Thanks to the math block (and some other block) I made a programable elevator that displays the floor numbers, capable of changing the floor height and speed but it works only on slow speeds.
could you make the memory-bit behave like a regular J-K-flipflop? with like a white J-input and a Black K-input? that would make some simple binary logic circuits more comfortable? in case you don't know how a J-K-FF behaves: J=off + K=off => no nothing; on clock J=on + K=off => turn ON; on clock J=off + K=on => turn OFF; on clock J=on + K=on => toggle; on clock the JK-FF being the most versatile FF would make a great addition to the modpack
this would be great if the multiplication block did what it was supposed to do with negative numbers it might as well be useless unless it can. it keeps converting numbers to positive unless both of them are negative and that isn't how negative math works.
Nice, but kinda need explanation of the bespoke parts, like the modes of the x-o-meter, how to use the memory panel in more detail, how to use smart sensor, orientation block, etc.
for me, when i put a value into the memory panel it adds the digits. so if i put the number 128 into the memory panel for some reason when i save it and then connect it to three number blocks (colored correctly) it out puts 11 (1+2+8)
Hey, is there a way to set a counter to a specific amount? For example: Counter A is on a 8. When i activate a button or logic Gate the counter should switch to the amount of Counter B. Any ideas?
I wanted to use the compare to basically compare something like: If X number is smaller than 0, then reset X to 0. But you can't compare 0 :/ And I also don't know how to do an "if" condition.
I don't know when I'll be available to update in game features and descriptions for some old mod parts. With the way things are going with scrap mechanic development... it looks like all the mods are just going to break and be forgotten (seems like axolot is trying for that)... I wish there was a complete reference guide, but there really isn't anything besides these videos. For example, the PID mode was added by the script writer Brent Batch, without any real conversation about it...just added it in without saying it was added in. So there was much less done with that PID mode than every other mode - I really can't help with that as it was unplanned...but you can ask Brent Batch how it works...I know that's not a convenient answer.......but all of this is in shambles to me man.... I wish this game and all mods for it were made by people that cared more.
So the math block doesn't give you 2-argument arctangents. (atan2) That'll be good to know when I start making artillery control computers in Scrap Mechanic :)
pretend one of the points is 0,0 by subtracting one of the points, from both. So one is 0,0, and the other is the relative coordinate. (shifting the points so one of them rests on 0,0), then you use the other point for the input.
Coming soon! I've been delaying making that video because we might give the orientation block some updates for performance, so as soon as it's completed the tutorial video will be made!
Probably check out all the recent new modpack parts videos with number logic in them just to be sure you've got that down first. To directly answer you: third row in the paint tool is negative decimals Number blocks are for transferring and displaying DIGIT VALUES, and what you're doing with that connection is "building a number" with that "digit value". Use counter block
Fiete use two orientation blocks, one set to players and the other set to distance. Connect the one set to player to the one with distance and take the output.
You might want to avoid using the number blocks themselves as inputs for math stuff (instead use counter blocks as the input, especially for large / negative numbers) Number blocks are for displaying and carrying digits (among other things with digits), so when you're connecting a number block to another block, you're carrying the digit only, not the entire number value (you take the "1" out of "-1" if its from a number block)
Choose a function from the math block, such as < or > connect your numbers with your connect tool, and the result of the math block will be a 0 or 1, telling you if the white painted number is greater than the black painted number (>) That's how you compare a white painted number with a black painted number. If you are asking about number values in logic, please refer to the number logic video: ruclips.net/video/rTkpxtX5nh0/видео.html Number blocks are for displaying and manipulating the digits of a number, but number logic can carry an entire number value over one connection! all digits! A counter block, for example, can hold the number 12, or -3, or 4.2, or 18465983. I think you just got a little confused with the number blocks. Number blocks are just for displaying a value so you can see it, but the value can be anything really and you never have to see the number values to use it in your creations, to know what they are and what they're doing
Hey, Durf ! I have been playing with this mod for a long time now and I recently had a wierd issue: some blocks (mostly mone that use number logic, orientation block, math block...) had no connection point and I wasn't able to interact with them by pressing "E", a few minutes ago I went back int my world and they worked as expected, but currently the same issue as yesterday repeats, I had a turret that freaked out because the engines were disconnected from the math blocks and on some creations I still see a link from a switch to a math block for example, but there's no connection dot on the math block. Wow, this comment was long but the question is: Does this comes from the modpack in itself or me doing something wrong ? btw, sorry for the grammar, I am French and I have a very bad English EDIT: It works again, I don't know what's going on but i'm pretty sure the issue comes from me
The issues come from game updates A game update will break all existing mods .....Axolot >_> Just keep that in mind; when the game updates that all mods (more likely the complex ones) will be broken until the creators of that mod can fix it again Happens every time...every update mod makers have to spend time to fix their mods again and again.. it's terrible and that's why there's less and less mods over time
My scrap mechanic almost crashes when loading and then says there is a ID conflict between The modpack BETA and The modpack BETA What have you done? Why does the game think that the mod is not itself bu another mod than itself? Does it have anything to do with that i reinstalled my computer?
