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Again, not entirely correct. First, that's how it works for all blocks, not just logic gates. Secondly, the behaviour for 0 value outputs is inconsistent between versions. On the steam version, it is indeed treated as no output. However, on other versions, it's treated as a output with 0 value. On most blocks this doesn't make a difference as the resulting behaviour ends up being the same after scaling is applied, but on blocks which ignore the analog value and just use its truthness value (such as lights/hover pads), it's treated as an on input
Another thing you missed: both keybinds are treated as the same input (this confusses many people, as for example an AND gate with both keybinds set will activate when you press either as it only has a single input), and they count as a separate input for each seat with control over that gate (particularly troublesome when you have keybinds in AND gates, as they will have to be pressed in all seats at once)
Overall it's a fairly decent guide, although there are still some things missing (how toggle/timers work in gates with multiple inputs for example, which is not exactly how you would expect). For a more in depth guide, you can check out the one i made[github.com]
all I want to do is make a simple logic block that allows me to give input to a thruster when a certain button is activated and stop giving input when the input is removed not this bs I don't need to be able to triangulate things with logic blocks