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RimWorld => Releases => Mods => Outdated => Topic started by: JuliaEllie on December 14, 2014, 05:24:21 PM

Title: [MOD] [ALPHA 8] Bluestone - RimGate 2014 - (14.12.14)
Post by: JuliaEllie on December 14, 2014, 05:24:21 PM
(http://i.imgur.com/9SmdfNw.png)

This is the all new Bluestone (totally not stolen from any other game) logic system. Yes this is a fully functional logic system with tile-to-tile signal propagation loosely based on flood fill. At the moment this is only a prototype with basic functionality and some gates but its easy to integrate in any other mod since it works with simple bools and most parts are public.

The Bluestone Lines can be built on the same tiles as Power Conduits but are hard to see if both are on the same tile because they both use the same texture at the moment.

A few basic survival tips:

Gates can not transfer signals between each other - you HAVE to place a Line in between.
Inputs of all gates are indicated with I while outputs are indicated with O - dont you say? Please note that gates with multiple inputs have their inputs on the top and bottom side.
Gates and Lines sometimes act funny (eg keeping their state on destruction) - to reset a logic circuit locked in a state apply a NOT gate and toggle signals a few times or rebuild it.


Feedback much appreciated - see you on the other side.

Known issues:

I have a hard time getting the colors to update at the right time which means the actual state may differ from the color representation of the texture. They somehow only refresh when a building is placed. - I could use a hand on this.


DOWNLOAD ME (https://www.dropbox.com/s/ok9wrwoyehhal1l/BlueStone.zip?dl=0)

source - nothing special to see here. (https://www.dropbox.com/s/fnwotj5iezon7ux/bluestoneSource.zip?dl=0)

Quote from: JuliaEllie on December 15, 2014, 02:32:16 AM
Quote from: Igabod on December 14, 2014, 09:56:29 PM
So aside from adding blue power conduits and all the other stuff... what does this do exactly? Whatever this is inspired by is something I've not seen before apparently and the description isn't exactly clear on the actual function. I was about to add this mod to the mod list but need a description for it and just can't figure out what it should be.
Quote from: Iwillbenicetou on December 14, 2014, 09:39:49 PM
So confused :(

Its all about logic. Its basically RedStone but in blue and with premade logic gates and in RimWorld and better.

http://en.wikipedia.org/wiki/Boolean_algebra
Title: Re: [MOD] [ALPHA 8] Bluestone - RimGate 2014 - (14.12.14)
Post by: skullywag on December 14, 2014, 05:57:34 PM
dont you just need to tell the map the tile updated to get the images to flip, i forget the method to call...good job btw.
Title: Re: [MOD] [ALPHA 8] Bluestone - RimGate 2014 - (14.12.14)
Post by: Xiupan on December 14, 2014, 06:13:37 PM
Ermahgerd this sounds amazing! :)
Title: Re: [MOD] [ALPHA 8] Bluestone - RimGate 2014 - (14.12.14)
Post by: JuliaEllie on December 14, 2014, 06:17:03 PM
Ill try to find the manual update thing tomorrow. I spent the last few nights programming :D need some sleep.

Thanks guys.

Title: Re: [MOD] [ALPHA 8] Bluestone - RimGate 2014 - (14.12.14)
Post by: Klitri on December 14, 2014, 07:49:27 PM
Fantastic! Been needing this for a few alphas already!
Title: Re: [MOD] [ALPHA 8] Bluestone - RimGate 2014 - (14.12.14)
Post by: Iwillbenicetou on December 14, 2014, 09:39:49 PM
So confused :(
Title: Re: [MOD] [ALPHA 8] Bluestone - RimGate 2014 - (14.12.14)
Post by: Igabod on December 14, 2014, 09:56:29 PM
So aside from adding blue power conduits and all the other stuff... what does this do exactly? Whatever this is inspired by is something I've not seen before apparently and the description isn't exactly clear on the actual function. I was about to add this mod to the mod list but need a description for it and just can't figure out what it should be.
Title: Re: [MOD] [ALPHA 8] Bluestone - RimGate 2014 - (14.12.14)
Post by: MFWIC on December 15, 2014, 12:22:25 AM
Quote from: Igabod on December 14, 2014, 09:56:29 PM
So aside from adding blue power conduits and all the other stuff... what does this do exactly? Whatever this is inspired by is something I've not seen before apparently and the description isn't exactly clear on the actual function. I was about to add this mod to the mod list but need a description for it and just can't figure out what it should be.

