v50 Steam/Premium information for editors
- 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.
This notice may be cached—the current version can be found here.
40d Talk:Fluid logic
Jump to navigation
Jump to search
Can anyone explain how the XOR of the Mechanical-Fluid Gates work? I don´t seem to understand it...--Kami 17:34, 12 October 2009 (UTC)
- Sure. It assumes the pump is powered by a windmill on a map with strong wind (40 power). If neither input is on, the power is only transfered to the southeast gear assembly (total of 10 power consumed). If only the yellow gear assembly is connected (considered to be a logic high), then every gear assembly but the green input is powered (30 power in gear assys, 10 power for the pump). If only the green assembly is connected, the yellow assy and the white one to the north are both disconnected (25 power in gear assys, 10 for the pump). But if both assys are connected, the entire thing requires 45 power to work, and nothing turns. Easily modifiable with a huge number of gears for water wheel power. I believe a windmill farm would be necessary on a map with 20 or 10 wind. -Arrkhal 20:27, 12 October 2009 (UTC)
- Now I understand. But I think this should be mentioned anywhere. ^^
By the way, I don´t think this is a good concept. You´ll have to empower every single part of your "computer" by itself. And you´ll have to calculate your power well and build tons of useless gears. Complex logic will lead you to a state you can´t handle it anymore... I´ll think of it. --Kami 13:31, 13 October 2009 (UTC)- Probably not the best system, yeah. I was mainly just trying to think of a system which destroys a minimum amount of water, to be able to compute on a map with only murky pools. You may want to look at the mechanical logic page, too. That's where I got the XOR design from. If there's a better way to make an XOR with gears and axles, I can't think of it. -Arrkhal 23:36, 13 October 2009 (UTC)
- Just hook the inputs up to the same gear- gear assemblies toggle. You'll need to "invert" the pressure plate, though, since hooking up two levers to a gear assembly leaves them both off and the power on. With one lever pulled, the power's off, and with both it's back on. 23:34, 14 October 2009 (UTC)
- I think this is more mechanical computing than water computing, because in this case the logic lies within the gears and power. The water is only used to convert power into lever signals.
But I see the destruction of water is a problem you will have to solve if you have limited ressources. Did you ever consider to use hatches to control the flow of water? This would require more pumping, but could work?
An XOR with gears that is not based on underpovering can be made the same way you did for the infinite flow gates above. A XOR B = (A AND NOT B) OR (NOT A AND B) | A XNOR B = (A AND B) OR (NOT A and NOT B)
Oh, and here is an short example of computing I tested: http://mkv25.net/dfma/movie-1745-dwarfputerv01 --Kami 10:46, 15 October 2009 (UTC)
- Probably not the best system, yeah. I was mainly just trying to think of a system which destroys a minimum amount of water, to be able to compute on a map with only murky pools. You may want to look at the mechanical logic page, too. That's where I got the XOR design from. If there's a better way to make an XOR with gears and axles, I can't think of it. -Arrkhal 23:36, 13 October 2009 (UTC)
- Now I understand. But I think this should be mentioned anywhere. ^^