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more case nodes for advanced automation


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could you add nodes that are like the and and or, but are greater/less than, or = to.

Also, could you add some kinda way to make it so the doors that open and close via automation can have a setting where when they wire closes the door, its in the auto setting instead of locked?

Sometimes its good to have automation control this for pressure control, but you still want dups to be able to go past when ever they want.

3 hours ago, MythN7 said:

could you add nodes that are like the and and or, but are greater/less than, or = to.

This would require automation with signals that weren't binary, which they could do but would require an additional type of automation wire and outputs/inputs.
Currently the sensors have a greater than and less than function and produce an output signal that is binary. 
You can use two sensors and a AND gate; one using less than and the other using great than and make it between a range which is pretty close to being "equal to". This would be better as well as gas pressure, liquid pressure and temperature are sensitive to the decimal point.
With a bit of creativity and know how you can fulfil almost any logic requirement with what is currently implemented in game.

1 minute ago, Smithe37 said:

This would require automation with signals that weren't binary, which they could do but would require an additional type of automation wire and outputs/inputs.
Currently the sensors have a greater than and less than function and produce an output signal that is binary. 
You can use two sensors and a AND gate; one using less than and the other using great than and make it between a range which is pretty close to being "equal to". This would be better as well as gas pressure, liquid pressure and temperature are sensitive to the decimal point.
With a bit of creativity and know how you can fulfil almost any logic requirement with what is currently implemented in game.

I kinda get what your saying with 2 sensors on 1 line.

But I cant really see how it would wire up when you want to control the door or a pump based on if the pressure is almost the same on both sides of a airlock or not.

I know in your suggestion I would need 4 sensors and prob 3 and gates.  But not really seeing how that would have to be setup, ill play with it and see if i can get something working.

The way I was kinda seeing it would be kinda the way the visual blueprint code is done in UE4.

you could have a node that has 5 inputs, that cover all the conditions of 2 variables, A and B. 

It woulden't be able to be exactly like this.

Prob have it changed so A and B are inputs, then the 3 case nodes as outputs.

So each node going out of this, would blink red or green based on if its true or false.

 

204216-86553c36726ed04cf545c70e2997916f.png

3 hours ago, MythN7 said:

The way I was kinda seeing it would be kinda the way the visual blueprint code is done in UE4.

you could have a node that has 5 inputs, that cover all the conditions of 2 variables, A and B. 

It woulden't be able to be exactly like this.

Prob have it changed so A and B are inputs, then the 3 case nodes as outputs.

So each node going out of this, would blink red or green based on if its true or false.

Klei has already implemented something very similar to what you've described in one of the ruins spawned, with stacked AND gates and binary comparison.

5ad00d4264fa6_111111111.thumb.png.a6d7778ed7a777fb089ece29d5cc115d.png

UE4 is a far more complex piece of software than what can be implemented with simple logic gates in ONI. We can only work with binary values, instead of the flexibility of integer or string comparison that UE4 can provide, but basic 4-bit comparisons are still possible, such as the ruins piece logic puzzle.

For Klei to implement a complex simulator such as UE4 into the base game would be FAR beyond what any player needs, and would be nighmarishly difficult to build with duplicants. I can't think of any cases where integer or string comparison would be needed in ONI that a simple binary comparison wouldn't serve the purpose.

If the devs are worried about logic gate bloat, they could do an advanced logic gate that has a rudimentary ingame scripting language or visual interface. I'm thinking.. maybe 4-6 'ports' and the player can configure them to sense or output? I'm playing Factorio right now and the combinators are amazing. If only ONI had something similar.

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