Your coolest logic creation?

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    We all know and love the fact we can make all sorts of fun things using logic in starmade, What are some of the most creative or impressive or downright insane ways you guys used logic in starmade?

    In my case i created severall things i find noteworthy.
    I created an orrery of the solarsystem to serve as a centerpiece on a station.

    I also created a digital 24 hour clock with seconds included with a display and everything. Sadly the last one I lost entirely.
     
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    My main logic achievement is a rudimentary, limited, but actually working "desktop" calculator (well, it's more than 100 m long). It can only perform addition with max 5-digit numbers, but it was still hard enough to design and then actually build (although it took 2 weeks in total, so it was an arguably quick job, but still difficult).

    CALCULATRON 9,999 - Deepspace Mechanic's adding machine

    The blueprint catalog says that it has 2,346 logic blocks in total:

    Button - 74
    Activation module - 372
    Flip-Flop - 152
    AND-gate - 953
    NOT-gate - 153
    OR-gate - 45
    Delay module - 221
    Wireless transmitter - 376




     
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    That calculator makes me wish we had a number pad block, for like passwords and such.
    Display modules do the job well enough. Another method I use is a 3X3 button panel and then using display holographic method show the numbers 1 to 9 on it.
     
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    Another method I use is a 3X3 button panel and then using display holographic method show the numbers 1 to 9 on it.
    That's the way I like it.

    Edit: I forgot that I have a blueprint of the numpad in the spoiler below, I attached the sment file to this post for those who need one, it can be docked nicely in a 45-degree angle.

     

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    My main logic achievement is a rudimentary, limited, but actually working "desktop" calculator (well, it's more than 100 m long). It can only perform addition with max 5-digit numbers, but it was still hard enough to design and then actually build (although it took 2 weeks in total, so it was an arguably quick job, but still difficult).

    CALCULATRON 9,999 - Deepspace Mechanic's adding machine

    The blueprint catalog says that it has 2,346 logic blocks in total:

    Button - 74
    Activation module - 372
    Flip-Flop - 152
    AND-gate - 953
    NOT-gate - 153
    OR-gate - 45
    Delay module - 221
    Wireless transmitter - 376




    You know there's a calculator app you can get for your phone now? Could have saved yourself 2 weeks of work there. In all seriousness this thing is pretty neat. For some reason though it makes me want to play some skee ball.
     
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    You know there's a calculator app you can get for your phone now? Could have saved yourself 2 weeks of work there.
    :ROFLMAO:

    I guess I'm one of those kind of ignorant/poorly-educated people who make the most desirable company when one gets shipwrecked on a desert island. - But I'll admit that I didn't use this DIY calculator to figure out that it has 2,346 logic blocks in total. ;)
     
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    Most of my more advanced stuff is more pragmatic in nature and does not translate well to a picture, but I will do my best...

    upload_2018-3-1_13-10-20.png

    This is a home base storage solution designed to defeat all four exploits that I know of that can be used for stealing people's stuff. Each one of those 11 door things is tied to a different password controlled through the main input console so that each faction member has their own private stash, but what makes it neat is the way that entities are laminated makes the the circuits and storage access points inaccessible to all sorts of glitch through methods that are often used for tampering with password systems, yet, the storage itself is part of the main base which is founder access HB protected; so, you can't use undocking exploits like you can vs modular storage.

    Another cool one was a lightweight approach to chain drives I came up with after the X-drive patch was released but before chain drives could receive a continuous 1/2 sec pulse from logic. While many people remember that strange generation of logic drives powered by rotating or shootout & catch rails, I was using this:

    upload_2018-3-1_13-23-34.png

    Most of the few people back then who knew about pulse drive tech abandoned it all-together when their single core drives stopped giving them instant jumping abilities, because they though "multiplexing" was just broken. But what actually happened was that drives were just capped at 32hz; so, I designed this system that used the absolute minimum possible of number of jump drives with a multiplexer that was 1/4-1/6th the size of other 32hz multiplexers that I know of to create a system that was just about as lightweight as most of the simplified chain drives that came with 1/2 second pulses.

    The clock thing was also good for designing logic inhibitors.
     

    Calhoun

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    Shootout elevator with theoretically infinite scaling. Controlled by a 12 key pad (0-9, clear and enter).



    and a door
     
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    Tunk

    Who's idea was this?
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    Probably the first cool thing was a instant jump drive (separate in concept from the x/y/z drives and flip-flop multiplier drives at the time).
    It dumped somewhere in the region of 1500 signals into the jump computer using simple not-activator logic and weighed in at something like 27 blocks total.
    1 click jump, anywhere, any time regardless of inhibitors and small enough to fit on nearly any ship.

    After this I developed the spamhibitor (few years prior to the version posted on CC), a array of inhibitors designed to turn on/off with high frequency, when sync'd up could even stop player charging drives at max charge from jumping (especially single module drives), had roughly a 50% chance to kill instance charge drives (depended on logic lag), and could kill most clock based chargers as they generally had a chain setup rather than a monolithic drive.
    Never really saw practical use other than when put on old thryn HB or when I was fluffing around on LVD.

    After charging was fixed to 32hz then moved onto a rapid clocks (mainly shootout clocks, and fixed them as updates came out that broke them until I lost interest) for drive charging, then when they started pulse charging moved over to sensor based charging.
    At the time I was working with several other logic people who adopted the clocks or derivatives of.

    Had a hand in developing cyclic AMS, to force AMS to re-target by toggling the AI (ups effectiveness tremendously as AMS would stop targeting missiles that overshot/distractors) and various other random tidbits.

    Never really got into logic for non-practical reasons, like elevators or doors/fancy moving parts, was mostly for things like docked generators, chian drives, inhibitors etc.

    Jaaskinal created quite a few really amazing things, nasometer (inventory control system), fleet status/HUD system, various fast clocks and stuff, lots of public chain drives, x/y/z drives, etc.
    If she ever comes back she is your girl for some really complex stuff, you can see quite a lot of her work on community content.