It's all about logic!

2017-02-07 Development
French philosopher Descartes said "I think therefore I am". What is important in this sentence is the word "therefore". The assertion, the logical "therefore": one thing implies another.

"I activate a lever therefore...". It's now up to you to finish this sentence and create your own logic.
cyberjasse Registration: 2014-08-03
@jolcool5 Sure! I plan to make a calculator
#7 2017-02-10
jolcool5 Posts: 15 Registration: 2015-05-31
Nice, I'm not great with that stuff but I'm sure some people will be able to create amazing contraptions with this.
#6 2017-02-10
NeoM Posts: 1150 Registration: 2014-04-04
@jolcool5 : all you said should be implemented !
#5 2017-02-09
jolcool5 Posts: 15 Registration: 2015-05-31
Nice. How complex are you going to make this eventually? (different colour channels, timers, sensors, AND gates, and that sort of thing)
#4 2017-02-08
Romulus Posts: 147 Registration: 2014-06-02
Thanks, it makes sense !

Really looking forward to the next patch to build some dungeon custom maps :)
#3 2017-02-07
r0d Posts: 60 Registration: 2016-03-10
logical circuits works in a different way as "normal" blocks. Circuits are always loaded, but the effect that a circuit have on other blocks will be applied only when these blocks will be loaded. For example, if you activate a laser which is in a non-loaded chunk, the laser will be put in an active stance, but the blocks will be destroyed by the laser only when the chunk will be loaded.
Hope (but not sure) that it's clear. :)
#2 2017-02-07
Romulus Posts: 147 Registration: 2014-06-02
Excellent !!

Do the lever and the laser bloc need to be loaded at the same time (in terms of block view distance) for the effects to activate, or can they be far away from each other ?
This was a problem I faced with explosive materials, where explosive chains would stop at the block view distance of the player, making it unreliable to use for large mechanisms on an adventure map.
#1 2017-02-07
Modified by Romulus on 2017-02-07.
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