Time Tools (+game speed +clock combinators)


Time tools : clock, daylight, game speed tweaks and clock combinators!

Utilities
1 year, 3 months ago
0.13 - 2.0
64.8K

b Combinator Surfaces Are Additive

9 months ago

Non-Space Age

Looks like whenever there are multiple surfaces, the combinator displays all of them, making it unusable as a clock.

Currently noticed due to how Factorissimo works. There are 3 surfaces on Nauvis currently, 'Nauvis', 'Nauvis-factory-floor', which freezes at 12 when you research factory lighting (this alone would be easy enough to compensate for) and 'factory-travel-surface'. the last one is dynamic but seems to tick about 15% faster, making it unable to be compensated for with other combinators short of making a matching analog clock and subtracting that from the clock combinator, but at that point whats the point.

I do not know if this is an issue once you go to other planets and start generating other surfaces, but looking at the lua it potentially is.

Seems like people mostly just use this to mess with the time, so I understand if this isn't a big priority.

Yeah I was going to ask how you're actually supposed to use this to do anything if you're not permitted to delete any surfaces from the combinator

3 months ago

huh, that's going to be a bit tricky to fix at some point. I may just have to lock the clocks to the surface they're built on but that's not ideal either...

19 days ago
(updated 19 days ago)

Locking to the surface its built on would probably be the simplest fix, and honestly might be the only fix since other planet surfaces have different day night cycles.

You could alternatively add a parse signal to select which surface is to be counted, fed via constant combinator similar to cybersyn, all planets should have one natively to allow for automated spaceships, and random pocket surfaces wouldn't need to be counted anyway.

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