1) AREA TRIGGER OVERRIDE
- Because the only way to activate player gravity using an area trigger has to be a specific signal path, you cannot pre-program in a network of sensors that can be enabled or disabled. it would be awesome to be able to put a logic signal IN to an area trigger to tell it to not read its sensor blocks.
potential uses for this include some very slick and compact gravity elevators, subway-like tubeway station navigation, etc.
sidenote: it would also be nifty to be able to sort people using an area trigger based on their faction status. perhaps a permission block support could be added to the area trigger as well. faction permissions blocks would be cool to be able to set to a state of:
- allies accepted
- allies and neutrals accepted
- allies, neutrals and hostiles accepted
example: potential uses for this: an airlock that would space detected intruders.
super improbable bonus points: an adjacent display module that lists the faction ID numbers of the factions able to use this permission module.
2) PUSH DISPLAY MODULE DATA USING LOGIC
A logic signal is sent into a Display Module
The Display Module A sends a logic signal to Display Module B
The Display Module B's sign data is overwritten with a copy of Display Module A
uses for this: "readout" blocks that can show the status of a machine as a sequence is run. Authentication successes / failures.
This would ideally be a "wireless" no-wire-drawn connection.
If the data throughput would be too taxing, perhaps a slower factory / storage clock could be used for this?
- Because the only way to activate player gravity using an area trigger has to be a specific signal path, you cannot pre-program in a network of sensors that can be enabled or disabled. it would be awesome to be able to put a logic signal IN to an area trigger to tell it to not read its sensor blocks.
potential uses for this include some very slick and compact gravity elevators, subway-like tubeway station navigation, etc.
sidenote: it would also be nifty to be able to sort people using an area trigger based on their faction status. perhaps a permission block support could be added to the area trigger as well. faction permissions blocks would be cool to be able to set to a state of:
- allies accepted
- allies and neutrals accepted
- allies, neutrals and hostiles accepted
example: potential uses for this: an airlock that would space detected intruders.
super improbable bonus points: an adjacent display module that lists the faction ID numbers of the factions able to use this permission module.
2) PUSH DISPLAY MODULE DATA USING LOGIC
A logic signal is sent into a Display Module
The Display Module A sends a logic signal to Display Module B
The Display Module B's sign data is overwritten with a copy of Display Module A
uses for this: "readout" blocks that can show the status of a machine as a sequence is run. Authentication successes / failures.
This would ideally be a "wireless" no-wire-drawn connection.
If the data throughput would be too taxing, perhaps a slower factory / storage clock could be used for this?