Thanks to the math block (and some other block) I made a programable elevator that displays the floor numbers, capable of changing the floor height and speed but it works only on slow speeds.
could you make the memory-bit behave like a regular J-K-flipflop? with like a white J-input and a Black K-input? that would make some simple binary logic circuits more comfortable? in case you don't know how a J-K-FF behaves: J=off + K=off => no nothing; on clock J=on + K=off => turn ON; on clock J=off + K=on => turn OFF; on clock J=on + K=on => toggle; on clock the JK-FF being the most versatile FF would make a great addition to the modpack
this would be great if the multiplication block did what it was supposed to do with negative numbers it might as well be useless unless it can. it keeps converting numbers to positive unless both of them are negative and that isn't how negative math works.
Nice, but kinda need explanation of the bespoke parts, like the modes of the x-o-meter, how to use the memory panel in more detail, how to use smart sensor, orientation block, etc.
Hey, is there a way to set a counter to a specific amount? For example: Counter A is on a 8. When i activate a button or logic Gate the counter should switch to the amount of Counter B. Any ideas?
for me, when i put a value into the memory panel it adds the digits. so if i put the number 128 into the memory panel for some reason when i save it and then connect it to three number blocks (colored correctly) it out puts 11 (1+2+8)
I wanted to use the compare to basically compare something like: If X number is smaller than 0, then reset X to 0. But you can't compare 0 :/ And I also don't know how to do an "if" condition.
pretend one of the points is 0,0 by subtracting one of the points, from both. So one is 0,0, and the other is the relative coordinate. (shifting the points so one of them rests on 0,0), then you use the other point for the input.
I don't know when I'll be available to update in game features and descriptions for some old mod parts. With the way things are going with scrap mechanic development... it looks like all the mods are just going to break and be forgotten (seems like axolot is trying for that)... I wish there was a complete reference guide, but there really isn't anything besides these videos. For example, the PID mode was added by the script writer Brent Batch, without any real conversation about it...just added it in without saying it was added in. So there was much less done with that PID mode than every other mode - I really can't help with that as it was unplanned...but you can ask Brent Batch how it works...I know that's not a convenient answer.......but all of this is in shambles to me man.... I wish this game and all mods for it were made by people that cared more.
Probably check out all the recent new modpack parts videos with number logic in them just to be sure you've got that down first. To directly answer you: third row in the paint tool is negative decimals Number blocks are for transferring and displaying DIGIT VALUES, and what you're doing with that connection is "building a number" with that "digit value". Use counter block
So the math block doesn't give you 2-argument arctangents. (atan2) That'll be good to know when I start making artillery control computers in Scrap Mechanic :)
Hey, Durf ! I have been playing with this mod for a long time now and I recently had a wierd issue: some blocks (mostly mone that use number logic, orientation block, math block...) had no connection point and I wasn't able to interact with them by pressing "E", a few minutes ago I went back int my world and they worked as expected, but currently the same issue as yesterday repeats, I had a turret that freaked out because the engines were disconnected from the math blocks and on some creations I still see a link from a switch to a math block for example, but there's no connection dot on the math block. Wow, this comment was long but the question is: Does this comes from the modpack in itself or me doing something wrong ? btw, sorry for the grammar, I am French and I have a very bad English EDIT: It works again, I don't know what's going on but i'm pretty sure the issue comes from me
The issues come from game updates A game update will break all existing mods .....Axolot >_> Just keep that in mind; when the game updates that all mods (more likely the complex ones) will be broken until the creators of that mod can fix it again Happens every time...every update mod makers have to spend time to fix their mods again and again.. it's terrible and that's why there's less and less mods over time
My scrap mechanic almost crashes when loading and then says there is a ID conflict between The modpack BETA and The modpack BETA What have you done? Why does the game think that the mod is not itself bu another mod than itself? Does it have anything to do with that i reinstalled my computer?
