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User:Jjdorf/Logic Gates

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Revision as of 01:35, 23 April 2010 by Jjdorf (talk | contribs) (moved Jjdorf/Logic Gates to User:Jjdorf/Logic Gates: Meant to be a user page.)
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I'll be using this as a spot to keep all my preferred logic designs in one spot. Each design will specify the power requirements, build requirements, and build order, including the point when an input needs to be hooked up to things.

Rotation Sensor

To be designed and fully tested.

RAM

Random Access Memory, basic cell structure:

  PXXX       XXX
 H%>#D     . .. 
   XXX       XXX

XXXXXX    XXXXXX
Do<%HD        . 
XXXXXX    XXXXXX
   XXX       XXX
  MX D       X  
   XXX       XXX

Each door (D) is a simple access door for internal maintenance. Under normal circumstances, they should be forbidden entirely. The grate (#) is there for completeness and safety when priming the cell with water. If desired it could be omitted. The pumps (%> and <%, pointing the direction of pumping, specifically, the % tile is walkable) are simple constructions, no special qualities. Make them of whatever material is available. The top level hatch (H) is the RESET signal (R). The pressure plate (o) is set to detect only 7-7 water. The middle level hatch is the SET signal (S). The walls (X) can be carved from rock or constructed as needed. Power (P) is supplied through axles or gears. The cell draws 21 units of power when connected with an axle, 25 when using a gear. The output gear of the memory (M) can technically be placed wherever you need it to be.

Building

  • The first step is to construct the walls and floor, or carve the same. If constructing, you should NOT build floors in the empty spaces (. on the right floor plan layout). If digging from solid rock, channel open space at those places instead. If constructing, you can build a wall instead of a door on the bottom layer.
  • Build all doors, forbidding the bottom most door, the top level hatch and grate and the pressure plate. Build the screw pump on the middle z-level.
  • Build the screw pump on the top z-level only after the first pump. Meanwhile, fill the bottom most tile with water by designating a pond on the location the hatch goes in the middle layer. Fill the bottom tile to 7 water, then remove the pond designation.
  • Build the hatch on the middle layer.
  • Link the pressure plate to the output gear (M). Link the SET and RESET hatches, remembering that the SET hatch turns the memory on, and the CLEAR hatch turns it off. Forbid the doors on the middle layer.
  • Fill the middle layer with water from the grate tile on the top layer, until the open spot of the pump and the SET hatch are both covered in 7 water, then remove the pond designation.
  • Forbid the door on the top layer, then stick a fork in it. It's done.

Maintenance

You can adjust the connections of the hatches as well as the pressure plate as needed. Constructing some extra levers, even if on demand, will allow you to easily adjust things. If you build a water drainage system, you won't even have to worry about the excess water in the system when you open the hatch side of the middle layer. Just remember to refill the cell if you had to go in there.

Notes

This cell does not have any "circuitry" to disable or enable the output of the cell based on addressing concerns, so if you add this to an addressable memory system, that gearing will be needed. It should be, simply, an addition of another gear before a rotation sensor.

Pros/Cons

The most important benefit of this design is the complete lack of evaporation, negating the need for an infinite water supply under routine operation. Not needing an infinite water supply means you can move this to a safely walled off portion of the map, preventing all building destroyers from infiltrating through it. It is also somewhat more compact within a z-level than other designs. The drawbacks are twofold: it requires more power to operate, and it requires three z-levels.