3 true linked activation modules out of 6 will set it to 50%. It works like a rail speed controller using ratios. You can link the sensor to a number of activation modules to set any % other than 0. Meaning that it will trigger for blocks in an "off" state or for systems that are depleted such as 0 power or 0 volume used. Display Modules ( for more advanced logic ) A clock that periodically sends a signal to the sensor is recommended. It also requires a block linked to the sensor to trigger a check. It requires a touching activation block which will be used as output. The sensor blocks is used to check the condition of a linked system. The sensor will then activate when its measured value has the same ratio of current:maximum as the Activation Modules have on:total. The value at which they return a high signal is set by linking Activation Modules to them, and activating a number of them. Registry status: DownloadBuy Navigation News Community Registry Downloads Wiki Help ExploreAn Infinite Universe What is StarMade Welcome to StarMade. It features a seamless, procedurally generated universe, complex ship building, and exploration on an infinite scale Latest stable version: Checking. They can measure the status of a variety of systems, such as power, shields, and cargo. StarMade is a voxel-based space sandbox game. Sensors are logic blocks which, when activated by a logic signal, output a high (on) signal if the conditions they are measuring have been met. Or, build complex systems like working clocks and even a real CPU. You can use it for simple things like timers, switches, buttons. They can be any circuit that cycles a pulse repeatedly until it has been deactivated. By default, when over capacity, a Storage block will bleed 10% of its inventory per minute.This page is currently a stub. Logic covers all basic gate types for convenient use (AND, OR, NOT, DELAY, Flip-Flop), allows in flight control and wireless connections between entities. Logic Clocks are circuits that are designed to pulse a logic signal endlessly. When the maximum cargo capacity for a Storage block is exceeded, a Storage block will bleed (lose/ delete) blocks from its inventory until the maximum capacity is no longer exceeded. Just connect your docker and rail to the storage you want to pull from or of, then deactivate pulling on the one you want to be pulled from, and it will pull to the other just like it would on the same entity. To compensate for the necessity of having fast clocks, modules now stay active when a logic block is connected that was switched to active. Fast logic clocks caused over 500 state changes per update, which was not only a performance drain but also bandwidth. Each connected Cargo Space block adds 100 mass units to the maximum storage capacity of a Storage block.Ĭargo can now be transferred from or to docked entities. Logic Changes Logic will now only transmit the end state of the blocks. There is no limit to how many Cargo Space blocks a Storage block can control. To increase the storage capacity of a Storage block, connect Cargo Space blocks by first selecting a Storage block with C, then selecting Cargo Space blocks with V. Without connecting any Cargo Space blocks, a Storage block is capable of storing 100 mass units. A Storage block is capable of acting by itself.
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