Open jackal1001 opened 2 years ago
https://steamcommunity.com/sharedfiles/filedetails/?id=2504621801 logic gates exist already
- Activation inverters. A "NOT" logic gate, but I feel it functions too differently from other logic gates to be the same object. Activation inverters behave similarly to activation toggles, but they have to receive a constant signal to work. The inverter sends out a constant activation, but when it's receiving a signal, it no longer creates an output until the signal it's receiving ceases.
As far as I know, a NOT-gate only works with a continuous signal, and in that case you can just use an activation toggle.
Feature description I'm sure this is requested a lot, but I have a few suggestions and can explain how each would work.
Logic gates. AND, OR, XOR. Explanation on how these would work with the activation/propagation wires in PPG will be under additional context.
Activation inverters. A "NOT" logic gate, but I feel it functions too differently from other logic gates to be the same object. Activation inverters behave similarly to activation toggles, but they have to receive a constant signal to work. The inverter sends out a constant activation, but when it's receiving a signal, it no longer creates an output until the signal it's receiving ceases.
Contact triggers. When two or more contact triggers are colliding with each other, they output a signal. These can be toggled between "Single trigger" and "Double trigger". It may not be necessary, but they could use an ID/channel like that of a radio, where it will only output a signal if it touches a contact trigger with the same ID.
Proximity triggers. Similar to contact triggers, including the ID, but instead of two having to collide, they simply have to be in a certain range of each other. The range that the proximity trigger may have a circle around it displaying it's range in detail view, like explosives do but a different colour.
Additional context Logic gates can be complex to implement at a glance, but thinking more about it I don't think it would be terribly confusing from a feature perspective (might be more complex depending on how activation signals are coded). An AND gate could need both a red and a blue activation signal to give an output. An XOR gate would give an output if it receives either a blue and red propagation signal, but will not output if it receives neither or both at the same time. The only necessary gates are AND, OR, XOR. All others are covered by utilizing activation inverters.
I don't expect all of these features to be implemented, but at the very least I'd love to see the logic gate and activation inverter implemented. They're simple tools that have a lot of power, and I could see them being used a lot.
Feature purpose PPG's machinery are amazing tools that allow for a lot of creativity in the community, but at times it isn't very user-friendly and can be frustrating, and some seemingly simple things can be outright impossible to create. Adding more useful tools that simplify or expand the complicated mechanics will both help current "PPG machinery engineers", and encourage others that may otherwise be pushed away by the unnecessary complexity to take more interest in electrical and activation signal contraptions. This will make PPG engineering more fun and less frustrating for those who work with these tools, and gives more player-made contraptions for others to enjoy.