You're right, which is why I set the limits between 2 and 12, not 1 and 12. The number can only come out as a value between 2 and 12, just like two dice will ever do. If your argument is about a 1d11 vs 2d6....I'm not qualified enough to partake in such a discussion 😅 But you can make whatever dice rolling systems you want easily enough with this logic, just choose your numbers and go 😃
@@elnico5623 Right. I'm not an expert on probability and dice roll chances. This number logic function is just a random number generator. Like all computer randomness, it's based on a very very very small decimal number based on the time clock of the system (so the chances of predictably selecting a number by choice is extremely small), and returns a number between 0 and 1. Basically we just multiply that and round it to produce a random integer out of a set range. If you wanted to create 1d11, you can. If you wanted to create 2d6, you can. If you wanted to create the exact probability of a 6 sided cube-shaped die, with opposing sides adding up to 7, and 1, 2, 3 all being adjacent to each other...you can set that up with this number logic. The example in the video is only meant to be a short intro into the capabilities of this modpack. And for most people will just use a simple dice mechanism anyway, unless they are specifically trying to be super accurate to the real world probabilities. If you want to learn more, feel free to join our discord! Our members are always around and perhaps you can make a new friend to build some cool things with :D
@@ScrapMechanicMods the thing is that 1d11 (from 2 to 12) is not the same as 2d6, which you said in the video, 1d11 is uniform, every number has an equal chance of appearing, on the other hand with 2d6 it's more common to roll a 7, because for example a 2 can only appear as 1+1, a 12 can only appear as 6+6 but a 7 can appear as 1+6, 2+5 and 3+4, this is important for some applications like games, so i believe that you suggesting that 1d11 is equivalent to 2d6 should be adressed in a pinned comment or in the description
These number logic parts are available in "the modpack" However the situation with mods is a little messy right now in SM.. might have to wait a bit for things to get fixed
Positive Number greater than 9 You will see n- for Negative less than -9 (a number that doesn't fit on the display) Be sure to check the Number Block video if you're having trouble display all digits of a number 😉
I provide a download for Modpacks for cracked users Check for the video on this channel (I think the most recent download is AUG 2018) Keep in mind that I cannot update the download for cracked users very often, as we're creating new parts almost every day. Subscribe to watch for the newest download! Next download might be OCT 2018 download If you can purchase the game, it will be easier for everything ;)
The Modpacks are being updated at such a fast rate that the download you use today will be out of date tomorrow. It is better for everyone to wait for an up to date download that won't be changing for at least a few months. Naturally, I should be making players come back every day because that's good for RUclips views - but I'd rather spend my time working on these updates to get them done sooner; then I can focus on tutorial videos and mod reviews (also scrap mechanic giveaways 😉) Download will be updated soon! Before Halloween!
nice explanation, i did not even know that there was a random generator in there
Thanks to the math block (and some other block) I made a programable elevator that displays the floor numbers, capable of changing the floor height and speed but it works only on slow speeds.
Cool
Means I can play and do my maths homework!!
😉
I think you mean: You can play and *it* will do your math homework.
@@nicholadavey7565 no its maths in uk
@@matthewbell2617 yeah the uk is wrong
Bro thank you, I never finds a good tutorial for this mod, and you learned me how to use it, I can now build amazing things in this game.
so does this mean kids can now play scrap mechanic in class?
