Factorio

Factorio

Not enough ratings
Bit-shift display FACTORIO (ENG)
By ※RED※SKULL※
The first source is written in Ukrainian. And the translation was done with the help of Deepl
Therefore, for native English speakers, part of the text may look like Wikipedia

Here is information about creating a display, and you can find out how it works in the FAQ & DLC section

Thanks to the players: Gosha2006, For help, optimization of logic and additions to the manual
   
Award
Favorite
Favorited
Unfavorite
Lamps
First, let's create our segments, in my case. These are 3 small lamps



Connect them with a cable and set a condition

A<0, B<0, C<0, etc. according to the screenshot
Also check the "Use colors" checkbox



Numbers
Now we need to create a permanent combinator where we will store the values
To do this, we need to understand what bit codes our signals have
And to make it easier, I visualized the numbers that should be on in white and the numbers that should be off in copper





Now let's take the segment AAA, which corresponds to the signal A, and search the numbers
(yes on = 1, no = 0)

For zero, 1, for one, 0, for two, 1, etc.
As a result, we get the code 1011011111



Now let's go through the rest of the signals and get the following table




Binary calculator
Now we take one calculator[www.binaryconvert.com] and paste our codes here

And add zeros at the end, just press the zero key



And convert binary to decimal



Youtube video
https://www.youtube.com/watch?v=lLi6d-L4lG4

The resulting values are written to a constant combinator
And the result will look like this



Why are there zeros at the end?
Explanation in the FAQ section
Bit shift
Now we take an Arithmetic combinator in which we set the following conditions
Signal mark. Its value will mean the digit



And connect it to the small lights



And the training plan is ready
As you can see, the check mark corresponds to the number on the display



Practical use
Make your display look good

Just add small lamps with no strings attached



Let's also add two arithmetic combinators to the logic with the following conditions



Theory
Red arrow
The idea of this combinator is to print the most extreme digit
For 234, the output is 4. For 23, the output is 3



Purple arrow
It simply divides by ten
And in this way, it helps to get 3 out of 234, not 4




Repeat the scheme as in the photo



All that remains is to connect the combinator with the values and the signal to be output
Green is A B C D C
Yellow is a signal to output



The scheme is ready




FAQ & DLC
Why do I need to add zeros?

Factorio works on 32 bits

And for computer programs that run on 32 bits, it's important that every number has exactly 32 bits, even if its binary representation has fewer bits. For example, in the case of the number "1011011111", which consists of only 10 bits, we add zeros to the right until the number of bits is 32. Thus, the final number would be "10110111 11000000 00000000 00000000". This is done to ensure that each number has the same length and can be processed correctly by a computer program.

Why does the combinator output a check mark instead of "each"?

The first reason is that for each resource in the first combinator (bit shift), you must specify your own resource, because it cannot accept "anything"
A check mark acts as a filter, a tree, a stone, an ore. It doesn't matter what will be translated into this tick signal, but it will preserve the value of the tree or stone



Why this display? I don't like it, I want another one.....

No problem.
All game icons are at your disposal...., and I'm not even talking about modifications.....


This was a training example, and the task was to show how the display is made and make it simple. So I took a real, digital display with 7 segments



Make them whatever you want.......



DLC

https://steamproxy.com/sharedfiles/filedetails/?id=3168668712