Briefly:
I love the new sensor blocks, and I can see myself making all sorts of cool creations from them. However, one simple modification would increase their usefulness quite a bit, I think. How about we allow them to sense when an "empty" state is achieved? For example, when a storage is empty, or shields are at 0%, or power, ect.
Example:
I'll use a sensor block connected to a storage as an example. Right now , players can press C on a sensor block and V to one or more activation blocks, then C on the sensor block and V to a storage. Place an activation block next to the sensor.. And then they can then turn on or off the activation blocks to set the "ratio" at which the sensor block will transmit an on signal. Cool. So if you put 4 activation blocks and turn one on and the rest off, then the sensor triggers at 25% or greater. But what if you want it to trigger when nothing is in the storage? Right now if you have 0 out of the 4 connected activation blocks on, then the sensor block ALWAYS transmits an on signal when pulsed by a clock. What is the use of this?
The Solution:
Why not instead have the sensor block behave a little differently, so that when 0 out of the 4 activation blocks are on, it will ONLY transmit an on signal when the storage is empty? This would allow an easy way to sense when an individual item is placed into the storage.
Now, I know that OR blocks have a similar function, but there is one big problem with them. They will only trigger if an item is placed in the storage as a result of the storage pulling the item from another storage. If a player places an item into the storage, the OR block does not turn on, nor does it turn off when the item is removed and the storage is empty again. This leads to some wonky and slow logic systems that have to move items back and forth, leaving the user a bit confused as to what is going on and having to wait for it all to work. But changing the way the sensor block deals with empty storages would largely fix this issue and allow better logic systems.
Thank you for your time.
I love the new sensor blocks, and I can see myself making all sorts of cool creations from them. However, one simple modification would increase their usefulness quite a bit, I think. How about we allow them to sense when an "empty" state is achieved? For example, when a storage is empty, or shields are at 0%, or power, ect.
Example:
I'll use a sensor block connected to a storage as an example. Right now , players can press C on a sensor block and V to one or more activation blocks, then C on the sensor block and V to a storage. Place an activation block next to the sensor.. And then they can then turn on or off the activation blocks to set the "ratio" at which the sensor block will transmit an on signal. Cool. So if you put 4 activation blocks and turn one on and the rest off, then the sensor triggers at 25% or greater. But what if you want it to trigger when nothing is in the storage? Right now if you have 0 out of the 4 connected activation blocks on, then the sensor block ALWAYS transmits an on signal when pulsed by a clock. What is the use of this?
The Solution:
Why not instead have the sensor block behave a little differently, so that when 0 out of the 4 activation blocks are on, it will ONLY transmit an on signal when the storage is empty? This would allow an easy way to sense when an individual item is placed into the storage.
Now, I know that OR blocks have a similar function, but there is one big problem with them. They will only trigger if an item is placed in the storage as a result of the storage pulling the item from another storage. If a player places an item into the storage, the OR block does not turn on, nor does it turn off when the item is removed and the storage is empty again. This leads to some wonky and slow logic systems that have to move items back and forth, leaving the user a bit confused as to what is going on and having to wait for it all to work. But changing the way the sensor block deals with empty storages would largely fix this issue and allow better logic systems.
Thank you for your time.