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How would you suggest I memorize an inventory?

Archive: 7 posts


I'm looking at probably 10 slots for items and a minimum of 30 unique items, but Im gonna need extra slots to add more items later. There will be different types of items so categorically memorizing them is a possibility. Really, I'm just asking from those with more experience using the memorizer, how can I do this most efficiently, using the least thermometer and least number of labels?

To clarify, I am not looking for advice or help in making an inventory setup, I am quite familiar with the logic behind it (and most logic) I'd just like to see some ideas on memorizing such a thing seeing as I'm relatively new to dealing with the memorizer.
2014-06-06 03:20:00

Author:
Tynz21
Posts: 544


What you need in this case is a bit compression tool, I have one that can put 26 ON/OFF signals in one signal and read the same inputs on the other side so instead of 32 ON/OFF signals only, you can have 32*26 ON/OFF signals (832), but if you need even more, you could ask this guy (http://lbp.me/u/coolman100) he has one that has 32 signal bits instead of 26 like mine, but you would need to ask him for his compression bit.

If you want my 26 bit compression tool then just add me or invite me to your pod
IGN: LOOKaUsername (http://lbp.me/u/LOOKaUsername)

The way this would help with memorization is that you could have toggles remembering the state of your analogue inventory, like in a level up sort of format, so for instance, if there is 15 levels per item of sort, then what you could do is activate one more input in the bit compression, and it would still only take one wire, but it would be able to conserve memorizer slots in the process

(I really hope this helped, if you need me to clarify anything, then just feel free to ask, and I will try my best)
2014-06-06 07:22:00

Author:
amiel445566
Posts: 664


I get the concept of the compressor, take x amount of digital signals, convert them to one analog signal, store in one memorizer slot. I think I know what you're saying about the second part too, say I want a weak sword a medium and a strong sword. What you're saying is that I have progressive toggles such that weak sword is the first, medium sword is the second, strong is the third, and so on, compress this into one input for "swords" and use that? This would simplify the equip slots too because I can easily do each with one input because each will only hold a single category of item. Depending on the number of categories, I could then probably do entire inventory with about 2 memorizers, maybe even one big one if I only have a small number of items... but probably 2 for some wiggle room.2014-06-06 18:18:00

Author:
Tynz21
Posts: 544


Gotta love coolman's multiplexer, mine is only 20 bits lol. However for this setup you have, I would suggest using one memorizer input per each inventory slot, And the analog signal on it to recall which item was stored in it. For example: Zero would mean your slot is empty, 0.153 would mean the 15th item, upgraded to level 3 is stored there. If your items are not upgradeable and there's not too many of them you can decode each output with a single sequencer, this is easy to manage, easy on the thermo and gives you a ton of wiggle room. This is only for the inventory, for world state things like which doors are open and which items have been unlocked, straight up using the kind of tool amiel suggests is probably the best idea.2014-06-08 14:33:00

Author:
actio1_618
Posts: 81


Well, I made the inventory, not the items or anything but the basic item template for each type and all the slot2 and there will be 15, 12 inventory, 3 equip slots. I should be able to fit this into one memorize if I use the full range of analog signals.2014-06-08 16:20:00

Author:
Tynz21
Posts: 544


I don't think there's much debate here about bit compression being the most efficient method. You mentioned you have 10 inventory slots and upwards of 30 items. You could identify each item using 5 bits (although I'd recommend using 6 bits so you can distinguish between 64 different items in case you choose to add more than 2 additional items).

As mentioned above it will depend a little on whether you use a 32 bit or 26 bit compressor. For the sake of being pessimistic lets say you can only compress 26 bits. If each item is identified with 6 bits, this means you can store 4 items in a single signal (making use of 24 of the 26 bits, for simplicity you can ignore the remaining 2 bits). In this sense, to store 15 items in your inventory/equipment, you will need 4 signals. I would recommend simply interpreting the first 6 bits of signal 1 as the item for inventory slot 1, the next 6 bits of signal 1 as the item for inventory slot 2 etc.

Using this method you can still have categories of items, for example with the weak, medium and strong sword types mentioned above you could simply interpret an inventory slot with a binary value of 1 to be a weak sword, 2 to be a medium sword and 3 to be a strong sword. In this way you could consider the "sword category" as all the items that range between binary values of 1-3 and upgrading or downgrading the quality of such items can be done with some simple addition/subtraction.
2014-06-13 20:10:00

Author:
Seku
Posts: 65


Why don't I just assign each item the same tag with a different analog value, plug it into one memorizer slot per inventory slot and then read it off on a big sequenter at the beginning?2014-06-15 06:26:00

Author:
Tynz21
Posts: 544


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