PC Power system needs some upgrades

General Dexter

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First of all, this topic is about how to improve the energy system. A lot has already been done and I appreciate the work of the Fun Pimps. Nevertheless I miss some important logical mechanics. There are many possible functions for power devices that are currently in use.

As an example:

- I can't reverse a motorised drawbridge so that it is extended without electricity. Possible solution: Add a inverter function in the ® menu.

- I can't use 2 sensors to control a door/ hatch, etc.

Possible solution: Logical function block, which is connected to the device.

- The output of the solar cells is "master" during the day. This means that the wattage of the solar bank is always determined, although the battery bank can have more output power. Actually, the battery bank should be "master" and should fill or empty depending on the continuous power consumption.

How about an inverse relay? More functions for sensors...

There are many ways and possibilities. What do you think about it?

 
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last time I ask about adding logic gate box or improvement to the electrical system (2 power source or 2 input which require for logic gate) to 7d2d, MM said it got enough stuff.

 
last time I ask about adding logic gate box or improvement to the electrical system (2 power source or 2 input which require for logic gate) to 7d2d, MM said it got enough stuff.
Oh ho, we meet again, hunter. You shall never catch this JarTosser.

 
There needs to be other means to generate power too, like a windmill made of scrap iron. It won't be as efficient as solar or gas power, but it will help save gas and be cool to look at.

 
Everything that is too far from FPS gameplay has no chance anymore. Look at this alpha, everything is everywhere. Plays like a shooter you just need to collect more different things.

 
- I can't use 2 sensors to control a door/ hatch, etc.

Possible solution: Logical function block, which is connected to the device.

Actually you can, and you can choose whether it is an AND or an a OR.

For an And, Put a relay (an actual relay) between the 2 sensors, that will make it so BOTH have to be triggered for the device to power on.

If you want an OR switch, daisy chaining sensors together makes them act as OR swtiches, so if either sensor is trigger the device powers on.

To explain further, let say you have 2 motion sensors on a door, one on either side. Both set to player.

If they are directly connected to each other then to the door (Power>Motion Sensor>Motion Sensor>Door), the door will open if you are in front of either of them.

But if there is a relay between them (Power>Motion Sensor>Relay>Motion Sensor>Door) the BOTH have to be triggered for the door to open.

You may wonder why you would ever use an "AND" setup, simple example is trip wires, you have a path to your base with a trip wire setup to fire a dart trap, but you only want the trip wire active if a zombie is in the area, so it doen't fire when you walk by. you would Power>Motion Sensor(Set to Zombies)>Relay>Trip Wire>Dart trap. So the trip wire only works if the motion sensor sees a Zombie.

 
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Yeah, it's hard to say when you need an AND. But for me NOT is even more important. And it would be pretty easy to add this to the ® menu just like locking a door.

 
Adding a NOT would end up

- generating power where there is none

or

- requiring a separate power line for the NOT-component, so need two different inputs and an entire new tooling item for them.

I'd love to see them too though. A complete set of gates, or at least a usable subset and great optimized code capable of simulating a small arithmetic unit or some such... :)

 
Actually you can, and you can choose whether it is an AND or an a OR.
For an And, Put a relay (an actual relay) between the 2 sensors, that will make it so BOTH have to be triggered for the device to power on.

If you want an OR switch, daisy chaining sensors together makes them act as OR swtiches, so if either sensor is trigger the device powers on.

To explain further, let say you have 2 motion sensors on a door, one on either side. Both set to player.

If they are directly connected to each other then to the door (Power>Motion Sensor>Motion Sensor>Door), the door will open if you are in front of either of them.

But if there is a relay between them (Power>Motion Sensor>Relay>Motion Sensor>Door) the BOTH have to be triggered for the door to open.

You may wonder why you would ever use an "AND" setup, simple example is trip wires, you have a path to your base with a trip wire setup to fire a dart trap, but you only want the trip wire active if a zombie is in the area, so it doen't fire when you walk by. you would Power>Motion Sensor(Set to Zombies)>Relay>Trip Wire>Dart trap. So the trip wire only works if the motion sensor sees a Zombie.
These things work due to coincidence and aren't intended and could break at any given moment they update the game.

Good stuff to know if you really, really want it... but also likely a waste of time to know.

 
These things work due to coincidence and aren't intended and could break at any given moment they update the game.Good stuff to know if you really, really want it... but also likely a waste of time to know.
"These things"? At least passthrough-triggering was described in the journal tips, as a way to connect several sensors. The relay-for-AND part might be a happy coincidence, but the OR-bit is intended as far as I can tell.

 
"These things"? At least passthrough-triggering was described in the journal tips, as a way to connect several sensors. The relay-for-AND part might be a happy coincidence, but the OR-bit is intended as far as I can tell.
Yes, sorry, I didn't mean to pick on the OR. That was always available.

I'd feel better if they acknowledged the AND. I don't think they will, but you never know. Logically (no pun), the AND doesn't make sense in terms of power. If they acknowledge, then I'll just pretend that the electric wire is actually a composite electric/automation wire I suppose.

A NOT gate would be great too. Could use that for an XOR situation I've been hoping to accommodate some day.

 
Electricity as a whole was a massive addition when it first came out, but it turned into equally massive disappointment as the time went on, its perfect part for end game stuff and its completely bare bones.

 
Electricity as a whole was a massive addition when it first came out, but it turned into equally massive disappointment as the time went on, its perfect part for end game stuff and its completely bare bones.
I dont think it's a disappointment as it's been really cool seeing all the different kinds of applications people have come up with. I think Jawoodle recently found a cool vehicle elevator using powered 5x3 doors.

Could it be improved? Sure. However, it's been pretty great so far.

 
Power system is about crafting and building, not shooting guns, so they dont care much nowadays. If they change it, it will be that now we cant craft half of the power stuff and need to loot it.

 
- I can't use 2 sensors to control a door/ hatch, etc.

Possible solution: Logical function block, which is connected to the device.
I covered that in my powered doors/hatches/drawbridge guide.

Essentially signal passthrough from A16, --> trigger --> trigger --> door/hatch/drawbridge. A trigger can be a motion sensor, trigger plate or trip wire (not a switch).

Very straight forward.

:)

 
There needs to be other means to generate power too, like a windmill made of scrap iron. It won't be as efficient as solar or gas power, but it will help save gas and be cool to look at.
I remember when I suggested a steam engine replacement to work as a cheap engine alternative. Windmills are cooler but I doubt we'll see anything new.

For starters the engines should be craftable just like other electrical/mechanical/spring components. They are not. The crafting system gets stupider every version.

 
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