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P.S. it is for the Macrochip (4 in 4 out), not the mini/mega/remote macrochip.
Here is a list of stuff!
---------
-All four input/output nodes are placed on the console and have the master lock wired up already.
-All four output nodes are mapped to functions, with three of the input nodes being mapped as well.
-Input 1 & output 5 are currently for the server room door.
-Input 2 & output 6 are currently used for FTL effects and is set on a NOT gate.
++If input 2 is TRUE, all output nodes will return FALSE.
-Input 3 & output 7 are used for alarmed doors.
-Input 4 is used to toggle output 8 manually, output 8 will return TRUE on its own when the doors are locked (EG during FTL or if the master switch has be toggled to FALSE).
++
-A "Master lock" toggle is set up that allows for local and remote locking of the output nodes
++The remote toggling of the "master lock" can be toggled on/off, and if it is toggled off then only pressing the built in button will toggle the lock.
-Each node pair has a dedicated switch as well, for selective locking.
----
The reason I used node 7 for alarms instead of another remote node is because the server room should be alarmed (with the cockpit being secured/alarmed as well).
Node pairs that are side by side are for multiple doors to/from the same room.
Note: It is recomended to use a button for remote lock toggling, otherwise you will have to flip the switch twice everytime you need to toggle the lock.
Obviously this doesn't only have to be for doors, but that is what I am using it for.
PS thanks (to the creator) for making the wiring be able to have different colours! :D
PPS I am going to add any other circuits I make to this comment, instead of making more comments.
Indeed it is. Here's to doing my (small) part to turn that around :)
Went ahead and annotated Woa There's airlock circuit a bit, in the hopes of helping out anyone else looking to learn the ropes: https://steamcommunity.com/sharedfiles/filedetails/?id=1931733571
In particular, I labelled the inputs and outputs, and also added some notes around why certain groups of components are necessary / what they do.
Also whipped up a simplified version, omitting the "Clear?" check (good enough for asteroid/moon bases where the airlock's just for looks; for underwater bases, you'll probably want that sensor input): https://steamcommunity.com/sharedfiles/filedetails/?id=1931836019