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Sigil_Thane

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Sigil_Thane last won the day on August 19 2019

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About Sigil_Thane

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  1. That IS a fancy toilet, indeed!
  2. I think it would extend the run time, but wouldn't increase the Wattage, which is a function of how many engines you have.
  3. We have Rule One, Cardio... but what about Rule Two? You do remember Rule Two, right? A binary trigger sends one message on a squeeze, and a second on on release... Yes, it's a real thing. No, I didn't make it up. Check it out!
  4. To address Nerd Poling TFP could introduce lateral slippage beyond the number of blocks that a block could normally support horizontally... this likely would break many if not all of the POIs in the game however.
  5. I've always thought 6 tiers of loot quality was an arbitrary number for a game that literally has the number 7 in the title. ...so maybe the Legendary items will add a 7th tier to the hierarchy.
  6. Literally what I said 2 days ago when I was trying to outline the entire logic gate system. >sigh<
  7. I'm trying to follow this concept... So when I have [[ Generator ]] --> [[ Switch ]] --> [[ Lightbulb ]] is the current or the signal interrupted by the switch? My answer is both because they are intermingled. The power IS the signal. But you are saying that a wire passes both the power and the state information separately... [[ Generator ]] --> [[ Switch(on) ]] --> [[NOT]] --> [[ Lightbulb ]] would not allow the power to continue to flow but invert the "signal" to Off... Thus a bulb that consumes power but no light. however, NOT gates work both ways, so [[ Generator ]] --> [[ Switch(off) ]] --> [[NOT]] --> [[ Lightbulb ]] would allow the power to continue, but invert the "signal" to On?... Thus a bulb that creates light but consumes no power. If Neither of these examples work at all then you have effectively no reason to have a NOT gate at all. If you are focusing more on doors, etc., that really require no power to change state in their most basic form, then I can see that all you really need is a power BUMP to change states, not continuous voltage, but what if you are using a turret or a blade trap instead of the lightbulb in the examples above? There are far more possible combinations that are either broken by design, or else would need to be excluded from functioning by TFP for that application. I get that you are looking at basic game mechanics and going "Well, why not just do it this way?" (or not even looking at the game mechanics at all), but it is coming across as if you think it makes no sense to do any other way ...I'm just saying that it is possible to do in game logic gates that are actually logical and are a lot like actual real life circuit diagrams. ** I'm starting to see why TFP is reluctant to add logic gates.
  8. If you have watched Phantasm II you'd know that Reggie basically McDyver'd it together... so yeah.
  9. OK, I opted for just the "simple gates", excluding the NOR and NAND gates because they are basically just a NOT after an OR gate, and a NOT after an AND gate. ...you could also say I forgot XOR, but we can construct an XOR gate circuit directly using 2 AND gates, one OR and one NOT gates. ...there really isn't such a thing as a XAND gate since in theory it would have the same exact requirements and result as XOR. ...there also isn't an XNOT since NOT is a unary operator that negates its single operand (basically it just flips a boolean value to its opposite) and as such it cannot support any notion of exclusivity."
  10. I agree that Signal and power currently use the same wire in game now, but if you use a single input wire for a NOT gate you can create an infinite power system by leaving a empty battery bank inline to a NOT switch and then to a 2nd battery bank, since the NOT gate is getting no power from bank A it puts out "NOT no power", or just Power to bank B. implementing a "signal wire" is needed to prevent that exploit.
  11. Interesting information I just found on Wikipedia, not strictly related to 7DTD, except possibly as a tangent:
  12. I also am aware of locking systems that do not require power to stay engaged, but functionally how is this different from a regular non-powered door? I was never arguing that such doors should not exist, just that powered doors that stay locked, and powered drawbridges that stay raised with power would be (marginally) simpler to create.
  13. You mean do I feel hot, squishy, and buttery? not usually. I would direct you to the concept of Maglocks for security.
  14. That would be cool, but logically power should be only required to hold doors closed (or Locked) and bridges up... Open (Unlocked) and Down are both are stable states of being that require no resistance to change. (...and yes, I know that's not how the doors and bridges work currently.)
  15. Possibly, but unlike switches that have an input and an output, AND OR and even NOT would require a secondary input. AND and OR would work like this: Input A Input B \ / Y | Result ...but NOT would need to work like this: Signal Power \ / Y | Result otherwise you could have a NOT immediately after the power supply which you just leave off for infinite electricity.
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