Starmade Logic Tutorials

    Discussion in 'Logic' started by Bench, May 2, 2014.

    1. Bench

      Bench Creative Director

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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

       
      #1 Bench, May 2, 2014
      Last edited: Jan 18, 2015
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    2. Bench

      Bench Creative Director

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      Slow Opening / Closing Blast Screens




      Triggering Salvage Beams




      JK Flip Flops




      Basic Hanger




      Door Animations

       
      #2 Bench, May 2, 2014
      Last edited: Jun 23, 2014
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    3. Bench

      Bench Creative Director

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      Bonus Door Animations



      Pulsing Switches version 2



      Ship Damage Indicators



      Automatic Hangar Navigations



      Gravity Lifts

       
      #3 Bench, May 2, 2014
      Last edited: Aug 12, 2014
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    4. ToyotaSupra

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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)
       
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    5. Bench

      Bench Creative Director

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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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    6. Yaodin

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      Never mind...
       
    7. rariisan

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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")
       
      #7 rariisan, May 2, 2014
      Last edited: May 2, 2014
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    8. Bench

      Bench Creative Director

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      saving this spot as recording some new logic tutorials at the moment. :D
       
    9. Iskandar

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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?
       
    10. rariisan

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      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.
       
    11. Bench

      Bench Creative Director

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      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.
       
    12. Iskandar

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      Yay!! ^_^ That doesn't sound like it'll be too difficult to add in then :)
       
    13. ToyotaSupra

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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?
       
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    14. Bench

      Bench Creative Director

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      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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    15. Bench

      Bench Creative Director

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      some new tutorials out
       
    16. Bench

      Bench Creative Director

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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
       
    17. Rumcajz

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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.
       
    18. Bench

      Bench Creative Director

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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.

       
    19. Rumcajz

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      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:
      [​IMG]
       
    20. Bench

      Bench Creative Director

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