Advanced Logic Blocks - Astro Colony
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- Опубликовано: 5 сен 2024
- A quick guide on how to use the Advanced logic blocks and signals for the in Astro Colony.
This one was done in a single take so it does ramble a little, but it's late so it will do for now.
I will likely make an guide later dealing with some more complex setups.
"NOT" is being used as a "NOT EQUAL TOO." This is the opposite of "EQUAL TOO" or =.
Also for those people out there that are looking for what > mean in the Arithmetic Logic Block its an Arithmetic Shift Operator. How it works is N^+-x where N is the input data and x is the number that has been set next to the number. So an input of 2 Iron into an Arith. set to > 3 will out put a 2. This function is a lot easier to understand if the number is broken down in binary. In binary it shifts the whole binary number how ever many places that has been set. So 00010 (2) into 2 becomes 00100 (4).
This took me a bit to understand too hope this helps you and everyone else out there.
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Thanks for the explanation, a very useful tip. A simple example: the first power plant takes most of the coal and the last one doesn't get anything. Due to this, I have eternal energy shortages. With this tip, the problem is solved. You helped a lot, thanks a lot, two thumbs up.
Just one thing.
Once you click on Logic Block and it will snap the camera to it, you can still freely move the camera around using WSAD (or whatever direction buttons you are using) to move away from the LB.
It is easier to set thing up or connect LB to more distant buildings.
After a lot of hours, i learned to just use a signal and decider on 1 carbon reactor, let it have 25 in it, before the belt move. in stead of every carbon reactor have each signal and decider..ty for these tips.
I was having some issues figuring out how the logic blocks should connect and this tutorial was extremely helpful! Thank you for making this!
This is so very usefull, because some of my furnesses have not equal numbers, some have 1000 other has 50 or so, this helps a lot, thanks
and now me and my friends are building a new station taking advantage of these tips (watched video and all face palmed)
"NOT" is a standard logic block. Any time its argument is "FALSE" then it's output will be "TRUE". Useful to invert signals (zero to one, one to zero). I imagine, if you had a decider which you wanted to turn two things on and one off under a certain condition, the "NOT" would be useful for flipping the bit to the device you want to act opposite of the other two.
In most cases you'd be right but in this case the "NOT" is being used as "NOT EQUAL TOO" abbreviated as "NOT".
@@bhalucard85 yes : to make cogenerate's idea work, you would need to invert the logic result of a decider for use on another target, which is not possible since the decider doesn't output a signal but switches a target on/off by directly targeting it with "line of sight" selection, and thus having no output of signals to use directly as input on other logic blocks. and thus "not" is (as you correctly said) not usable as the usual logic function "not", but only the game's way of writing "unequal to", usually simply written as "!=" or ""
Nice work explaining this.
Had the issue that the decider block is not showing "Off" but say no connection. This is because the decider block has a green connector on one of its side facings that your connector cable must link to the inventory sensor block. Good tutorial big thanks.
Cheers for the video, have you considered posting this along with the previous video under the games steam guide section. I am certain others will appreciate the assistance.
good idea, they are under the videos section but not in the guides, i shall do that later today.
Damn this helped alot! Follow droped! Once you got this system its really easy, allready testet it with an circle of 20 Icechrushers and 15 Generators. Finally no more overfilled inventory´s. Thanks for that and stay safe!
yes, really nice and easy to follow. big thanks from me too.
i only had one problem with a useful application to the crushers:
there seems to be no "inventory item" for tanks that can be tested to stop the crushers when a water tank is full of the non-existing "water item" :-(
edit/ps: as i have heard, additional "items" like that may be planned for the future (as expected from an early version of any game)
Thanks for this it's really helpful + I would like to add something if it matters, it would be much easier and faster if u use a splitters and set the ratios for it for the 6 carbon generators and apply the process in the video on only 1 carbon generator and an inventory box because all other carbon generators will have the exact same amount of carbon inside them and the process above will be do exactly the same process as in the video. hope this is understandable and helpful, thanks
i did that for four carbon generators, with splits 3:1 at the first, 2:1 at the second, and 1:1 for the last two.
but although at first they all had equal amounts of carbon, one of them somehow lost its carbon more quickly than the others (no idea why, maybe a bot stealing it, or something else) and thus only three were producing power in the long run. thus, although not needed when everything works as planned in theory, it might be best to check every inventory with separate circuits although that is a bit more complicated to setup, but then more reliable.
Good tutorial thanks.
Thanks for the video, helps a lot.
No problem!
great video, thx
How do You pick of You won't to turno off por on on the decider?
I haven't played with it to know for sure, but NOT should be the opposite of =. The equivalent of != if you do any programming.
i suspect you are correct, but i have yet to find a practical use for it in terms of game-play. Tho i guess i could replace
'>= 1' with 'NOT 0' and get the same result.
@@lordhelbinor negative numbers are also allowed as inputs and outputs,
and thus -1, -2, etc all would not be ">= 1", but still would be "NOT 0" too :-)
"NOT x" in this game is simply " x" or "!= x" for any fixed value of x
(too bad that there is only one input so that we need to add some "x" and some "y * -1" by connecting the two wires with these intermediates to compare two values)
Extremely helpful!
MOAR Please
I'd like to use these Advanced Logistics blocks for My Auto asteroid catchers & only collect water, I'm in dire need of water, but i don't understand how to set 'em up.
i don't think its possible to set your auto catchers to target specific asteroid types, but if you attach one of the gree allow blocks one the belt directly over the output ayou can set it so only ice will be output and all other materials will be kept in the catcher itself.
You don't need the advanced blocks for that. Press 'E' to enter the machine UI and select ice. The catcher will only target asteroids that contain ice. As Lord Helbinor said, you still have to filter the output so only ice is allowed, since asteroids can contain more than one material.
@@BillH2949 yes, selecting "ice" in a catcher will catch all asteroids that contain at least _some_ ice and possibly other materials too.
further sorting/filtering can then be done with the "simple" blocks for "block" or "allow" (which is easy since catchers have two outputs; one can be used with the "allow block" for the desired material and the other with the "block block" for all "other junk"), or simply let the undesired items stay and pile up in the catcher forever.
or have the pushers sort the items from an outgoing belt.
@@BillH2949that’s fantastic! I’m going to d that now!
Moren tips please nice work
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Day 28 of looking for a planet with a gas geyser. Can anyone help me on that ive searched hundreds of planets I'm in universe II
game doesnt explain how this works, and it's very complicated for no real use
True I've found no practical use for the advanced logic blocks, and gone through several runs without needing any.
@@lordhelbinor just finished the game 100% with trophies. I never used advanced blocks but smashing and connecting em randomly just for the trophy and that's all
This seems pretty useless tbh
it may be a bit complicated, and some option may still be missing, but i wouldn't call it "completely useless".
i'm hoping for lots of improvements in the future since it still is EA only.
one really useful addition would be an item type "water" so that a crusher can be stopped when the tanks have more than some specified amount of water,
similar to how you now can stop input for iron ore/bars/plates if you have enough iron bars/plates/wires.
@@Anson_AKBsensor wires you can. The logic blocks are the only thing that make this game playable. You can set everything up with just a few conveyor belts. What is annoying to me is if you place 2 production modules touching with the output of one touching the input of the other it won't transfer. You have to use conveyor belts.