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.
Post
Roblin
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.
Link to comment
Share on other sites
6 replies to this post
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now