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Pass through global signals in Logic Splitter


Markus
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Suggestion

Often when using a logic splitter, you still want a few global signals underneath. In certain configurations, a logic-connector can not fix the issue, or makes it needlessly complex.

Possible solution: Having a few slots of pass-through signals

For example, the logic splitter would have 4-6 "Channels" (like Inputs/outputs) which you could specify (key/tag), and those signal would not get blocked by the logic splitter. So a global "GO" or "Attack" would still get passed through downwards, as well as a "Found enemy" could get relayed upwards as well.

Source: Steam Forum

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Yes, this is an awesome idea!   Almost everything that uses a logic splitter tends to need a "GO" button (some kind of constant input) to rotate the turret, or fire the thrusters or whatever, which would be nice to not need to recreate each time.    This would be especially true if you used a more complex "go" system,  such as some kind of timed/impulse type system.

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Suggestion: instead of changing the functionality of the existing splitter block, this suggested functionality is given to a new block with its own name: the Logic Filter.

Much like the original suggestion, the filter block should allow for certain configured key/tag signals to pass through to its daughter parts while blocking others like the splitter block currently does. However, with its own block, the filter can now have a whitelist mode and a blacklist mode. Obviously, in whitelist mode the filter passes through its configured channels while blocking all others by default as the splitter does, while in blacklist mode the filter passes through all signals like any normal block would while blocking only its configured channels.

IMO there shouldn't be a pre-set number of channels - instead there should be a button to add new channels in the config UI so there is no arbitrary limit.

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