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2 minutes ago, GreyCore said:
I KNOW THERE IS A FIX. I want more powrful logic blocks with less complexity...
that suggestion was aimed at the devs, not you. and it would give you exactly what you want.
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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.
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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
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- Single block
- Two modes; Transmit and Receive
- One input
- One output
Function:
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Transmit:
- input works like any other logic input.
- output can only be received by other Transceivers set to Receive (global, bypassing logic splitters)
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Receive:
- input is only accepted from other Transceivers set to Transmit (global, bypassing logic splitters)
- output works like any other logic output
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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.
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Round proximity sensor
in Feature Requests
Posted
Same problem with the distance sensor. 1x1 but not square 😕