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Difference between revisions of "User talk:Hussell/ClockToggle"
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--[[User:Hussell|Hussell]] 15:19, 9 November 2009 (UTC) | --[[User:Hussell|Hussell]] 15:19, 9 November 2009 (UTC) | ||
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+ | 404 is not a good number, because 404/1200 =/= integer. =( | ||
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+ | Really, the trick is to find the right repeater. After that, counting should be easy... (lol?) |
Revision as of 23:11, 9 November 2009
It would seem to be a repeater (which is what a clock needs) - its not hard to build one. I still need to work my way through the logic a bit more thoroughly though.
The problem is finding/building a repeater that is calibrated so it counts time that is relevant. Ie, allows you to (exactly) count a day, or a year.
Given the game advances time in 'ticks', how many ticks does your device take to operate? (The use of doors instead of bridges/floodgates suggests rapid cycling. One advantage it could have is it doesn't require lots of water to function.)
Edit: do doors destroy water on their square when they close? That could be a problem...
--Squirrelloid 14:26, 9 November 2009 (UTC)
The important bit isn't that it repeats, it's that it repeats at half the speed of its input. I.e., a simple repeater generating an OPEN signal every 202 steps will cause this device to generate an OPEN signal every 404 steps. (Actually, depending on which and how many of the plates in this device you use as outputs, you can generate OPEN and/or CLOSE signals on every OPEN and/or CLOSE signal from the input, or on alternating OPEN or CLOSE signals.)
So far I've only tested this with a bridge/floodgate repeater. The doors finish changing state much faster than the repeater cycle. I'll do some timing tests sometime soon.
Yes, doors linked to mechanisms do destroy water when they close. Possibly magma too, though I haven't tested that.
--Hussell 15:19, 9 November 2009 (UTC)
404 is not a good number, because 404/1200 =/= integer. =(
Really, the trick is to find the right repeater. After that, counting should be easy... (lol?)