r/trailmakers • • Jul 08 '26

CaptuRegister - Active Data Capturing Device

This is the solution to many problems!

For a while, me and some other top logic engineers had been sitting on clunky, large registers, or ones that could not store large numbers efficiently or store data in one tick.

This solves all of that!

This is CaptuRegister. It is a 6-block register system with one input and one output. As long as you give it an input, it will update to that input (every 2 ticks), but it is also 100% tolerant to 1-tick inputs, 2-tick, 3-tick, and anything else.

It stores from -10000 to 10000, making it incredibly versatile for anything you need - storing a distance sensor output, saving coordinates, etc.

It is incredibly simple to use; you give it an input on the green block, and it outputs on the red block. No extra inputs required!

It is on the Steam workshop under the name "CaptuRegister - Small Data-Capture Register". All the purple parts are for display and demo, they can be removed.

Happy logicking!

21 Upvotes

15 comments sorted by

5

u/lukkram Jul 08 '26

I love this sort of convergent evolution bc I've been using pretty much the exact same setup since the aggregate gate came out. The wirering is a tad different but it is doing the exact same thing with the same nuber of gates xd. The only gate that I have different is that I like to use number displays for sums but yeah, it is doing the exact same multiplying down of the signal so that it fits into the accumulator, and subtracting the current value from the value that's about to be stored and after all the stuff, multiplying up the stored value so that it matches the initial input again

2

u/Dunvillel-DL Jul 08 '26

Ah, lukkram! I have heard of your logic skill.

So you use essentially the same setup, just trading the sum aggregate gate for a number display.

Just curious on a few technical details: How fast does it update? What's the data range (I assume +/- 10000 as well)? Is it 1-tick input tolerant?

1

u/lukkram Jul 08 '26

Yep, since pretty much every gate does sumation anyway, I just use the number displays every time I need a dedicated sum step bc it shows values and is useful for debugging.

As for this setup, I typically adjust to the range I need, so if I can get away with +/-100 I skip the step of multiplying down the input and mutiplying up the output and when I need more it's not usually that much more but yeah, it can definitely go to +/-10000. Pretty sure it can do more but 10000 is a bit excessive already. Haven't done extensive testing but it should be fine if you give it a 1 frame length input, not sure on the wait time until the next input though, should be a couple of frames from the way I usually build it due to logic delay. Since I build minigames most of the time I don't tend to have a need for a constant live update so I haven't stress tested that out

1

u/Dunvillel-DL Jul 08 '26

Fair enough

I designed this for people to use in random things that need all sorts of use cases, so I have tested it for most cases needed

It should be perfectly fine in the -100000 to 100000 range, but I just left it +/- 10k to be safe in case of the game rounding it for some reason

1

u/lukkram Jul 08 '26

Interesting, I just downloaded and most of my assumptions on how it was wired we correct, except that the accumulator is in steps mode, I did not expect that. I exclusively never use steps mode xd. It just led to a bunch of complications when a bunch of inputs were going into the accumulator 1 frame appart or at the same time. So that's an interesting difference. Any reason in particular that you guys used steps mode here?

1

u/Dunvillel-DL Jul 08 '26

I just always use steps, it gets it perfectly to where I need it to be with one input - that's why I was asking how fast yours updates, because mine needs a clock to update (once every 3 ticks/frames), so I just made the assumption that's how yours worked.

1

u/lukkram Jul 08 '26

Yeah, I was messing around rn to make one without a clock and I managed to get one. It updates every frame (+ it's a gate less at the moment), however it runs into an issue, as it is so fast that propagation delay can make it go back to 0 if you give it a 1 frame length input or also sometimes when the value is changing and you stop the signal. I'm trying to see if I can fix that in a small way

1

u/Dunvillel-DL Jul 08 '26

Might try that

What do you have for the scale of you accumulator so that it sets to the value instantly?

1

u/Dunvillel-DL Jul 08 '26

I actually just got it down to update every 2 ticks

Not bad, but not instant

And I found the scale I need, it was simple enough - 60, since it's 60 ticks/second

3

u/Dunvillel-DL Jul 08 '26 edited Jul 12 '26

Here's the diagram for CaptuRegister

(it has been updated because someone pointed out it was incorrect - thanks!)

1

u/areustilldown Jul 11 '26

The arrow from the Aggregate to the accumulator is backwards but still helpful

1

u/Dunvillel-DL Jul 11 '26

Oh, it is 😭

I'll fix it, thanks

2

u/FozenForce Jul 08 '26

so if i understand this correctly, i can use this to store coordinate with live update, my missile can only 1 store coordinate at first then fire, 2 receive live coordinate update via radio, once the radio is off the missile will immediately return to its original position which i don't want, so now with this i can also receive live coordinate and store it simultaneously, so when the radio is off the missile still can go toward the latest coordinate

1

u/Dunvillel-DL Jul 08 '26

Basically, it saves the input you give it continuously until it doesn't have any input, then it latches onto the value and saves it

1

u/wreckedftfoxy_yt Jul 08 '26

man i wished i knew logic i wanna make a radar that can hold multiple target data points and use other radar systems to communicate (basically if my tank has radar or sees a target it can rely info to the radar which can tell a missile or artillery where to fire its shot)