Hey all!
I don't know about the rest of you, but there are times I wish I could do more with the logic system than just open and close doors, and flip lights. The factories are a good start, but that doesn't do much for regular ships....
SO. I propose some small additions to the logic system in general that I think would add a new dimension to building with logic systems. Some of these ideas have already been suggested in various forms before, but I think this would be more uniform and cohesive than previous ideas, so I'm suggesting it separately. Here's the rundown:
I don't know about the rest of you, but there are times I wish I could do more with the logic system than just open and close doors, and flip lights. The factories are a good start, but that doesn't do much for regular ships....
SO. I propose some small additions to the logic system in general that I think would add a new dimension to building with logic systems. Some of these ideas have already been suggested in various forms before, but I think this would be more uniform and cohesive than previous ideas, so I'm suggesting it separately. Here's the rundown:
- Any blocks that have a status of some kind should output a signal. I.e. weapons computers could produce a "high" signal when they are firing, or during fire+reload.
- Engine blocks produce a high output when in use.
- Generator blocks produce a high signal when recharging
- Capacitor blocks produce a high signal as long as they are holding a charge.
- Slaving any system block to an activator (such as engine blocks, shield/power generators and capacitors, weapon blocks, etc) allows you to turn those blocks on or off with that activator.
- i would like to see area sensor controller blocks not require an activator block to output a signal. The sensor controller should output the signal on its own.