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Entity

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Everything posted by Entity

  1. Same problem with the distance sensor. 1x1 but not square 😕
  2. that suggestion was aimed at the devs, not you. and it would give you exactly what you want.
  3. this could be solved with an invert option on every input. (basically a free optional NOT gate on each input). This also solves tick timing issues because adding a not gate adds 1 tick of delay when you could have zero delay if it was built into the gate.
  4. It would be nice to know when a shield is full or depleted, much like batteries/tanks. Then you can make shield management logic, or do fancy stuff like moving your now exposed side out away from the pain etc
  5. Single block Two modes; Transmit and Receive One input One output Function: Transmit: input works like any other logic input. output can only be received by other Transceivers set to Receive (global, bypassing logic splitters) Receive: input is only accepted from other Transceivers set to Transmit (global, bypassing logic splitters) output works like any other logic output
  6. You can use the tag system for this already. e.g. on all of the starboard thrusters, add STRAFE_LEFT tag. Use an IF gate that sends STRAFE_LEFT when Q is pressed.
  7. Immediately at the start of the simulation, any keys/tags bound to "FULL" state are not already set, so any logic that uses this state will think all batteries/tanks are NOT full. Getting around this issue is possible but requires an unreasonable amount of extra logic parts.
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