Coming soon! I've been delaying making that video because we might give the orientation block some updates for performance, so as soon as it's completed the tutorial video will be made!
Choose a function from the math block, such as < or > connect your numbers with your connect tool, and the result of the math block will be a 0 or 1, telling you if the white painted number is greater than the black painted number (>) That's how you compare a white painted number with a black painted number. If you are asking about number values in logic, please refer to the number logic video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-rTkpxtX5nh0.html Number blocks are for displaying and manipulating the digits of a number, but number logic can carry an entire number value over one connection! all digits! A counter block, for example, can hold the number 12, or -3, or 4.2, or 18465983. I think you just got a little confused with the number blocks. Number blocks are just for displaying a value so you can see it, but the value can be anything really and you never have to see the number values to use it in your creations, to know what they are and what they're doing
You might want to avoid using the number blocks themselves as inputs for math stuff (instead use counter blocks as the input, especially for large / negative numbers) Number blocks are for displaying and carrying digits (among other things with digits), so when you're connecting a number block to another block, you're carrying the digit only, not the entire number value (you take the "1" out of "-1" if its from a number block)
Fiete use two orientation blocks, one set to players and the other set to distance. Connect the one set to player to the one with distance and take the output.
You're right, which is why I set the limits between 2 and 12, not 1 and 12. The number can only come out as a value between 2 and 12, just like two dice will ever do. If your argument is about a 1d11 vs 2d6....I'm not qualified enough to partake in such a discussion 😅 But you can make whatever dice rolling systems you want easily enough with this logic, just choose your numbers and go 😃
@@elnico5623 Right. I'm not an expert on probability and dice roll chances. This number logic function is just a random number generator. Like all computer randomness, it's based on a very very very small decimal number based on the time clock of the system (so the chances of predictably selecting a number by choice is extremely small), and returns a number between 0 and 1. Basically we just multiply that and round it to produce a random integer out of a set range. If you wanted to create 1d11, you can. If you wanted to create 2d6, you can. If you wanted to create the exact probability of a 6 sided cube-shaped die, with opposing sides adding up to 7, and 1, 2, 3 all being adjacent to each other...you can set that up with this number logic. The example in the video is only meant to be a short intro into the capabilities of this modpack. And for most people will just use a simple dice mechanism anyway, unless they are specifically trying to be super accurate to the real world probabilities. If you want to learn more, feel free to join our discord! Our members are always around and perhaps you can make a new friend to build some cool things with :D
@@ScrapMechanicMods the thing is that 1d11 (from 2 to 12) is not the same as 2d6, which you said in the video, 1d11 is uniform, every number has an equal chance of appearing, on the other hand with 2d6 it's more common to roll a 7, because for example a 2 can only appear as 1+1, a 12 can only appear as 6+6 but a 7 can appear as 1+6, 2+5 and 3+4, this is important for some applications like games, so i believe that you suggesting that 1d11 is equivalent to 2d6 should be adressed in a pinned comment or in the description
These number logic parts are available in "the modpack" However the situation with mods is a little messy right now in SM.. might have to wait a bit for things to get fixed
Positive Number greater than 9 You will see n- for Negative less than -9 (a number that doesn't fit on the display) Be sure to check the Number Block video if you're having trouble display all digits of a number 😉
I provide a download for Modpacks for cracked users Check for the video on this channel (I think the most recent download is AUG 2018) Keep in mind that I cannot update the download for cracked users very often, as we're creating new parts almost every day. Subscribe to watch for the newest download! Next download might be OCT 2018 download If you can purchase the game, it will be easier for everything ;)
The Modpacks are being updated at such a fast rate that the download you use today will be out of date tomorrow. It is better for everyone to wait for an up to date download that won't be changing for at least a few months. Naturally, I should be making players come back every day because that's good for RU-vid views - but I'd rather spend my time working on these updates to get them done sooner; then I can focus on tutorial videos and mod reviews (also scrap mechanic giveaways 😉) Download will be updated soon! Before Halloween!