- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
Difference between revisions of "User talk:SL/Logic Gates"
Line 1: | Line 1: | ||
+ | == One Pump, Many Gates? == | ||
+ | Why use one pump per gate -- why not use one pump for many gates? They certainly have lots of water flow. I have a screw pump raise water, fill a raised pool, emptying into logic gates, with arrangements to cut off the water and drain the pool when maintenance is necessary. | ||
+ | |||
+ | Also, here is a very simple oscillator (repeater). Water enters the cell in the lower left, crossing the closed hatch. When the water rises high enough, the pressure plate(set 5-7 in my case, tune as you like) opens the hatch and dumps to empty space/river channel/etc below the hatch. It can't empty the cell completely but doesn't need to, since a slight lowering is enough to register a 0 on the pressure plate and restart the sequence. | ||
+ | <pre> | ||
+ | ### | ||
+ | #^# | ||
+ | #H# | ||
+ | ~## | ||
+ | </pre> | ||
+ | |||
+ | One could modify this a bit to make a small register. To set the bit, open the floodgate(X) to let water fill the cell; this will trigger the pressure plate for a logic 1 that will persist until the water dries up. To clear the bit, open the hatch(H) to empty the contents of the memory cell. You may want to have the pressure plate 'active off' since dumping a cell empty might respond faster than filling it up. Having both the floodgate and hatch open at the same time is disallowed. This is not quite a flip-flop; it's more like a single bit of DRAM. | ||
+ | <pre> | ||
+ | ### | ||
+ | #^# | ||
+ | #H# | ||
+ | #X# | ||
+ | ~~~ | ||
+ | </pre> | ||
+ | |||
+ | Here's something more like an R/S flip-flop, as yet untested, providing equal and opposite outputs. The hatches are the logic inputs. The left pressure plate closes the right floodgate when submerged, and the right pressure plate closes the left floodgate when submerged; opening the left hatch will thus flood the right cell and vice versa. | ||
+ | <pre> | ||
+ | ##### | ||
+ | #^#^# | ||
+ | #H#H# | ||
+ | #X#X# | ||
+ | ~~~~~ | ||
+ | </pre> | ||
+ | |||
== The Repeater == | == The Repeater == | ||
Revision as of 08:23, 11 October 2008
One Pump, Many Gates?
Why use one pump per gate -- why not use one pump for many gates? They certainly have lots of water flow. I have a screw pump raise water, fill a raised pool, emptying into logic gates, with arrangements to cut off the water and drain the pool when maintenance is necessary.
Also, here is a very simple oscillator (repeater). Water enters the cell in the lower left, crossing the closed hatch. When the water rises high enough, the pressure plate(set 5-7 in my case, tune as you like) opens the hatch and dumps to empty space/river channel/etc below the hatch. It can't empty the cell completely but doesn't need to, since a slight lowering is enough to register a 0 on the pressure plate and restart the sequence.
### #^# #H# ~##
One could modify this a bit to make a small register. To set the bit, open the floodgate(X) to let water fill the cell; this will trigger the pressure plate for a logic 1 that will persist until the water dries up. To clear the bit, open the hatch(H) to empty the contents of the memory cell. You may want to have the pressure plate 'active off' since dumping a cell empty might respond faster than filling it up. Having both the floodgate and hatch open at the same time is disallowed. This is not quite a flip-flop; it's more like a single bit of DRAM.
### #^# #H# #X# ~~~
Here's something more like an R/S flip-flop, as yet untested, providing equal and opposite outputs. The hatches are the logic inputs. The left pressure plate closes the right floodgate when submerged, and the right pressure plate closes the left floodgate when submerged; opening the left hatch will thus flood the right cell and vice versa.
##### #^#^# #H#H# #X#X# ~~~~~
The Repeater
Actually there ARE faster versions of this - that's 2 or more desynchronized repeaters. --Digger 05:33, 1 March 2008 (EST)
Can anyone else get the repeater to work without using masterpiece mechanisms in the pressure plates? I can't, so I'm assuming you need masterpiece mechanisms. Too bad I don't have a mechanic capable of that yet >_< --Sukasa 23:07, 5 April 2008 (EDT)
Re: The Memory setup.
In the current example; You can't actually build it. It took me a bit of thinking and working, but I managed to make a system that efficiently (as far as I could tell) used space to make memory switches or registers, depending on what you want to call them.
Start with:
################ ###_#_#<#_#_#### ###.#.#.#.#.#### ###.#.#.#.#.#### ###...#.#...#### #_._._..._._._## #_.....>....._#~ #_._._..._._._## ###...###...#### ###.#.###.#.#### ###.#.###.#.#### ###_#_###_#_#### ################
This is one z below ground. The #'s are walls that are NOT mined out. < is Stair Up, > is Stair Down. _ is a Channel, .'s are mined out. The ~ is a Water Source, NOT infinite. Use a pool! (If it's infinite, the water flowing back down won't be able to...
While you're in the Mining mood, go down a z-level and clear out AT LEAST this one z level lower:
################ ###.#.###.#.#### ###.#.###.#.#### ###.#.###.#.#### ###.#.###.#.#### #.#.#.###.#.#.## #......<......## #.#.#.###.#.#.## ###.#.###.#.#### ###.#.###.#.#### ###.#.###.#.#### ###.#.###.#.#### ################
Note that this is the minimum required; If you're using a large pool you'll need more to make sure you don't flood your mechanism level.
Place hatches on all the channels EXCEPT the far left and far right triple channels. Place axles, gears, and Pressure Plates so you end up with:
################ ###¢#¢#<#¢#¢#### ###^#^#.#^#^#### ###.#.#.#.#.#### ###.*.#.#.*.#### #_.¢|¢...¢|¢._## #_--*..>..*--_#~ #_.¢|¢...¢|¢._## ###.*.###.*.#### ###.#.###.#.#### ###^#^###^#^#### ###¢#¢###¢#¢#### ################
Finally, put waterwheels over the channels, hung off of the axles. You *should* be able to figure out where the pumps should go, but remember to link your hatches and pressure plates BEFORE building the pumps, because you won't be able to reach them again without digging another stair. To get the water to flow, you just dig out that wall between the water wheel and the pool by digging a channel one z above it. I'm not *sure*, but you may need to put a second or third water wheel inline with the first one for this to actually provide you enough power. STILL, this setup gives you a grand total of 8 memory registers, plenty to do whatever you want with whatever devious traps you have in mind. (I use it to operate bridges over magma channels.) Have fun! --CrushU 00:23, 21 April 2008 (EDT)