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This is my assumption based on my observations, but it makes sense to me ;3 Hope that helped ;) And wasn't totally wrong...
Devs? xD
Edit:
https://i.imgur.com/EDjqJ0f.png
"- put it into a seperate Cable network altogether
- rename the field on the other device so the order not longer matches it"
However it scales poorly. So it is not really a solution that works for the bulk of cases.
I'm not understanding what you mean... 'Scales poorly'?
You're simply creating unique IDs to differentiate between separate objects/groups (e.g renaming all lights in room x with Light_X so the code will affect all lights in room x with the one ID)
Is your concern that you will need to manually edit each item and you're looking for something more accessible/easy?
I'm sorry, there just seems to be some miscommunication or a language barrier that's making it difficult to understand what you're looking for.
Good questions. I asked the SB team for some insight and it works basically the way you already theorized here:
Pipes don't connect power, but otherwise you are correct. Those are basically all the available options, as there are no other ways to separate networks (at least not currently). To affect specific devices through YOLOL you need to either rename the device or prevent the broadcast from the reaching the devices you don't want to affect. This happens by either separating the networks entirely, or using network relays to control the broadcast.
Hope this helps, let me know if you have any other questions!
20 different names for the "DoorOpen" state.
That would need 20 different sets of Yolol code - each with a different Device Field name.
And you can not reuse the same name by accident, even if it was 6 months since you added the last door to your ship. Or lost that entire doorsetup to fire, and now can not remember what the name even was.
That is way up on the list how you should never, ever go about programming.
That you can punch through a Network Relay, if you know the exact ID of the subnet.
However the Wiki only lists one Device Field: The enabeled state of the Network Relay.
You are more or less correct here, but the point of YOLOL really, really isn't to be an efficient programming language. Consider that it only executes five lines per second and the chips have quite limited capacity for code. Making all variables in a network global really isn't the biggest problem. That said, if you can't handle 20 variables for 20 doors in one global namespace, I don't think a better programming language would help.
-JLarja / Frozenbyte
The same way I can handle having to work with naked pointers or moving heavy furniture.
As for the limitations: That only makes sense. This is also a Game. Strict limitations have to be applied to make certain the load from user code is not too much.
I have to assume, correct me if i'm wrong, that there will likely be improvements made as we go along aswell? I can't imagine that the YOLOL system will remain the same throughout?
Well i'm just ASSUMING that as time goes on they will add/remove/improve various aspects of the YOLOL system, an example would be the ability to change the time between executing each line, capacity for code, various different objects that perhaps handle code differently, i don't know, i'm not a coder, i'm simply assuming that, given the fact they are aware of issues with the YOLOL system and various aspects of it which are lacking or inefficient, that as time goes on they will make adjustments and changes to improve the way it functions so on and so forth in that general fashion.
It doesn't make any sense to me that they would be aware of many different ways the current system is lacking and NOT look for ways to improve it as time goes on. I mean granted, i assume there will always be limitations that prevent them from doing certain things and so on, but i doubt they'll stop looking for ways to improve/add to the experience.
Different execution times might be doable by using multiple Yolol chips, set to different intervalls.
There is already 3 different chips. The higher teh quality, teh more operations they can do (like Arithmathic).
I'm not involved with designing YOLOL or with Starbase much at all, so I don't know what sort of plans for YOLOL there are. However, it obviously isn't a serious language. Executing one line per unit of time means that writing more stuff to a line makes it faster. So using shorter variables makes it faster (if it lets you put more statements to one line). That's completely absurd, if you compare it to modern languages and processors and how they work.
You can make suggestions and speculate on how YOLOL may change or improve in the future. Looking for ideas from real programming languages may give you some ideas, but you'll probably make better guesses thinking about how games.
-JLarja / Frozenbyte
If I have two buttons in my network - one with ":ButtonState == 0" and one with ":ButtonState == 1" - what value will this line get:
"if :ButtonState == 0 THEN x ELSE y"
Or is it non-deterministic?