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Logic Gates

Yeah, OCB's light enabler mod might be a good example of changing the state directly on the lights without looking at the power input. That should work the same way I was talking about, at least as far as changing the power state on the targets. But it should also be a similar method to change the power draw on the source.


I think this isn't necessarily correct. As with the light enabler mod, you can manipulate the light (or other target) to think there is power going to it when there isn't. You're just changing the power state yourself rather than letting the normal electricity connection control that. Maybe it's not possible, but I think it could be.

Btw, I really like using the light enabler mod and am missing it in 3.0 since it isn't updated yet. And I wish it still had the older version's color and intensity controls, though just turning lights on and off is still a plus.
okay, but they do not consume any power right?
 
okay, but they do not consume any power right?
Not until you apply your math to the on off button. But most people unless you post a
detailed breakdown of the inner workings, would just appreciate the simplicity of use,
and being able to use more of the electrical system with out the overhead. Think of the
dew collector as an example: All it is in reality is a timed device. But in game play, it fills
a need.

If it were reversed and started from full "Capacity", to empty "Depleted", and were connected
to a huge water tank "Potential and Capacity", it would be doing the same thing, that electrical
devices do in game "Capacity - load over time = capacity reduction" , but without actually
consuming power. Depending on how many jars "how much load " is/are added to the set.

I will test your mod later tonight, I like quiet when I play.
 
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