Yes
Im going to make a whole creation that is a mini class room.
you dumb?
2+2=4-1=3 quicc mathz
4-1 is not 2 + 2
@@emiliathorsen9759 you must be fun at parties
@@TheDartFrog r/ wooosh
For appropriate maths:
(2+2)-1=3
He, time to make an inverse kinematic scorpion tail for mining trees
Great job! I love these number- and math-blocks
could you make the memory-bit behave like a regular J-K-flipflop?
with like a white J-input and a Black K-input?
that would make some simple binary logic circuits more comfortable?
in case you don't know how a J-K-FF behaves:
J=off + K=off => no nothing; on clock
J=on + K=off => turn ON; on clock
J=off + K=on => turn OFF; on clock
J=on + K=on => toggle; on clock
the JK-FF being the most versatile FF would make a great addition to the modpack
Please record tutorial to PID function in math block
I'm here 17nth the math block Is very useful
this would be great if the multiplication block did what it was supposed to do with negative numbers it might as well be useless unless it can. it keeps converting numbers to positive unless both of them are negative and that isn't how negative math works.
Nice, but kinda need explanation of the bespoke parts, like the modes of the x-o-meter, how to use the memory panel in more detail, how to use smart sensor, orientation block, etc.
Coming soon!
A few parts are still getting some updates, so the video was delayed a little bit.
for me, when i put a value into the memory panel it adds the digits. so if i put the number 128 into the memory panel for some reason when i save it and then connect it to three number blocks (colored correctly) it out puts 11 (1+2+8)
don't worry i was being an idiot i was using a white number input smh
Note: '/console' is now restricted, use the startup condition '-dev' to unrestrict console
Nice I like it
zamn do you maybe know if complex numbers are going to be added
3:07 i was thinking about asking if you could do that, like... 3 days ago
can u make a engine power go up or down with math?
When I try to store a multi digit negative number in a single number block, it is always converted to positive, is there a way to avoid this?
Hey, is there a way to set a counter to a specific amount? For example: Counter A is on a 8. When i activate a button or logic Gate the counter should switch to the amount of Counter B. Any ideas?
Please try to push the uptate for the modpack beta as soon as possible
Hey, is there a way to have multiple digits on the white input?
I wanted to use the compare to basically compare something like:
If X number is smaller than 0, then reset X to 0. But you can't compare 0 :/ And I also don't know how to do an "if" condition.
It seems to be bugged rn. Everytime you use a seat connected to it the mode is changed.
What would it be like to think of a number as the processes that mumber can be achieved by?
4=2+2=3+1=6-2=4+0 and so on.
What
@@fazmade
Tl: What would it feel like if our brains over complicated even the most basic principles of mathematics.
Is it possible to turn and on and off the math block with logic or something?
there are some new features in the mathblock, where can i find any description for these features?
I don't know when I'll be available to update in game features and descriptions for some old mod parts. With the way things are going with scrap mechanic development... it looks like all the mods are just going to break and be forgotten (seems like axolot is trying for that)...
I wish there was a complete reference guide, but there really isn't anything besides these videos.
For example, the PID mode was added by the script writer Brent Batch, without any real conversation about it...just added it in without saying it was added in.
So there was much less done with that PID mode than every other mode - I really can't help with that as it was unplanned...but you can ask Brent Batch how it works...I know that's not a convenient answer.......but all of this is in shambles to me man.... I wish this game and all mods for it were made by people that cared more.
Nice I didn’t knew if we could have decimals, it might be practical.
I hope the gravity module can handle decimal numbers. Does it?
Yep! You can set 0.5 gravity, or 0.25 gravity, any ratio you want :)
Do the max and min settings work for negative numbers? Can they read negative?
yes
So the math block doesn't give you 2-argument arctangents. (atan2)
That'll be good to know when I start making artillery control computers in Scrap Mechanic :)
This is old video, now math block has PID controler and atan2 in it :)
Why are you not showing us how the blocks are wired? I cant figure out how to do it.
how to downland?
I like maths
what timestamp for more than and less than
how can I use the atan2 block to get the angle between 2 x,y points ?
pretend one of the points is 0,0 by subtracting one of the points, from both. So one is 0,0, and the other is the relative coordinate.
