![]() This menu will finally make remembering shortcuts for menus a thing of the past. We have developed and included a new radial menu for this update. The whole system also ties nicely into the general design of StarMade, which is to avoid countless menus of configuring systems with dropdown menus and entering numbers. a better automatic door that only sends a signal to close a door that is actually open). A reverse trigger (meaning the block automatically firing when sensing the desired value) had several problems: Not only would it be performance intensive by having to iterate through all sensor blocks on every update (as inputs don’t know their incoming connection), but it is also less versatile, since this logic-based approach lets you sense a value on events (e.g. The reasoning behind requiring a logic signal to pulse the sensor is that it both adds more control over signal rates and significantly reduces overhead. It’s using the same system as rail speed controllers so it’s looking at the ratio of true signals versus the total linked.ģ true activation modules out of 5 linked ones means the condition is set to 60% (3 / 5 * 100) and above. You can change this condition by linking the sensor to activation modules. ![]() Will make it output a true signal when triggered. Meaning that closed doors, cloaker/jammer/… enabled, and fully charged power/shields/. Its default condition is 100% (or above but it’s already the maximum value). For doors it will look at the entire group, for systems such as power it will look at the total power. Just link the sensor to any of the systems mentioned above to change what it should be checking. It’s best to make your own clock so it constantly asks the sensor block to check again. It only does this check when it’s triggered by an external signal such as an incoming true signal from a button/activation module. The sensor block outputs a true signal to all touching logic blocks if its condition is met. (For more information on reading from the values, see below.) ~ Cargo: The output is based on that unit’s volume/capacity percentage. ~ Doors: The output is 100% when closed and 0% when open. ![]() ~ Jam/Cloak: The output is 100% when it’s on and 0% when it’s off. ~ Jump Drive: The output is based on the charge percentage. ~ Shields: The output is based on the percentage of shields compared to its capacity. ~ Power and Power Aux: The output is based on the power/capacity percentage. This means you can now include the state of those systems in your logic circuits. The logic sensor block is part of an entirely new system that can probe the current state of most systems on a structure, such as power or shield percentage. Logic Sensor Block (Council suggestion T1756 ) You also can also modify the odds by chaining these blocks together with ANDs to reduce the odds, or ORs to increase them. Using multiple randomizers can create a random binary number depending on how many you use. Each time it receives any signal (true or false) it has a 50% chance to change its state. This update adds a new logic block and system to the game.Īs you probably guessed by the name, this block produces random results when activated. Although we said updates are going to be smaller during this time, this one actually has quite the substance to it for logic users. This is another update in the midst of developing the NPC update.
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