This is a thread about Jump Inhibitors and their interactions with logic. In particular, it is about how this can be used to a player's advantage.
Obviously, logic can activate a Jump Inhibitor. They act like Flip-Flops, due to coding inconsistencies/the fact that their manual activation is an on/off toggle. They also, unfortunately, forget their state and turn off when their sector is unloaded.
The formula for the discharge per second of a Jump Inhibitor is (10,000+50*BlockCount), and this is where things get interesting in combination with logic. This large flat value (10,000) granted to any inhibitor can be stacked easily, creating much more block-efficient jump inhibitor setups (power-efficiency is off the table, as power cost is always effectively "Discharge*2").
There are some subtleties to this, such as the fact that inhibitors cannot be activated simultaneously (only one of any group given a simultaneous pulse will be activated); this is overcome by activating them in sequence. If activating in sequence, delays are preferable, as high-frequency clocks are prone to errors, especially when deactivating a system. If fast activation/deactivation times remain desirable, consider self-destruction mechanisms. Inhibitors on separate entities can be activated simultaneously, and will obviously still stack their effects.
I have constructed a compact (11x9x52) module that demonstrates the usage of these facts, and as of this edit have successfully resolved previous blueprint errors; it is available for download from the CC here.
This thread maintains its original purpose of discussion regarding the balance of these devices and whether or not they, and similar technologies, should have a place in the game.
Obviously, logic can activate a Jump Inhibitor. They act like Flip-Flops, due to coding inconsistencies/the fact that their manual activation is an on/off toggle. They also, unfortunately, forget their state and turn off when their sector is unloaded.
The formula for the discharge per second of a Jump Inhibitor is (10,000+50*BlockCount), and this is where things get interesting in combination with logic. This large flat value (10,000) granted to any inhibitor can be stacked easily, creating much more block-efficient jump inhibitor setups (power-efficiency is off the table, as power cost is always effectively "Discharge*2").
There are some subtleties to this, such as the fact that inhibitors cannot be activated simultaneously (only one of any group given a simultaneous pulse will be activated); this is overcome by activating them in sequence. If activating in sequence, delays are preferable, as high-frequency clocks are prone to errors, especially when deactivating a system. If fast activation/deactivation times remain desirable, consider self-destruction mechanisms. Inhibitors on separate entities can be activated simultaneously, and will obviously still stack their effects.
I have constructed a compact (11x9x52) module that demonstrates the usage of these facts, and as of this edit have successfully resolved previous blueprint errors; it is available for download from the CC here.
This thread maintains its original purpose of discussion regarding the balance of these devices and whether or not they, and similar technologies, should have a place in the game.
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