Multiple speed property depletion?

Redoing this so I can ask the question more effectively

Basically I have a property for coolant storage. it can be anywhere from 0 to 100. It starts at 100. My goal is to have 4 (technically 5) different rates at which it can deplete. Once every 2 seconds, once every 1.5, once every 1, and once every 0.5 seconds, (and once every never). For this I have 5 properties to represent the 5 different rates of coolant use. 0%, 25%, 50%, 75%, and 100%. I can effectively have the channels send for the appropiate rate of depletion I need, however I need to find a way to actually cause to depletion to occur.
Previously I used 4 wire repeaters at 0.5 second delays wired into each other with two triggers each that enable on the appropiate channel and disable on the channel that happens before and after. That did technically work, but I need to find a way to do it more efficiently if possible so I can limit the amount of memory used.

Also note that each channel also has a property that is set up to match it too.

Wdym wire repeater is not memory efficent it only costs 5 memory

The double triggers is the problem
8 triggers just so each thing is deactivated by two channels
thats a lot

that’s a total of 320 memory

actually 340 if you include the wire repeaters

then with the wires its

12 wires * 10 memory

so 460 memory

slim jumpscare

Do you already have a working system? [1] I think you’ll need block code for this.


  1. I would guess not but double-checking before I start working on it. ↩︎

I technically did have a working system however it used a LOT of memory so I deleted it and went here to find a better way.

Yeah I did try block code but there’s no wait block, and I didn’t really see another way it could’ve been usefull

Uh i dont see how 460 mem is a lot thats like 0.5%

isn’t max 7000?
that’s a little above 6 percent.
and I’m going to have 2 of these set up for two different things.
and this is only a small part of my game

No? I thought 1k was 1%? :man_shrugging:

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I have barely any stuff atm though and it’s already 3%

Well if your other system worked and were saying it was effective and not memory consuming do you know how to remake it?

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your whole map is only 3%?

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Yeah 3% for a map is like barely any

no, nowhere close. just the spawn area is 3% it fits into a screen and a half.

yeah I can remake it. I just thought there must have been a better way, because 8 triggers seemed kinda extreme.

Well you can make 33x more spawn areas with your remaining memory lol

yeah this is going to be my biggest map yet. I have two of this to set up, a large mine, a crafting area, a large control system, events, lots of doors, and more

I didn’t see a better option to select so I set that as the solution

You have 100k memory available for every map.

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A solution was marked and it’s been over three hours since any activity in the topic. This thread was manually closed by a leader since the closing timer system currently isn’t working, so apologies for any delay.