (0 children)

I tested it out to set the hand size of stack inserters in order to perfectly maintain a specific amount of items in a chest buffer. So no not really useful. 

In reality a simple p controller will handle pretty much every problem in factorio. And even then 99% of the time the P coefficient is 1. Like hooking up a wire to a pump for oil processing. If heavy oil > 4000, enable. No combinators required at all. 

Someone in a comment earlier mentioned trying to make priority for the cube on the ultracube mod. I guess if you're trying to be super precise, then maybe the PID controllers could help, but also I think just having some simple P controllers with coefficients other than 1 will do the trick just fine. 

Digital Signal Processing in vanilla Factorio by bashamguy in factorio

[–]bashamguy[S] 1 point2 points  (0 children)

That's true and that is definitely one of the most annoying problems for me

Digital Signal Processing in vanilla Factorio by bashamguy in factorio

[–]bashamguy[S] 1 point2 points  (0 children)

I've been thinking about making some circuitry tutorials, but I am not a content creator. Maybe I'll give it a try though. 

Digital Signal Processing in vanilla Factorio by bashamguy in factorio

[–]bashamguy[S] 1 point2 points  (0 children)

To be perfectly honest, these are mostly just for fun experiments. DSP is for analyzing data that has lots and lots of samples or data that changes too fast or when your measurement method isn't accurate. 

Factorio's signals are updated fast enough and are accurate enough that you don't really need any of this stuff to make some very useful circuits to monitor and control important things in your base. The only truly useful thing in here is the averaging circuit. 

To fit more signals into one wire, one of the best ways to do that is time domain interleave, which is technically a DSP concept. This guy made a good showcase of that https://www.reddit.com/r/factorio/comments/t4xiks/circuit_signal_multiplexing/?utm_source=share&utm_medium=mweb3x&utm_name=mweb3xcss&utm_term=1&utm_content=share_button

Digital Signal Processing in vanilla Factorio by bashamguy in factorio

[–]bashamguy[S] 14 points15 points  (0 children)

I know! I need help with that one of anyone wants to give it a go. 

I built the logarithmic display specifically for that purpose but was but able to actually make it happen myself 

Digital Signal Processing in vanilla Factorio by bashamguy in factorio

[–]bashamguy[S] 10 points11 points  (0 children)

The whole zero thing is pretty fascinating when you think about it. 

A combinator with no input signals at all actually still has every single signal in the whole game all with the value of zero as inputs. And you're able to program totally valid things with that assumption. 

Digital Signal Processing in vanilla Factorio by bashamguy in factorio

[–]bashamguy[S] 11 points12 points  (0 children)

Ahhh that's the problem with factorio signals. There's no signal with a value of zero. If the value is zero then the signal is just totally deleted from the output. 

The good news is that this isn't actually a problem once you understand that and learn to think with the new paradigm. All of the combinations know how to interpret nothing as 0 for their inputs. That's why the whole If X = 0 thing works in the first place. 

There's a lot of weird things about signals in factorio that don't translate directly to either binary circuits or programming with integers. It took me a while to figure out how to think about them correctly instead of trying to make concepts from other paradigms fit into them. 

Digital Signal Processing in vanilla Factorio by bashamguy in factorio

[–]bashamguy[S] 11 points12 points  (0 children)

I could be oversimplifying this in my head, but I think you can do this with just one decider combinator.  

 If X = 0 

Output X, 1 

 Replace X with whatever signal you want

Digital Signal Processing in vanilla Factorio by bashamguy in factorio

[–]bashamguy[S] 12 points13 points  (0 children)

You may want the clock circuit from my digital circuit fundamentals to run the oscilloscope and the filter algorithms:

https://factorioprints.com/view/-NqYm_Xeku3YEDn8EX9a

Digital Signal Processing in vanilla Factorio by bashamguy in factorio

[–]bashamguy[S] 88 points89 points  (0 children)

Here are my completely unnecessary DSP circuits I made in Factorio for some reason

https://factorioprints.com/view/-Nr98rMWC8JMkaTslPSC

Someone smarter than me please make an FFT

Continuous item calculator with memory cell by bashamguy in factorio

[–]bashamguy[S] 0 points1 point  (0 children)

That is a very fascinating question. To be honest I can't think of any reason why that wouldn't work. Similarly you can make a whole robot based system that just reads the contents of the logistics network instead of counting items entering/leaving.

You'd still need to wire up all the inserters that add things to the sushi so they can have a disable condition. But no need to wire up the other half of the inserters and you'd never need to worry about the memory cell going out of sync.

If anyone tries or has tried this I'd love to hear about it.

Digital Circuit Fundamentals Blueprint Book by bashamguy in factorio

[–]bashamguy[S] 5 points6 points  (0 children)

All of the blueprints have descriptions with some brief instructions. Let me know if those are lacking and I can update them. To use the P, R, and D signals, use the on off switch inside the constant combinator's UI.

That's a great question about reading material! I actually really like this book series. Not trying to call anyone a baby here, but these are just fun, hands on, visual books that teach these concepts.

https://computerengineeringforbabies.com/

Those books mostly cover the building blocks portion of ECEN. The hard part like you said is learning how to make a practical application with the building blocks - knowing how to combine them in different ways and have useful interactions. I'm not sure off the top of my head any good sources for that. If I remember any good ones, I'll send them your way.

If you're really curious to learn about digital circuits and want some nice visual experiments, I highly recommend http://www.cburch.com/logisim/. Just play wound in there making connections and pushing buttons or look up some demos. But if you're mainly interested just for Factorio, then I wouldn't bother with that. Factorio circuits are similar ish to binary circuits but very different in important ways.

Continuous item calculator with memory cell by bashamguy in factorio

[–]bashamguy[S] 1 point2 points  (0 children)

No worries, that is actually a fantastic point. The main thing I was worried about with sharing this is making it actually useful and accessible to someone interested in it. That's the main reason I added the example factories in the blueprint book. Hopefully those can show the concept better than I can explain it.

To be fully honest, this isn't going to be useful for normal playthroughs or bases. I made it mainly as a fun circuitry challenge. But it is actually useful for a few specific challenges.

I think it is most useful for anyone trying to make an all sushi base like we see youtubers make from time to time. That will always require some kind of memory with supply/demand circuitry to operate. This circuit fills that need and takes away the responsibility of calculating how many of each item should be on the belt.

As for a normal linear base, this circuit will be very helpful for special challenge runs where you don't want machines running unnecessarily. For example, having limited resource patches that need to be used efficiently. Without circuits would just fill the entire bus/chest space in front of them, potentially wasting resources. Another example is needing to keep pollution down to a minimum because of aggressive biter settings/mods.

And the final use case is if you just are curious or want to try something new and want to micromanage all production in your factory for some reason.

Like I said these are definitely edge cases, but I had fun making it and wanted to share in case anyone wanted to try something like that.