Nice, sounds like you're way further into this belt logic adventure than me. I built something kinda similar as I wanted to precisely control Uranium Waste flow. I only wanted to send the waste to the plutonium plant at exactly the rate it could be processed, to minimise radiation. Packaged Water was the control substance and with Unpackagers -> Valve -> Packagers in the water loop. The valve allowed control over the rate the Uranium Waste bounced out, and if something went wrong in the plutonium plant I could turn the bouncer off completely with a power switch from the control centre. As for your upcoming computer project, I had some ideas for basic logic gates a few years ago but haven't had time to try them out. I know in principle very little is required to be able to make a Turing machine, but in practice I've not looked much into the next stage after the gates. NAND memory could be a fun project with more manageable complexity than a CPU. Wherever you go on this, good luck!
Great video! Going in depth on belt manipulation Your explaination of the core workings is on point, with all the steps there to get you in the right head space Keep pioneering! Cheers
@dmcaggy people wanted to know how my belt flow counting machine works (video is up on my channel) and this is one of the modules I created to makes it possible. In general it allows you to build more complex systems like combining this with sequential power systems with timers, multi paths, and exchange items. Ultimately, its not something you need but it is something that can have many many uses for advanced logic based systems.
I can see this being super useful for making it possible to sequence a single belt with all the things needed for a recipe. This basic one won't be that useful for most of them since most recipes need varying amounts of each recipe but I'm betting the ones I'm about to watch are going to include some capable of that. Might take some testing but I'm guessing with this most basic one you could easily get a belt perfectly of half stators and half rotors (for making motors which are 10 of each) without ever getting accidentally overflowing with one or the other if either production can't keep up with the other.
@@DaeDroug That is so smart. I am so glad I am sharing these because I can't even think of practical uses anymore. I haven't even beat the game, I just got side tracked making all this stuff and don't even know what to use them for outside of my "make a calculator or computer" project. The 3rd tutorial will show how to perfectly overload these boxes and give them that 100% accuracy you are looking for.
@@Bentler I'm excited for that! I think judging by these your distraction is going to be well worth it considering the things you're discovering! I might also need a tutorial on some of the compacting you're doing because my brain is melting from how some of your splitters are connecting to your conveyor lifts.
@@DaeDroug About 3 days ago I broke and started using a mod to remove the red clipping barrier to super compact some of the modules for my mechanical computer, so if its something built since then, than that may be the explanation. It still works on an un-modded game, so it's not really much beyond vanilla, it just helps me keep the size down so I can fit more modules inside a system. Outside of the computer project I will still be doing building with normal restrictions, so for that I can try to do a tutorial. :)
Invite link to Discord seems to be invalid at present. Though, I was only going to lurk in the server to keep up with related projects, so, don't have high expectations of me being a significant contributor of sorts.
I have tried so many things to get around this. I have found a few things but none of it is the kind of elegant solution I am looking for, or even very practical in most cases. It does make the game a little fun though in a weird way. Since they aren't going to add logic there are all these unique little problems to try to solve.
You can do this with Adjustable mergers (i think its not a mod). Set priority input to high numbers and low for low priority. Then set "when empty" settings to pick low priority input. I used this in alclad sheet factory to prioritize the on-site white bags (forgot name) before taking external sources to avoid clocking
@@Julegaven the vanilla game has three types of splitters (normal, smart, programmable), but only one single type of "unintelligent" merger as counterpart to the normal "unintelligent" splitter. your "adjustables" must be from some mod.
Nice, sounds like you're way further into this belt logic adventure than me.
I built something kinda similar as I wanted to precisely control Uranium Waste flow. I only wanted to send the waste to the plutonium plant at exactly the rate it could be processed, to minimise radiation. Packaged Water was the control substance and with Unpackagers -> Valve -> Packagers in the water loop. The valve allowed control over the rate the Uranium Waste bounced out, and if something went wrong in the plutonium plant I could turn the bouncer off completely with a power switch from the control centre.
As for your upcoming computer project, I had some ideas for basic logic gates a few years ago but haven't had time to try them out. I know in principle very little is required to be able to make a Turing machine, but in practice I've not looked much into the next stage after the gates. NAND memory could be a fun project with more manageable complexity than a CPU. Wherever you go on this, good luck!
Great video! Going in depth on belt manipulation
Your explaination of the core workings is on point, with all the steps there to get you in the right head space
Keep pioneering! Cheers
Keep going!
What is the practical use of this? I think I’m missing something. I don’t understand the use of this.
@dmcaggy people wanted to know how my belt flow counting machine works (video is up on my channel) and this is one of the modules I created to makes it possible. In general it allows you to build more complex systems like combining this with sequential power systems with timers, multi paths, and exchange items. Ultimately, its not something you need but it is something that can have many many uses for advanced logic based systems.
I can see this being super useful for making it possible to sequence a single belt with all the things needed for a recipe. This basic one won't be that useful for most of them since most recipes need varying amounts of each recipe but I'm betting the ones I'm about to watch are going to include some capable of that. Might take some testing but I'm guessing with this most basic one you could easily get a belt perfectly of half stators and half rotors (for making motors which are 10 of each) without ever getting accidentally overflowing with one or the other if either production can't keep up with the other.
@@DaeDroug That is so smart. I am so glad I am sharing these because I can't even think of practical uses anymore. I haven't even beat the game, I just got side tracked making all this stuff and don't even know what to use them for outside of my "make a calculator or computer" project. The 3rd tutorial will show how to perfectly overload these boxes and give them that 100% accuracy you are looking for.
@@Bentler I'm excited for that! I think judging by these your distraction is going to be well worth it considering the things you're discovering! I might also need a tutorial on some of the compacting you're doing because my brain is melting from how some of your splitters are connecting to your conveyor lifts.
@@DaeDroug About 3 days ago I broke and started using a mod to remove the red clipping barrier to super compact some of the modules for my mechanical computer, so if its something built since then, than that may be the explanation. It still works on an un-modded game, so it's not really much beyond vanilla, it just helps me keep the size down so I can fit more modules inside a system. Outside of the computer project I will still be doing building with normal restrictions, so for that I can try to do a tutorial. :)
Sorcery! Sorcery I tell you! 😂
Invite link to Discord seems to be invalid at present.
Though, I was only going to lurk in the server to keep up with related projects, so, don't have high expectations of me being a significant contributor of sorts.
@@wohido thanks for letting me know it expired. discord.com/invite/nmXQBCHyfC
There you go.
yet they still wont give up a smart merger so we can set priority inputs
I have tried so many things to get around this. I have found a few things but none of it is the kind of elegant solution I am looking for, or even very practical in most cases. It does make the game a little fun though in a weird way. Since they aren't going to add logic there are all these unique little problems to try to solve.
You can do this with Adjustable mergers (i think its not a mod). Set priority input to high numbers and low for low priority. Then set "when empty" settings to pick low priority input.
I used this in alclad sheet factory to prioritize the on-site white bags (forgot name) before taking external sources to avoid clocking
@@Julegaven the vanilla game has three types of splitters (normal, smart, programmable),
but only one single type of "unintelligent" merger as counterpart to the normal "unintelligent" splitter.
your "adjustables" must be from some mod.