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
I don't know what is possible with DLL mods with this game as I haven't programmed anything for the game and have only done simple XML mods, but there are often ways around problems when programming. I wouldn't give up entirely. Maybe there is a way to "trick" the game into multiple inputs. Maybe that does require a different connection than what you get with the wire tool, but if you have some form of connection between a source and a target, even if it's not a wire that is currently used for electrical, you may be able to not treat it as a new connection, but instead grab the data from the source (power state, amount of power available, etc.) and use it to manipulate the state on a target.
For example:
In vanilla, you have a power source that offers 100W of power and it connects to a relay and then to a light and the light draws the required power if the power state is on.
In a mod, you have a custom AND gate. It's just a block that doesn't really have inputs or outputs for power but does allow a special custom connection similar to what you're currently doing. If connected with the alternate "wire" (perhaps connected using a custom wire tool), the DLL reads the state of the sources connected to it (power state, amount of power, etc.) and then determines if all connected sources have a power state of on or not. If so, it sets the input power of the target equal to the power being supplied and sets the power state to on. If not, it sets the power state to off with no power. You're manipulating the values for the inputs and outputs of the electrical systems without really connecting multiple power sources to a single item. In the end, you don't really have a powered connection from the source to the target because there's no actual connection there. Instead, you're just manipulating the data for those inputs and outputs.
Now, there is a somewhat more complicated issue to consider. Power usage is related to how many items are being used (power draw). You would need to also find out what that power draw is and manipulate that value for the sources.
Here's a basic view of it:
Vanilla:
Generator > Relay > Light
Mod:
Generator 1 (not connected to anything directly, or if necessary to make it work, connected to its own relay)
Generator 2 (not connected to anything directly, or if necessary to make it work, connected to its own relay)
==> (connections from Generator 1 and Generator 2 are not made with normal wires but with a custom system that works like wires but doesn't actually use the input and output electrical connections)
Custom AND block
==> (connection from custom AND block to light made with the custom system instead of normal wires)
Light
In the above example, the mod reads the power state of Generator 1 and Generator 2 to see if they are on or off. If both are on (AND gate), it sets the power state for the input of the light to on. It checks the power draw of the light and anything else in the connection to see the total draw. It then compares that draw to the power available from the generators to see if there's enough power or not. If not, it works just like in the game when there's not enough power in a circuit. It also sets the power draw on the output of both generators (50% of total draw to each generator since there are 2 generators) so that the fuel usage changes the correct amount for the draw and so the draw is shown on the generators.
In the end, there isn't any real (vanilla electrical) connection through the AND gate but it's mimicked through data manipulation in the backrgound.
This *should* be possible, but like I said, I haven't programmed DLLs for this game and don't know what is available to use. Maybe they don't expose the input or output information or allow it to be changed. I don't know. But I'd say there could still be a way to make it work, that feels like normal electrical connections even if it's not. So don't give up.
