Logic Gates

I have a few questions, have not gone to nexus yet so I didn't see.
Does it remove all of the physical models for the connectors, and replace
them with blocks, that have a representative icon for the function? Also
does it remove the wires? The last what is the length that they can function,
and the load is it increased or decreased?

The reason why I asked, is because, if all of the topological models are replaced,
it not only is neater visually but it also would lower the amount of tris render in
an area.

Potential future
The second is a quest like expansion, a station that supplies a grid, gens heat, must
be protected, is a revolving intermittent quest, allows for plug and play connecting
to the grid. Promotes coal or other recycle fuel gathering to keep it running.
 
Last edited:
I have a few questions, have not gone to nexus yet so I didn't see.
Does it remove all of the physical models for the connectors, and replace
them with blocks, that have a representative icon for the function? Also
does it remove the wires? The last what is the length that they can function,
and the load is it increased or decreased?

The reason why I asked, is because, if all of the topological models are replaced,
it not only is neater visually but it also would lower the amount of tris render in
an area.

Potential future
The second is a quest like expansion, a station that supplies a grid, gens heat, must
be protected, is a revolving intermittent quest, allows for plug and play connecting
to the grid. Promotes coal or other recycle fuel gathering to keep it running.
Hi,

First of all thanks for the interest
It doesnt remove anything it just adds new system to bypass electricity 1 input limitaiton, so basicly it let's says adds new electricity system just for control signals. Code itself doesnt limit you regarding the lednght limit, but since its uinrealisitc I will likely set certain limit, regaridng load iI havent noticed any fps drop so far, but i didnt create nothing complex, most complex thing i built is 2 bit calculator and SR latch, but i would like you to try it out and test it since its still in early development but should be usable, still I have to create proper models for them since I never created any models if there is someone willing to help with models i would appriciate it!

Remember when testing in order to "convert" vanilla electricity into signal use "Signal sensor" (it has to be placed on neighbouring block, same for signal power sources) then use signal it produces to connect it to the gates (hold E on them in order to connect and choose "Mark as source" than hold E on the element you wich conenction to go to and press "Link source here ), also to convert it back to the electricity use "Signal" power sources

Here is the showcase video of latest version:
 
I haven't tried it and probably won't just because I don't really need it, but I do like that you're trying to add logic gates to the game. I know it's a work in progress and you probably already have plans for improvement, but from watching the video, I think it would be a very good thing to create individual logic gate blocks for each gate type and simply connect power through those the way you would through anything else, like a relay. Having a bunch of special radial commands to link and unlink things will be very confusing for people to figure out. Just watching the video, I feel that I'd have to learn how to use this instead of it being obvious.

Consider the steps you're taking right now versus:

Place power source, place logic gate, place target item, use the wire tool to connect them together.

This would be obvious to anyone who has played the game as it's how everything already works for power. It just adds new logic gate blocks. But the way you have it would require figuring out how to do it and it would be less obvious.

Now, I don't know what's required to make working logic gates and maybe it's not so simple to make them as individual custom blocks that accept normal wire connections, but if it's something you can do, I'd recommend that.

Example NOT block:

Single 1x1 block with a NOT logic gate symbol on it (or whatever you want it to look like)
1+ inputs for wire connections
1+ outputs for wire connections

If power is supplied, change the power state for the output to no power.
If power is not supplied, change the power state for the output to powered.

I would assume this requires a DLL but that it is possible to grab the powered/unpowered state of the inputs and to flip the bit for them to the opposite when sending that state to the output.

Then just a similar thing for the other logic gates based on the gate type. You can then string gates together easily to do anything you want.


Anyhow, that's just feedback. I think you've done a good job already and this isn't meant to be a negative to what you've done. What you've done looks good.
 
I haven't tried it and probably won't just because I don't really need it, but I do like that you're trying to add logic gates to the game. I know it's a work in progress and you probably already have plans for improvement, but from watching the video, I think it would be a very good thing to create individual logic gate blocks for each gate type and simply connect power through those the way you would through anything else, like a relay. Having a bunch of special radial commands to link and unlink things will be very confusing for people to figure out. Just watching the video, I feel that I'd have to learn how to use this instead of it being obvious.

Consider the steps you're taking right now versus:

Place power source, place logic gate, place target item, use the wire tool to connect them together.

This would be obvious to anyone who has played the game as it's how everything already works for power. It just adds new logic gate blocks. But the way you have it would require figuring out how to do it and it would be less obvious.

Now, I don't know what's required to make working logic gates and maybe it's not so simple to make them as individual custom blocks that accept normal wire connections, but if it's something you can do, I'd recommend that.

Example NOT block:

Single 1x1 block with a NOT logic gate symbol on it (or whatever you want it to look like)
1+ inputs for wire connections
1+ outputs for wire connections

If power is supplied, change the power state for the output to no power.
If power is not supplied, change the power state for the output to powered.

I would assume this requires a DLL but that it is possible to grab the powered/unpowered state of the inputs and to flip the bit for them to the opposite when sending that state to the output.

Then just a similar thing for the other logic gates based on the gate type. You can then string gates together easily to do anything you want.


Anyhow, that's just feedback. I think you've done a good job already and this isn't meant to be a negative to what you've done. What you've done looks good.
Thank you on a reply,

Well yes you are right it would be ideal if it would be possible but unfortunatelly its not possible, since vanilla has limit of 1 input wire, so you cant set 2 wire as input into a realy,switch or any other element, there were several unsucessfull attemps all failed because of the same reason: "limit of 1 input wire", this is the reason I created completely new system to do logic, actully this is somewhat comparable with real life where you have control circuit and main circuit acting independetly, what I could do, maybe, is to set so connections in my system could use vanilla wire tool
 
Back
Top