Just have the various parts with inputs and outputs only give those inputs and outputs to parts that are physically connected to them. Have an exception for parts that come after a logic connector. Maybe have the exception also cover parts connected to the drone core.
The Reason
I want to be able to make a drone whose layout includes something like...
core --> factory --> resource box --> flight stuff to get it to the resource collector
Because I want the ability to have multiples of the factory-made part without their inputs and outputs messing each other up, it needs to be...
core --> factory --> logic splitter --> resource box --> flight stuff to get it to the resource collector
Because I also want it to only try to go to the resource collector when it's released, I need it to be...
core --> factory (release input: A key) --> logic splitter --> resource box --> switch (input: A key/output: "fly" tag) --> flight stuff to get it to the resource collector (input: "fly" tag)
However, that switch fails because of the logic splitter before it. If I instead try...
core --> factory (release input: A key) --> logic splitter --> resource box --> flight stuff to get it to the resource collector (input: "fly" tag) --> logic connector --> switch (input: A key/output: "fly" tag)
...then while the switch does activate, it still fails to affect the flight stuff because outputs don't get to travel backwards through logic connectors. However, if the idea of this post is implemented, it would be possible to go with something like...
core --> button ("connected" tag) --> factory --> resource box --> NOT gate (input: "connected" tag/output: "fly" tag) --> flight stuff to get it to the resource collector (input: "fly" tag)
If this setup is used with this ideaimplemented, the NOT gate part would cease to receive the "connected" tag once the factory's release input is given, thus giving the "fly" output to activate the flight stuff.
An Alternative
Another idea that I've had that would get around this problem is either of a pair of parts described here:
A Late Realization
So I could apparently just use a distance sensor set to drone parts. Well, I've already put this much thought into this and want to see if it or the alternative I linked to get votes or not. Maybe someone else will want it implemented for a different reason.
EDIT: Added wireless tranceiver post to alternative section.
Edited by Marker Mage Added another link to a related idea
Post
Marker Mage
The Idea
Just have the various parts with inputs and outputs only give those inputs and outputs to parts that are physically connected to them. Have an exception for parts that come after a logic connector. Maybe have the exception also cover parts connected to the drone core.
The Reason
I want to be able to make a drone whose layout includes something like...
core --> factory --> resource box --> flight stuff to get it to the resource collector
Because I want the ability to have multiples of the factory-made part without their inputs and outputs messing each other up, it needs to be...
core --> factory --> logic splitter --> resource box --> flight stuff to get it to the resource collector
Because I also want it to only try to go to the resource collector when it's released, I need it to be...
core --> factory (release input: A key) --> logic splitter --> resource box --> switch (input: A key/output: "fly" tag) --> flight stuff to get it to the resource collector (input: "fly" tag)
However, that switch fails because of the logic splitter before it. If I instead try...
core --> factory (release input: A key) --> logic splitter --> resource box --> flight stuff to get it to the resource collector (input: "fly" tag) --> logic connector --> switch (input: A key/output: "fly" tag)
...then while the switch does activate, it still fails to affect the flight stuff because outputs don't get to travel backwards through logic connectors. However, if the idea of this post is implemented, it would be possible to go with something like...
core --> button ("connected" tag) --> factory --> resource box --> NOT gate (input: "connected" tag/output: "fly" tag) --> flight stuff to get it to the resource collector (input: "fly" tag)
If this setup is used with this idea implemented, the NOT gate part would cease to receive the "connected" tag once the factory's release input is given, thus giving the "fly" output to activate the flight stuff.
An Alternative
Another idea that I've had that would get around this problem is either of a pair of parts described here:
A Late Realization
So I could apparently just use a distance sensor set to drone parts. Well, I've already put this much thought into this and want to see if it or the alternative I linked to get votes or not. Maybe someone else will want it implemented for a different reason.
EDIT: Added wireless tranceiver post to alternative section.
Edited by Marker MageAdded another link to a related idea
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