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That they can just be on/off is really bothersome.
On top of needing that do they also need to be able to receive analog input from the logics so it's possible to build balancing systems.
And something missing for that is either a relative Altimeter or just a gyroscope.
The output value of logic gates is the % of power engines use, an output value of 0.5 will make an engine use 50% power, if it's negative they will go in the reverse direction (if they can, if they can't they will still go in the forward direction). Balancing systems have already been done, you don't need a gyroscope (although it has been suggested a lot and the devs have tried adding it), the way they work is by using either speed sensors (to hover at any height) pointing down with 0 speed which detects when an specific part of your vehicle is falling connected to thrusters to cancel that speed, distance sensors (to hover when close to the ground) pointing to the side connected to something that can make the vehicle rotate to stabilice it or altitude sensors (to hover near the water) since water level is 0 height
While it is possible to make a not operation out of xor and a sensor, the quality of life will be improved, if at least not operator were to be added.
To clarify, quality of life will increase because you'll have a dedicated block, and pictogram on that block, denoting nand/nor/not gates, which will make the complex circuits less confusing compared to current situation, since you'll be able to detect easily which are 'not' blocks, and which aren't. This isn't the case now, and if another person tries to modify the circuit, it will be a lot harder for him to figure out what component does what due to same xor pictogram.
Anyway, I'm not advocating for adding all types of logic gates in the game, but rather the bare minimum, which usually is: and, or, xor, and not. We're just missing not gate for minimal happiness (my happiness tbh).
As for seeing the difference between NOR/NOT gates and XOR gates it's already fairly easy, just select the always on sensor and look at which XOR gates it sends an output to, those will be NOR/NOT gates. Adding a dedicated block would have very little benefits on that regard, while still taking resources to develop it which could be better spent somewhere else (if you like logic for example, being able to change the intensity of lights/their color through the output value would allow a ton of new possibilities for making screens for logic circuits)
Yeah, and that is the problem. When you need to keep in mind lots of gates, and build the circuit, having to keep in mind also which xor gates are actually not gates, doesn't help a lot. You need time to get used to quickly memorize them, which is not pleasant for people that don't spend lots of time in the game, and want just to enjoy tinkering with automation in the game.
Regarding developer, time, lets leave this to the actual developers, as they know the code base, and can estimate better than us how much time it will take to add a couple of blocks.
Anyway, I'm not here to argue, but rather to leave a +1, to the proposal so the devs could see that there is interest from more than one person, for the feature to be implemented in some form.
In general, if it can already be achieved it most likely won't be added as a dedicated block. That's something the devs have confirmed, and they have explicitily said it's something they take into account when discussing new blocks