BLACKBERREST3 Posted March 10, 2019 Share Posted March 10, 2019 Q2-312713 Just thought I'd share some info on Hatches i have found out. Th is knowledge may apply to other critters as well. I won't get too much into the complexity of the circuits below, but when hatches are trapped in pneumatic doors for approximately 2s in game time, they fall through pneumatic doors that are right below them. This brings automated "trapping" back to the game. The reason I use another pneumatic door instead of say, a ladder, is because the hatches will not walk over the door to trap them in. Instead, hatches will skip or jump over the 1 tile gap, thereby rendering the trap useless. This automation circuit is just one example of a use case. I'm terrible at explaining things, but the flow goes like this, critter walks in chamber, chamber knows a critter walked in, when critter walks out of the chamber and into the trap door, the signal will go off. This signal activates for a certain time to close the doors. the same signal can be used to reset the loop. I also added an extra to the right side. when the chamber knows there is a critter, it will close the doors on the right and will open again when the critter is gone. I like to keep doors open in my base ;) This is an alternative and much easier to build on the right side of the door. Both of these designs seem to be reliable for a small amount of critters. The automation on the right could probably handle more, however, because it does not have a condition to clear the chamber. If anyone could link me to some other trap designs that work for this update, that would be awesome. Link to comment https://forums.kleientertainment.com/forums/topic/103723-hatch-trap-and-game-mechanics/ Share on other sites More sharing options...
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