(shifting the points so one of them rests on 0,0), then you use the other point for the input.
@@ScrapMechanicMods yep thanks :)
can we have an explaniation on how to use the oreientation block properly?
Coming soon! I've been delaying making that video because we might give the orientation block some updates for performance, so as soon as it's completed the tutorial video will be made!
I might get game on ma pc.. BTW I went to curry's bef so I could see a pc box thing but A rich gamer one. Only to get a Printer
How do I subtract decimals using buttons?
Edit: and also when you hook up a number block to another one it doesn't display negative numbers properly
Probably check out all the recent new modpack parts videos with number logic in them just to be sure you've got that down first.
To directly answer you: third row in the paint tool is negative decimals
Number blocks are for transferring and displaying DIGIT VALUES, and what you're doing with that connection is "building a number" with that "digit value". Use counter block
Oh my God, hook it up to the counter block. I am dumb
You forgot the PID function
This video was made before the PID function was added, and there's even more functions now that I need to include
i want to know, how to track the distance to the next player in range. in numbers
Fiete use two orientation blocks, one set to players and the other set to distance. Connect the one set to player to the one with distance and take the output.
omg thank u so much ^^
The modpack link is work but when i press ,,View Modpacks" nothing happens
link?
For some reason when I do 9 x 1 and 9 x -1 they both output 9.
You might want to avoid using the number blocks themselves as inputs for math stuff (instead use counter blocks as the input, especially for large / negative numbers)
Number blocks are for displaying and carrying digits (among other things with digits), so when you're connecting a number block to another block, you're carrying the digit only, not the entire number value (you take the "1" out of "-1" if its from a number block)
how do you compare 2 large numbers ?
Choose a function from the math block, such as < or >
connect your numbers with your connect tool, and the result of the math block will be a 0 or 1, telling you if the white painted number is greater than the black painted number (>)
That's how you compare a white painted number with a black painted number.
If you are asking about number values in logic, please refer to the number logic video: ruclips.net/video/rTkpxtX5nh0/видео.html
Number blocks are for displaying and manipulating the digits of a number, but number logic can carry an entire number value over one connection! all digits! A counter block, for example, can hold the number 12, or -3, or 4.2, or 18465983. I think you just got a little confused with the number blocks. Number blocks are just for displaying a value so you can see it, but the value can be anything really and you never have to see the number values to use it in your creations, to know what they are and what they're doing
@@ScrapMechanicMods Thanks for the answer :)
Hey, Durf ! I have been playing with this mod for a long time now and I recently had a wierd issue: some blocks (mostly mone that use number logic, orientation block, math block...) had no connection point and I wasn't able to interact with them by pressing "E", a few minutes ago I went back int my world and they worked as expected, but currently the same issue as yesterday repeats, I had a turret that freaked out because the engines were disconnected from the math blocks and on some creations I still see a link from a switch to a math block for example, but there's no connection dot on the math block. Wow, this comment was long but the question is: Does this comes from the modpack in itself or me doing something wrong ?
btw, sorry for the grammar, I am French and I have a very bad English
EDIT: It works again, I don't know what's going on but i'm pretty sure the issue comes from me
The issues come from game updates
A game update will break all existing mods
.....Axolot >_>
Just keep that in mind; when the game updates that all mods (more likely the complex ones) will be broken until the creators of that mod can fix it again
Happens every time...every update mod makers have to spend time to fix their mods again and again.. it's terrible and that's why there's less and less mods over time
i cant place a counter block or any other block defined here...
Its An mod.
Oh so he Youth dolls
Can you make a stabilizer for me that uses the modpack
And then explain to me how it works
@@Dragon_gamer9987 there are many tutorials on yt
My scrap mechanic almost crashes when loading and then says there is a ID conflict between The modpack BETA and The modpack BETA
What have you done?
Why does the game think that the mod is not itself bu another mod than itself?
Does it have anything to do with that i reinstalled my computer?
Not sure..
When you start the world, you select "Modpack BETA" twice? or only once?
Did you install "Modpack BETA" in Data folder? or Appdata folder?
I don't know why but I they seem to not work very well after the update
do you also have the problem that if you move your cross elsewhere after you pressed the mathblock, that it changes again?
