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Counter in seconds
Posted: Fri Jan 01, 2021 7:59 pm
by Binoculars
Hello factorian friends,
The text below will be translated from French to English on Google Translate.
A second counter that resets every ten seconds in this configuration. This can be configured by modifying the rightmost decider combinator.
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Re: Counter in seconds
Posted: Sat Jan 02, 2021 2:59 am
by blazespinnaker
Great! Have you experimented with FPS impact of these? Say, printing 200 or so?
Re: Counter in seconds
Posted: Sat Jan 02, 2021 10:15 am
by Binoculars
blazespinnaker wrote: ↑ Sat Jan 02, 2021 2:59 am
Great! Have you experimented with FPS impact of these? Say, printing 200 or so?
Thanks for your return.
I didn't notice anything in particular, even when the combiner resets.
Re: Counter in seconds
Posted: Sat Jan 02, 2021 12:11 pm
by blazespinnaker
Looks like about every 500 sets increases script update by 3. Not bad! I've created some things like this, but seems cleaner than what I arrived at.
Re: Counter in seconds
Posted: Sat Jan 02, 2021 12:15 pm
by Binoculars
blazespinnaker wrote: ↑ Sat Jan 02, 2021 12:11 pm
Looks like about every 500 sets increases script update by 3. Not bad! I've created some things like this, but seems cleaner that what I arrived at.
I'm sure some are capable of doing much better than that.
My skills stop here.
Re: Counter in seconds
Posted: Sun Feb 21, 2021 11:54 am
by gGeorg
One combinator, does the same trick.
Re: Counter in seconds
Posted: Sun Feb 21, 2021 9:10 pm
by NotRexButCaesar
gGeorg wrote: ↑ Sun Feb 21, 2021 11:54 am
One combinator, does the same trick.
I count that as two.
Re: Counter in seconds
Posted: Sat Mar 06, 2021 4:10 am
by foamy
AmericanPatriot wrote: ↑ Sun Feb 21, 2021 9:10 pm
gGeorg wrote: ↑ Sun Feb 21, 2021 11:54 am
One combinator, does the same trick.
I count that as two.
Technically, yeah, but constant combinators are literally half the physical size and I suspect much less script-load than any of the more complicated ones.