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I think they forgot something. :p
http://steamcommunity.com/sharedfiles/filedetails/?id=708289141
Take a NAND gate for instance. Without drawing a truth table, basically it's the inverse of AND in that unless all inputs are 1, the output is 1. If all inputs are 1 (on), then output is 0 (off).
That's all well and good, until you run into the situation where all inputs are 0... at which point, output is 0, because the switch is now depowered. *facepalm*. For that one you have to add a power feed as a permanent input.
NOT gates suffer the same problem... except there's no way to add a power feed. Solution? Stick an AND gate behind it with a power feed on the second input to buffer the NOT gate. I think. It's really effin' aggravating because these logic gates aren't only not working as defined, they aren't working as DESCRIBED in the game itself.
http://steamcommunity.com/sharedfiles/filedetails/?id=708298774
http://steamcommunity.com/sharedfiles/filedetails/?id=708298784
Was attempting in try #3 a clocked JK flip-flop with 'manually' inverted AND gates and output buffers (more AND gates). Didn't even start working, it just freaked out and hung one of the second stage AND gates active, even with the wires removed.
*pounds head on desk* All the damned things needed was a 'power' input, and they'd have worked right from the start without needing workarounds.
Step 1: Connect the switch to the power source.
Step 2: Connect the switch to both the siren, and the input of the Not gate.
Step 3: Connect the output of the Not gate to the input of the And gate.
Step 4: Connect the power source to the input of the And gate.
Step 5: Connect the output of the And gate to the powered door.
The order of the steps doesn't matter, I just did it like that because it makes the instructions easier to follow.
EDIT: mrfree posted while I was typing that.
That switch should have nothing to do with the gate (if they programmed gates correctly) this is confirmed that power is comming in by the "Power Pylon - L... IN:1" in the second row. the pylon in the image is connected to a siren located above the gate
I have also tried to use a NAND (on unless both inputs are on) gate in this same set up. The siren is not supplying power, while the control from the main grid does, but the door still does not get power.
If I read your post correctly, your are simply manually creating a NAND gate which the DLC NAND should produce the same results. I will set this up and see how it works.
I do agree with mfree as the gates need a power imput to seperate the gates input/output from the need for power (like the NOT gate)
Yes, that is the point of the switch sitting below the gate in the picture, it was a bypass to verify power, and to let the stupid brahmin out.
It goes like this: Gates snap to each other. So you're "supposed" (exxcept nobody tells you that) to have one powered gate, and snap the rest of the gates to it. Only THEN it starts working as expected. NOT gates, AND gates, everything. Basically, the orange indicator should be lit up on all of them. Apparently this is not documented anywhere, is not explained anywhere, and the info about it doesn't seem to be online anywhere, not even on reddit.
http://steamcommunity.com/sharedfiles/filedetails/?id=803754425
See the bottom gate? That's NOT gate. Input is unpowered, but orange indicator is lit properly.
Enjoy.