@@oliverbrandstetter721 yes that is one of the problems
Link for download for the non steam version of scrap mechanic? Please?
Focking torrenter.
And also there is no modpack for torrent scrap mechanic.
GG
8:18 fake, rolling two d6 is not the same as rolling one d12
You're right, which is why I set the limits between 2 and 12, not 1 and 12.
The number can only come out as a value between 2 and 12, just like two dice will ever do.
If your argument is about a 1d11 vs 2d6....I'm not qualified enough to partake in such a discussion 😅
But you can make whatever dice rolling systems you want easily enough with this logic, just choose your numbers and go 😃
@@ScrapMechanicMods also i dont know how you programmed this but 1d11 (from 2 to 12) isnt the same as 2d6, as its more common to roll a 7
@@elnico5623 Right. I'm not an expert on probability and dice roll chances. This number logic function is just a random number generator. Like all computer randomness, it's based on a very very very small decimal number based on the time clock of the system (so the chances of predictably selecting a number by choice is extremely small), and returns a number between 0 and 1. Basically we just multiply that and round it to produce a random integer out of a set range.
If you wanted to create 1d11, you can.
If you wanted to create 2d6, you can.
If you wanted to create the exact probability of a 6 sided cube-shaped die, with opposing sides adding up to 7, and 1, 2, 3 all being adjacent to each other...you can set that up with this number logic.
The example in the video is only meant to be a short intro into the capabilities of this modpack. And for most people will just use a simple dice mechanism anyway, unless they are specifically trying to be super accurate to the real world probabilities.
If you want to learn more, feel free to join our discord! Our members are always around and perhaps you can make a new friend to build some cool things with :D
@@ScrapMechanicMods the thing is that 1d11 (from 2 to 12) is not the same as 2d6, which you said in the video, 1d11 is uniform, every number has an equal chance of appearing, on the other hand with 2d6 it's more common to roll a 7, because for example a 2 can only appear as 1+1, a 12 can only appear as 6+6 but a 7 can appear as 1+6, 2+5 and 3+4, this is important for some applications like games, so i believe that you suggesting that 1d11 is equivalent to 2d6 should be adressed in a pinned comment or in the description
what is n+?
kostantinos04 it means the number is greater than 9
n+ means that the number value (n) is higher than the max 1 digit value meaning (n > max var)
And where's the mod
Please do about radar or smart controller
Oiler's number
not youler's
How to download this ??!!
These number logic parts are available in "the modpack"
However the situation with mods is a little messy right now in SM.. might have to wait a bit for things to get fixed
@@ScrapMechanicMods wow, thanks.
durf what does n+ mean?
Non-displayable or unknown number.
Positive Number greater than 9
You will see n- for Negative less than -9
(a number that doesn't fit on the display)
Be sure to check the Number Block video if you're having trouble display all digits of a number 😉
thanks durf! btw i have no graphics card so i can't play scrap mechanic because it will be LAGGY
now i want to know what decimals are
@@sandermur5613
Decimals are base 10 fractions.
Tenths, hundredths, etc.
for anyone that doesnt know
Mod pls
ruclips.net/video/olwReuU3LWs/видео.html
@@ScrapMechanicMods Thank you
8+4=42
add the cracked version of the modpack
i want to build using the mod but i cannot get it from steam as i am a cracked user
manisha ghosh just buy the game its only 20 dollars
I provide a download for Modpacks for cracked users
Check for the video on this channel (I think the most recent download is AUG 2018)
Keep in mind that I cannot update the download for cracked users very often, as we're creating new parts almost every day.
Subscribe to watch for the newest download! Next download might be OCT 2018 download
If you can purchase the game, it will be easier for everything ;)
@@ScrapMechanicMods
Solution to update issue, schedule your updates in both the mod itself and the download for the mod.
The Modpacks are being updated at such a fast rate that the download you use today will be out of date tomorrow.
It is better for everyone to wait for an up to date download that won't be changing for at least a few months.
Naturally, I should be making players come back every day because that's good for RUclips views - but I'd rather spend my time working on these updates to get them done sooner; then I can focus on tutorial videos and mod reviews (also scrap mechanic giveaways 😉)
Download will be updated soon! Before Halloween!