http://www.rockpapershotgun.com/2014/07/31/prison-architect-logic-circuits/
Title: Re: [MOD] [ALPHA 8] Bluestone - RimGate 2014 - (14.12.14)
Post by: JuliaEllie on December 15, 2014, 02:32:16 AM
Quote from: Igabod on December 14, 2014, 09:56:29 PM
So aside from adding blue power conduits and all the other stuff... what does this do exactly? Whatever this is inspired by is something I've not seen before apparently and the description isn't exactly clear on the actual function. I was about to add this mod to the mod list but need a description for it and just can't figure out what it should be.
Quote from: Iwillbenicetou on December 14, 2014, 09:39:49 PM
So confused :(

Its all about logic. Its basically RedStone but in blue and with premade logic gates and in RimWorld and better.

http://en.wikipedia.org/wiki/Boolean_algebra
Title: Re: [MOD] [ALPHA 8] Bluestone - RimGate 2014 - (14.12.14)
Post by: skullywag on December 15, 2014, 02:51:17 AM
Think he means what can he do with it. Rimworld doesnt contain buildings that react to bluestone (unlike minecraft which does have blocks that react to redstone).
Title: Re: [MOD] [ALPHA 8] Bluestone - RimGate 2014 - (14.12.14)
Post by: JuliaEllie on December 15, 2014, 03:14:03 AM
Quote from: skullywag on December 15, 2014, 02:51:17 AM
Think he means what can he do with it. Rimworld doesnt contain buildings that react to bluestone (unlike minecraft which does have blocks that react to redstone).


Ooooh yeah well.. I released the bare bone system first to see if anybody is interested in it at all - focus group testing ftw. People can easily add it to their mods so it is possible to make machines react to the logic network - lets see what happens. If people think we need this concept they will add it to their mods if we dont need it it will die.
Title: Re: [MOD] [ALPHA 8] Bluestone - RimGate 2014 - (14.12.14)
Post by: skullywag on December 15, 2014, 03:36:22 AM
Theres your description. Its a modders resource to include logic into the game. I already have some ideas on how I would use it.
Title: Re: [MOD] [ALPHA 8] Bluestone - RimGate 2014 - (14.12.14)
Post by: rutefly on December 15, 2014, 04:23:27 AM
McCoy: "Mr. Spock, remind me to tell you that I'm sick and tired of your logic."

Sorry, couldnt help it ^^ *giggle*
Title: Re: [MOD] [ALPHA 8] Bluestone - RimGate 2014 - (14.12.14)
Post by: Riftmaster on December 16, 2014, 02:08:32 AM
I'm wondering if this could be used to remotely open a powered door.

For trapping invading armies in a kill-room or some such.
Title: Re: [MOD] [ALPHA 8] Bluestone - RimGate 2014 - (14.12.14)
Post by: skullywag on December 16, 2014, 02:55:51 AM
It could if you write a door mod that uses it.
Title: Re: [MOD] [ALPHA 8] Bluestone - RimGate 2014 - (14.12.14)
Post by: henk on January 13, 2015, 11:16:23 AM
Indicator gate is completely useless, and whole project desperately need some kind of a memory cell: an RS-gate, with Set, Reset, Output and, optionally, with inverted output. Without it all this is more or less useless. A counter would be nice to have, too. And a toggle gate.

Also, would be nice to have BS-controlled power switches, akin to those in PowerSwitch mod.
And door control (look into DoorControl mod).
Also, would be good to have a gate that detects if there is any item lying on the floor "in front" of it.
And a gate that can suspend a workbench upon receiving a signal (if that's even possible).
Title: Re: [MOD] [ALPHA 8] Bluestone - RimGate 2014 - (14.12.14)
Post by: RedTheHusky on January 16, 2015, 03:14:57 AM
interesting idea but it's useless
maybe if you can create a command box that can interact with vanila and mod objects , example cook stove by making a new bill