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Signal Filter


Roblin

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Idea: 

something should allow some but not all signals (keypresses and tags) to propogate through them.

 

Purpose:

lets say you have a factory part that creates individually autonomous drones (from here called the "Drone Swarm"), to do this you would currently need to use a logic splitter to prevent the steering-sensors of one swarm-drone to interfere with the steering of another, identical swarm-drone.

however, the same logic splitter would also prevent all signals from some other, regulatory drone (from here called the "mothership"), which makes it impossible to have the mothership dynamically change what the swarm targets.

for example, you might want to have the swarm able to target 4 different things, enemies, resources, mission objectives or the mouse cursor and have the mothership send signals to change what the swarm is doing, this is currently impossible without extremely cumbersome workarounds like using a remote logic connector connected to some moving part which reads the signal command and activates some sensor inside the logic splitter.

 

also, this would make it simple for a swarm-drone to be made aware of whether it has been disconnected from the mothership, something which currently needs to be inferred through the use of sensors, which can produce false positives or false negatives through turbulence.

 

also, without this functionality it is equally cumbersome to send data from swarm drones back to the mothership, for example, perhaps you want to have an exploratory drone swarm which searches for the mission objective and, when it finds it, wants all other swarm drones to gather to it. this is currently impossible.

 

the only current way of having a drone swarm capable of cooperatively performing more than one task is to have each drone programmed to independently judge the situation using nothing but its own sensors

or

making multiple different kinds of drones, each specialised for its own task but unable to communcate that said task is completed, meaning every kind of drone must be continously produced at all times even if most of them are not needed for the current project.

 

Possible Implementation Methods:

1. let there be a logic part which acts as a logic splitter (or redesign logic splitters to have this functionality) except you can name some number of signals which are propogated normally, possibly with a blacklist/whitelist option letting the player choose whether the listed signals are the only ones allowed through or the only ones blocked.

 

2. have a specialised IF-gate which: if it recieves the input signal then it sends the output signal through a parent remote logic connector into, presumably, a logic splitter network. 

this way one can use the remote logic connector in combination with these specialised IF-gates to propogate signals from the mothership into a logic splitter.

drawback: this implementation doesn't allow swarm drones to send data back to the mothership.

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On 5/21/2020 at 11:42 AM, Roblin said:

Idea: 

something should allow some but not all signals (keypresses and tags) to propogate through them.

 

Purpose:

lets say you have a factory part that creates individually autonomous drones (from here called the "Drone Swarm"), to do this you would currently need to use a logic splitter to prevent the steering-sensors of one swarm-drone to interfere with the steering of another, identical swarm-drone.

however, the same logic splitter would also prevent all signals from some other, regulatory drone (from here called the "mothership"), which makes it impossible to have the mothership dynamically change what the swarm targets.

for example, you might want to have the swarm able to target 4 different things, enemies, resources, mission objectives or the mouse cursor and have the mothership send signals to change what the swarm is doing, this is currently impossible without extremely cumbersome workarounds like using a remote logic connector connected to some moving part which reads the signal command and activates some sensor inside the logic splitter.

 

also, this would make it simple for a swarm-drone to be made aware of whether it has been disconnected from the mothership, something which currently needs to be inferred through the use of sensors, which can produce false positives or false negatives through turbulence.

 

also, without this functionality it is equally cumbersome to send data from swarm drones back to the mothership, for example, perhaps you want to have an exploratory drone swarm which searches for the mission objective and, when it finds it, wants all other swarm drones to gather to it. this is currently impossible.

 

the only current way of having a drone swarm capable of cooperatively performing more than one task is to have each drone programmed to independently judge the situation using nothing but its own sensors

or

making multiple different kinds of drones, each specialised for its own task but unable to communcate that said task is completed, meaning every kind of drone must be continously produced at all times even if most of them are not needed for the current project.

 

Possible Implementation Methods:

1. let there be a logic part which acts as a logic splitter (or redesign logic splitters to have this functionality) except you can name some number of signals which are propogated normally, possibly with a blacklist/whitelist option letting the player choose whether the listed signals are the only ones allowed through or the only ones blocked.

 

2. have a specialised IF-gate which: if it recieves the input signal then it sends the output signal through a parent remote logic connector into, presumably, a logic splitter network. 

this way one can use the remote logic connector in combination with these specialised IF-gates to propogate signals from the mothership into a logic splitter.

drawback: this implementation doesn't allow swarm drones to send data back to the mothership.

you can already make a signal filter with the logic parts

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@ababaBABABABABBA

how would one make a signal filter, as described in the OP from the existing logic parts?

 

to clarify: the goal is to have 3 seperate parts, 2 of which are exact duplicates of each other (both produced from the same factory part) where the duplicates are not communicating with each other but are communicating with the 3rd part.

 

how would one make that with existing logic parts?

 

@Konchog

After reading that wiki page I am confused as to how a delay gate does anything like this.

the desired behaviour from a signal filter that I describe in the OP is not "Filters out signals shorter than the time switch" which is what a delay gate does according to the wiki you sent.

the desired behaviour is "child parts ignore/are unaffected by some but not all signals coming from parent parts (or other branches from parent parts)"

the important thing is to allow some communication between what is essentially 2 systems seperated by a logic splitter. delay gates does nothing of the sort.

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@Roblin

you probably know this first part but

you can use and gates with input 1 being your signal and input 2 being something else to prevent or allow the signal to go through

or you can use a xor gate depending on what you are doing 

 

part 2

sounds like you would need multiple factory parts or use a piston with a distance sensor on the logic splitter to input stuff into the minidrone  (idk how big yours are)

If you are using multiple directional sensors maybe you could use multiple vtol sets instead depending on how big your minidrones are

but if you drones are going to be big they are going to take a while to reprint so again probably better to use multiple factory parts

are you trying to do it for the programmer campaign?

 

 

 

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people really didn't get this one but I'd love to have this in the game. I needed this when I was making homing rockets from a factory and whenever I had a still air-borne rocket activate and blow up right after I just made a new one with a factory block, it would just blow the rocket I just created up in my face since they share their signals. What OP and I want is for that first rocket to not talk to the new rocket in any way. My suggestion to how this would be made in the most simple way is just being able to add a max distance to a sensors output so only the parts within the first rocket would react to the sensor outputs. 

also I have no Idea what @Konchog is talking about. that gate doesn't even do anything remotely close to this

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