Modulo block tip


New block: modulo. What is it good for?

First of all it's good for my sweet new project: FizzBuzz

But it's super useful for other stuff too.

One good example:

You want a switch. On or off

Before modulo:

With modulo:

Much cleaner.

What other ideas do people have?

Also play my project and see if you can make your own version. It's a classic coding test :+1::wink:


Well, some more help is this:
Modulo just finds the remainder of a division.
9 divided by 3 would be 0 because there is no remainder.
But if you were to to 7 divided by 2, there would be a remainder of one.
So with that switch, any division by 2 that divides perfectly into a whole number would trigger the X%2 = 0.
4%2 would get zero, but 5%2 would get one. 7%2=1, [evennumber]%2=0. With X%2 there is one way or the other. So it is a two way switch.
Someone please tell me if I had inaccuracies in that.


Thanks for that.
I was thinking what's the point unless someone's using it to do their school homework.
I still prefer setting values for on/off switches though


With modulo you can have a switch for every 3rd, 4th, 5th...whatever. Like if you wanted to generate a new bad guy every 11 seconds in your game.


I've never used it so my current coding habits are are hard to break.
Can you post an example of the Maths code to do what you just mentioned?


sure give me a quick second...



Is this what you mean?
A clock that does something every five seconds:
The top rule is when seven is seven.


yupyupyup. Looks good.


I will use some modulo code in an update to my Jewel Thief game.
@Stradyvarious I will post it on the topic for the point towards sensor code.
@RodeoHero you will get credit.


Is a number going up in value continually being divided by 5 and when there's no remainder something happens?

I'll try something out and see if I can use modular successfully


Yea, although the "something happens" is just because we put when the remainder was = 0 as the condition in our Check once if.


You could also check when it = 1, 2, 3, 4, 5 or even 6 (although that will never happen in this case)


Another cool use for it is to "wrap" values. If you do X % "some max value" and then count up by 1, when x hits the max value, X % "some max value" turns back to 0.

An example of this is a clock. Every time it gets to 60 seconds it goes back to 0 seconds.

time = some number of seconds.
time % 60


I found these two things to help me:


I did this.
Every time the modular = o a click sound happens.
I can see for a RPG this would be good for increasing the XP level

Thanks @RodeoHero
You taught me something new today.