Starmade Logic Tutorials

    Bench

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    Starmade Logic Tutorials

    A thread for providing Logic Tutorials for Starmade using the new logic systems.

    Want to learn the theory side of logic so you can build your own logic circuits? click here for my Starmade Masterclass

    The following are with one of the latest dev builds, there's bugs so these will be amended when the stable build is released but for now, enjoy and give suggestions what you'd like to see.



    Introduction to basic Logic Blocks


    Pulsing Switches


    Straight off, one that is needed definitely.



    Clocks

    Creating clocks for pulsing lights and advanced circuits.



    RS Latches

    Storing data one bit at a time...



    Blinking Red Alarm Light

     
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    Thanks for the tutorial, Bench. It should come in useful SOON®

    (
    Also I get giddy inside thinking about the possibilities for this new function, hope I'm not the only one)
     

    Bench

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    Yeah? Everyone what are some of the common things you'll want to do with the logic update? Post here and I'll do some tutorials on whatever components are involved, assuming i can figure it out. Just throw stuff out, no matter how crazy.

    I'll kick it off with a few ideas :D

    • Gravity elevators where you can select your stop.
    • Hanger Door controls with lock switch.
    • Ship Underbelly maintenance gravity airlock
    • Self destruct with passcode
    • Control room with hanger status
     
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    Thanks for the tutorial, Bench. It should come in useful SOON®

    (
    Also I get giddy inside thinking about the possibilities for this new function, hope I'm not the only one)
    Trust me you are not. This will make the game 2000% more awesome.

    What I've thought so far:
    • Curtains that open/close slowly
    • Transport shuttle between two stations in a straight line. The shuttle would send docking beams to both directions some seconds after it has parted so you can order it to go back and forth without much work.
    • Blinking red alarm
    • Hangar door where, if you don't press the secret button and you go in, a hail of AMCs fill the tunnel for some minutes and an alarm triggers in the control room of the hosting station/ship
    • A button for turning the salvage beams on so one can maneuver without having to worry about if it's shooting.
    • Automatic lights for interior (I hope we get a trigger block that's more "while someone's on" rather than the actual "switch when it's entered")
     
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    Bench

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    saving this spot as recording some new logic tutorials at the moment. :D
     
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    I haven't seen the dev build yet, so this may not be a relevant question, but: will logic gates require a large number of blocks or space to implement on existing builds? In other words, is this going to be like some of the redstone contraptions you could build in Minecraft, where you need a sizeable plot of space just to flip the lights on in a house? Or will we be able to add them to our builds with just a few blocks here and there?
     
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    I haven't seen the dev build yet, so this may not be a relevant question, but: will logic gates require a large number of blocks or space to implement on existing builds? In other words, is this going to be like some of the redstone contraptions you could build in Minecraft, where you need a sizeable plot of space just to flip the lights on in a house? Or will we be able to add them to our builds with just a few blocks here and there?
    It won't need "cables". You will be able to unite two blocks with C and then V, as if you were assigning a weapons computer to certain weapons.
     

    Bench

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    I haven't seen the dev build yet, so this may not be a relevant question, but: will logic gates require a large number of blocks or space to implement on existing builds? In other words, is this going to be like some of the redstone contraptions you could build in Minecraft, where you need a sizeable plot of space just to flip the lights on in a house? Or will we be able to add them to our builds with just a few blocks here and there?
    Links between logic blocks will have some indicators showing the flow of signal, it's still being discussed whether they will be permanent or temporary. Links between logic blocks outputting to "interaction" blocks (weapons systems, gravity, plexidoors, lights, etc) won't have any indicators on them beyond the pre-existing "C" / "V" assignment boxes.

    So no, you won't require large amounts of space for logic blocks. And they won't necessarily need to be near what you'll be connecting them to.
     
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    Yay!! ^_^ That doesn't sound like it'll be too difficult to add in then :)
     
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    Trust me you are not. This will make the game 2000% more awesome.

    What I've thought so far:
    • Curtains that open/close slowly
    • Transport shuttle between two stations in a straight line. The shuttle would send docking beams to both directions some seconds after it has parted so you can order it to go back and forth without much work.
    • Blinking red alarm
    • Hangar door where, if you don't press the secret button and you go in, a hail of AMCs fill the tunnel for some minutes and an alarm triggers in the control room of the hosting station/ship
    • A button for turning the salvage beams on so one can maneuver without having to worry about if it's shooting.
    • Automatic lights for interior (I hope we get a trigger block that's more "while someone's on" rather than the actual "switch when it's entered")
    Man, this is gonna change Starmade for the better. Especially if stuff is added on to it like with Redstone. At least it will keep us occupied :)
    Also Bench, I'm assuming you'll be doing tutorials for circuits you discover? Maybe you'll become the Starmade Sethbling?
     
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    Bench

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    Man, this is gonna change Starmade for the better. Especially if stuff is added on to it like with Redstone. At least it will keep us occupied :)
    Also Bench, I'm assuming you'll be doing tutorials for circuits you discover? Maybe you'll become the Starmade Sethbling?
    Yeah we'll keep adding new tutorials for whatever we discover. As well as ways to use them. So some tutorials will be about the components, others will be about a practical use.
     
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    Now that the logic system update has now happened, if you have any requests for tutorials or questions or are having trouble, feel free to post and we'll see if we can help
     
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    hi Bench,
    i want to create a swich, which will be like button. after you on the swich, then after few second (that will be modified) will be back to the position off. it is possible to do this?
    thanks for your response.
     

    Bench

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    hi Bench,
    i want to create a swich, which will be like button. after you on the swich, then after few second (that will be modified) will be back to the position off. it is possible to do this?
    thanks for your response.
    I think what you're after is done in this video, it will mean you have to toggle the activator back to off before going on again to make it work as a button but this is probably the easiest way to do it.

     
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    I think what you're after is done in this video, it will mean you have to toggle the activator back to off before going on again to make it work as a button but this is probably the easiest way to do it.
    thank you. I create some tests and i find another solution:
    i put the Activation module, than signal delay non repeating and then not signal with signal back to the activation module and that create the button function as well, but i don't know, that i create the button function which using some bug.
    here is the picture of the circuit:
     

    Bench

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    That should do it fine too, the tutorial i made was while we were still discussing the non-repeating block.