now it should work.
    Well, no more extra entities.

    Using a simple delay-not clock, this chaindrive removes the need for a second entity.
    Chaindrive 3x3x4 - Wireless module clock method
    I stole the clock from there and added a few things.

    TBH, this clock could probably be traced back to Atra. Seems like everything is.



    Anyways, this basically makes the Chaindrive M a mini Chaindrive XL, in the sense that it has true one jump capability.

    This significantly reduces the number of drives in the bank of the chaindrive.
    The 9 drives charge in 45 seconds, thus they have an average charge time of 5 seconds. To be truly constant-jump capable, the average charge time must be under 3 seconds, meaning that this drive will have a small period where it is charging its drives while under a constant jump.

    The 'CD one' button indicates that at least one drive is charged, and that you will be able to jump, so long as it's in the high state. To activate the one jump, use the left mouse button on it once, flipping it into the low state. As long as you have more drives with which to jump, it will return to the high state.
    -Current recommended update.-

    I made it so that it works with the new rail mechanic. Nothing special this update. Honestly.

    I will look into signal blocks and maybe incorporate them into a new, larger build of chain drive.
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    -No longer recommended-

    This update brings back the 45 second charge of the pre-.199 rail clocks and compacts it down to a 3x3x9 space by changing a lot of the mechanics of the clock.

    Tunk designed the base of the clock system, which alternates between pickup rails and shootout rails to keep the entity on the rail by resetting its shootout rail data. The reset mechanism works by stopping one rails ability to activate shootout rails momentarily. The control system controls the clock as well, to help reduce the number of issues with the entities of the drive leaving their rails - unloading previously potentially had issues, but now turning the clock off when not in use should mitigate that.



    Left is START, middle is STOP, right is ONE.
    -Slightly derpy on reload, and slow.-

    This update hopes to un-fuck shootout rail clocks. It's basically Chaindrive III but working.

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    -Starmade is currently bugged, or Schema made a poor decision to fix "exploits." This clock no longer works because of shootout rail mechanics. Shootout rails facing each other will now result in the entitiy shooting off, rather than staying on the rail. We'll wait and see if this is the intended behavior. It's possible that this line of clocks is closed, and rail rotators will become favorable again.-

    The previous clock design performed poorly under high lag conditions due to the clocks resetting mechanism. Previously, to reset, both rails would move all the way to the back, go forwards at different speeds, and then they would be reset. (This is a bit over-simplified, but it explains it fairly well.) This meant that when there was a lot of lag on servers, both rails would constantly be resetting, which generated lower clock speeds than a single shootout rail clock.

    I've fixed this by making a single-rail resetting two shoot-out rail clock. One shootout rail clock will continuously be outputting, while the other will reset in an attempt to increase the clock speed. This system should allow for significantly higher clock speeds compared to the last version while under heavy lag. Unfortunately, this takes slightly longer to reset, and making the reset mechanism wholly optimal would take significantly more space, which is a compromise I am unwilling to make for this design specifically.



    I also added two new inner ship remotes, both of which are optional. The furthest back on the right is a toggle control for the control system: if it's on, the chaindrive is on, if not, it's not. The inner ship remote two blocks in front of it is the clock control, if it's on, the clocks are off, if it's off, the clocks are on. There's also a system in place now to reset the reset clock whenever you press start, stop, or once. This should help prevent issues on re-load/paste.

    The inner ship remotes on the left are to turn it on, off, and to jump once, in order of back to front. Back right is a toggle and clock control. There's also an OR-signal in the middle of all of these that you can hook up activators from rail dockers to so you can automatically charge your JD's while docked.

    To use the side-pickup rails, create dock on the top-most pickup rails, then place the core below that.
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    -No longer recommended. Sub-optimal clock speeds under high lag situations.-

    This update almost exclusively makes the drive smaller and more compact, but also adds some more functionality. Now the Jump Once button is separate from either of the other two buttons. There's also an OR gate at the bottom of the system to allow for charging while docked.

    The method to add the entities to the shootout rails has changed. Create rail on the top, down-facing pickup rail, and put the core immediately below that facing any direction. Once both entities are in place, the clock will start. Remove the down-facing pickup rails and grey hull once you have both entities set up and the clock running. Upon loading in BP's, and occasionally pasting, delay-not clocks will cease to function. To fix this, toggle the furthest forwards delay on the bottom right of the drive.

    For trouble shooting purposes, the output of the clock is the activator that is always on, on the top middle of the drive, and the input to the jump-drive comps is two blocks in front of that.

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