encountered the usual "too many items and not enough belts" in factorio and solved it with a bit of Verilog
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encountered the usual "too many items and not enough belts" in factorio and solved it with a bit of Verilog
always @(posedge update) begin
science_x_delta <= science_x_in + science_x_out * -1;
science_x_mem <= science_x_mem + science_x_delta;
end -
✧✦✶✷Catherine✷✶✦✧replied to ✧✦✶✷Catherine✷✶✦✧ last edited by
it's terrifying just how easily FPGA skills translate to Factorio circuit network skills. the main difference is that wired-AND is back with a vengeance, baby, and it's also now wired-ADD instead of wired-AND
i'll do my absolute best to never use the circuit network again
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✧✦✶✷Catherine✷✶✦✧replied to ✧✦✶✷Catherine✷✶✦✧ last edited by
ok so i have an incredibly cursed idea
factorio currently allows you to use only integers as values. but what if you could have higher order combinators?
"Red Science" = lambda x: x > 10
imagine how fantastically unreadable the networks would become! so much worse than the norm
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✧✦✶✷Catherine✷✶✦✧replied to ✧✦✶✷Catherine✷✶✦✧ last edited by
i have a recurring problem where i come up with some idea for a game and then have to slap myself and go "wait. this is just reinventing my literal job again"
this is definitely one of those times.
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@whitequark yeah I had to stop playing zachtronics games because that always happened to me