Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4]

Author Topic: Pre-Triggered Mechanical Logic  (Read 20271 times)

Shinziril

  • Bay Watcher
  • !!SCIENCE!!
    • View Profile
Re: Pre-Triggered Mechanical Logic
« Reply #45 on: May 02, 2010, 02:04:11 am »

Logged
Quote from: lolghurt
Quote from: Urist McTaverish
why is Dwarven science always on fire?
Because normal science is boring

mstram

  • Bay Watcher
    • View Profile
Re: Pre-Triggered Mechanical Logic
« Reply #46 on: November 29, 2017, 01:59:09 pm »

I implemented an 8-bit adder-subtractor using Jong's logic design.  It works very nicely.

How do you operate it ?

I see some screw pumps on level 150 and doors on level 149.

Are they supposed to be manually activated ?
Logged

MoonyTheHuman

  • Bay Watcher
  • I think the DEC VAX hates me.
    • View Profile
    • hellomouse
Re: Pre-Triggered Mechanical Logic
« Reply #47 on: November 29, 2017, 03:47:58 pm »

This is a post from 7 years ago, that user is no longer active. Y U Revive?

mstram

  • Bay Watcher
    • View Profile
Re: Pre-Triggered Mechanical Logic
« Reply #48 on: November 29, 2017, 03:57:45 pm »

This is a post from 7 years ago, that user is no longer active. Y U Revive?

1) Yes I see it was 7 yrs ago.  The file is still on the "dffd" site, and it still works.

2) According to his profile (Shinziril) was active yesterday.    Why do you say he's no longer active?
Logged

mstram

  • Bay Watcher
    • View Profile
Re: Pre-Triggered Mechanical Logic
« Reply #49 on: December 02, 2017, 01:21:15 pm »

Well I "found" the "camouflaged" levers off to the right of the main structure.

But without dfhack-etc, purely trial and error (fun ?) now to figure out what lever does what
Logged
Pages: 1 2 3 [4]