Everything is basically a "for all" quantifier which is true for empty sets, while anything is an "exists" quantifier which is false for empty sets. So this makes perfect sense when viewed as logical calculus.
Great video. Thank you for making this series. One comment: 7:47 The behaviour of the everything signal, does seem logical to me, because every signal coming in needs to fulfill the criteria. Zero signal are coming in and all of those zero signal fulfill the criteria. Or paraphrased: none of the signals coming in may evaluate to false in regards to the condition - also true. In logical terms, the word everything can be applied to sets of zero items without problems. The anything signal could also be worded as: "At least one of the signals", so for it to evaluate true, there has to be at least one signal present. But i agree that it is counterintuitive. I think it is counterintuitive in the same way, that beginning to count at 0 is for many developers (for array access for example, in many languages).
10:23 ☑ Set Stack Size If it's going to send him a signal for the exact amount needed, then when it's telling the inserter it needs 2 more fish, then it will set the stack size to 2 so it only grabs 2.
13:21 Logistic Request anything you want while in creative mode, and it will instantly appear in your backpack without logistic bots even getting involved. (while you have the correct cheat enabled... which I'm sure you do)
I had similar progres bar setups for oil products, sometimes it's hard to see where and what are lvl of different fluids in map view, but these saved a lot of hassle)
Hi Sir ! Great one, crystal clear. Thank you (and how this video can possibly be disliked ??). I would like to have the possibility to like it twice basically!
the "Everything" combinator works in inverse: IE, it has a hidden NOT gate within it. How it actually functions is "if NO signals FAIL the condition, then output true. if there are no signals input, than no signals FAIL, thus, it outputs true. If you have multiple inputs and one of them fails, than it outputs false, if ALL inputs meet the condition, it outputs true.
@12:40 ish.....you can actually set the constant combinator to a negative value of what you want, connect the inserter to the combinator and the chest, set the inserter to work if less than 0....done. No need for any other combinators. If you do it your way, you can actually change the inserter to a filter inserter set itself based on the signal....you will not need a condition on it, filters only worry about positive values.
I have had colleagues tell me I must try the Zachtronics games. They all really look cool to me... but I usually don't do well with puzzle games. I will try them someday.
Aren't you still using a hardcoded value? You set S=100 by hand. You've just built a ton of extra structures so you could pretend your hardcoded value was somehow "generic!"
Nope. He can blueprint that setup and paste it for a number of different items and it will work no matter what is put into each chest. The only thing that might need to be changed for each instance is the stack size and/or chest capacity. It reduces the work when setting up a lot of arrangements because you don't have to specify what item you're dealing with in each combinator.
Everything is basically a "for all" quantifier which is true for empty sets, while anything is an "exists" quantifier which is false for empty sets. So this makes perfect sense when viewed as logical calculus.
Great video. Thank you for making this series.
One comment: 7:47 The behaviour of the everything signal, does seem logical to me, because every signal coming in needs to fulfill the criteria. Zero signal are coming in and all of those zero signal fulfill the criteria. Or paraphrased: none of the signals coming in may evaluate to false in regards to the condition - also true. In logical terms, the word everything can be applied to sets of zero items without problems.
The anything signal could also be worded as: "At least one of the signals", so for it to evaluate true, there has to be at least one signal present.
But i agree that it is counterintuitive. I think it is counterintuitive in the same way, that beginning to count at 0 is for many developers (for array access for example, in many languages).
this video has some great explanations, even though I didn't watch it for its original purpose, it was very useful (:
10:23 ☑ Set Stack Size
If it's going to send him a signal for the exact amount needed, then when it's telling the inserter it needs 2 more fish, then it will set the stack size to 2 so it only grabs 2.
13:21 Logistic Request anything you want while in creative mode, and it will instantly appear in your backpack without logistic bots even getting involved. (while you have the correct cheat enabled... which I'm sure you do)
Never thought about setting the stack size... that's brilliant!
I had similar progres bar setups for oil products, sometimes it's hard to see where and what are lvl of different fluids in map view, but these saved a lot of hassle)
Hi Sir ! Great one, crystal clear. Thank you (and how this video can possibly be disliked ??). I would like to have the possibility to like it twice basically!
the "Everything" combinator works in inverse: IE, it has a hidden NOT gate within it. How it actually functions is "if NO signals FAIL the condition, then output true. if there are no signals input, than no signals FAIL, thus, it outputs true. If you have multiple inputs and one of them fails, than it outputs false, if ALL inputs meet the condition, it outputs true.
@12:40 ish.....you can actually set the constant combinator to a negative value of what you want, connect the inserter to the combinator and the chest, set the inserter to work if less than 0....done. No need for any other combinators.
If you do it your way, you can actually change the inserter to a filter inserter set itself based on the signal....you will not need a condition on it, filters only worry about positive values.
Thanks for this one too!
Big brains
ahh wire.jessepinkman
You mentioned you're a programmer, and I was wondering if you've tried Human Resource Machine or TIS-100, and what you thought of them?
I have had colleagues tell me I must try the Zachtronics games. They all really look cool to me... but I usually don't do well with puzzle games. I will try them someday.
I think this couldve been shorter. E.g you couldve just said that the everything special signal makes this into an and gate
NULL > 10
FaCtoRiO LoGic
I don't know... there is something fishy here...
Aren't you still using a hardcoded value? You set S=100 by hand. You've just built a ton of extra structures so you could pretend your hardcoded value was somehow "generic!"
Nope. He can blueprint that setup and paste it for a number of different items and it will work no matter what is put into each chest. The only thing that might need to be changed for each instance is the stack size and/or chest capacity. It reduces the work when setting up a lot of arrangements because you don't have to specify what item you're dealing with in each combinator.
@@Whistler-007 Exactly. Looks like he didn't watch the whole video