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Wiring Discussion

Discussion in 'Starbound Discussion' started by VivixCore, Dec 22, 2013.

  1. huntgod

    huntgod Orbital Explorer

    Looks like it's Rube Goldberg time...
     
  2. Myels

    Myels Industrial Terraformer

    All our work got wiped Dx. All we can do is move on I guess.
     
  3. VivixCore

    VivixCore Starship Captain

    So, with the new update out and the fancy new wiring stuff readily available, the doors have been upgraded to use button toggles.
    Mmmmmmm~

    [​IMG]
     
  4. ApisRex

    ApisRex Subatomic Cosmonaut

    Has anyone else noticed X OR switches decoupling when you leave the zone you have 'em rigged in? I had a setup to control a pair of doors, one on either side of my base, and it wouldn't stay together.

    Each door had a console on either side hooked up to their own X OR switch (lets call them switch A and switch B ). Switch A and B became the inputs to switch C, and its output was one of the inputs to switch D. Switch D's other input was a console, and it fed its output to both doors.

    It worked like a charm, but then when I beamed to my ship and returned I found that the output from switch B into switch C broke. After repeatedly fixing the configuration I found it simply wouldn't stay connected properly.

    Also, I've not been able to get turrets to respond to any form of input. Is turret input a to-be-implemented feature, or is something bugged on my end?
     
    Last edited: Dec 27, 2013
  5. VivixCore

    VivixCore Starship Captain

    Haven't tried turret wiring yet.
    When wired, a turret will be active while given an on signal, and inactive while given off.
    If the turret is out of ammo, it will be off regardless of signal.

    Sometimes when I beam down to my home planet, wires between surface doors and deeper wire panels break. It's a wiring bug in general, not just XOR. I've had to rewire my door buttons several times as a result, but I'm pretty sure it'll be fixed eventually.

    My THEORY that I don't really have any PROOF for is that when you use the right click on the wire tool to remove a connection, it just sets the wire to NULL instead of deleting it, and then when the map chunk loads or whatever and it hits null for the object it just stops trying to load the wire connections instead of skipping it and looking for more.

    That said, removing the offending pieces, re-placing them, and wiring them up correctly the first time seems to get rid of errors like this.


    Edit: It definitely has something to do with planet chunks loading.
     
    Last edited: Dec 30, 2013
  6. OobleckTheGreen

    OobleckTheGreen Space Kumquat

    I think it's bugged. I did some extensive testing today and found some oddities with wiring:

    (1) Wiring a single output to to multiple destinations - if more than FOUR (check me on this) destination items are connected to a single console, only 1 will be connected upon re-spawn. If more than ONE (again, check me on this) destination items are connected from a source gate or latch, only 1 will be connected upon re-spawn.

    (2) Door output nodes (purple) - outputs the opposite of input value. If 2 doors are wired to a console in SERIES, when the console outputs a 1 to the first door, the first door will output a zero to the second door. Similarly, when the console outputs a 0, the first door will get a 0 and the second door will get a 1.

    (3) Turret output nodes (purple) - seems to output 0 no matter what the input is
     
    Last edited: Dec 28, 2013
    VivixCore likes this.
  7. TheLoanArranger

    TheLoanArranger Ketchup Robot

    It actually outputs power while it's tracking a target.

    (Also, red is the output node.)
     
  8. VivixCore

    VivixCore Starship Captain

    Not the behavior I'm experiencing. some of my logic gates have tons of inputs and outputs. The only factor that seems to be an issue in re-spawn is proximity. Everything nearby is still connected. Everything far away is a coin toss.

    This is awesome and I think it's working as intended. Also, airlocks.

    I think someone else answered this, but they send 1 when they're shooting at stuff.
     

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