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'''Circuits''' are a way to automate different actions extensively and easily! You can make a circuit that opens a door when you say a secret code to it, or a circuit that follows anyone you want while yelling obscenities at them, or well, anything really! | |||
Before starting to code with circuits, you'll need a few things: | |||
= Necessary Items = | |||
==[[File:Integrated_circuit.png]] Integrated Circuit == | |||
The integrated circuit is the foundation for all circuits. Your entire build will we based around this little guy. However, it can't work by itself. | |||
First and foremost, it requires power, which you can provide to it via a [[File:Powercell.png]]'''Power Cell'''. Once you're sure that the power cell you're gonna use is charged, just {{Leftclick}} '''use it''' on the integrated circuit. If you ever want to change the power cell or take it out for charging, you may take out by using a [[File:Screwdriver tool.png]] '''Screwdriver''' on it. | |||
Power cells drain whenever a component activates. By clicking the little i on a component you can see how much power each activation uses. If you don't know what I'm talking about, keep reading. | |||
Once you have a powercell you may place your integrated circuit into a [[File:Shell_bot.png]][[Guide_to_Circuits#Shell|Shell]]. | |||
==[[File:Shell_bot.png]] Shell == | |||
The shell will make it possible for you to add components to the integrated circuit, it'll let you access the circuitry, and it'll add input options for you to interface with your circuit with. | |||
Depending on the shell, you might need to use a [[File:Screwdriver tool.png]] '''Screwdriver''' on it to assemble it before you're able to {{Leftclick}} '''use''' the [[File:Integrated_circuit.png]][[Guide_to_Circuits#Integrated Circuit|Integrated Circuit]] on said shell to add it. | |||
If you ever want to remove the Integrated Circuit from it, just use a [[File:Screwdriver tool.png]] '''Screwdriver''' on it. | |||
Different shells have varying size. Size represents how many components you're able to place inside a shell. There are four sizes: | |||
* '''Small''': Allows up to 25 components | |||
* '''Medium''': Allows up to 50 components | |||
* '''Large''': Allows up to 100 components | |||
* '''Very large''': Allows up to 500 components | |||
= | There are many kinds of circuits, each with their special features: | ||
The circuit | (If you're confused by what "output signals" or "entities" are, go down to [[Guide_to_Circuits#Signal types|Signal types]]) | ||
{| class="wikitable" | |||
|- | |||
! Name || Description || Size || Required Research || Requires assembly | |||
|- | |||
| Compact Remote || The simplest handheld shell out there. Has one output signal that activates when you {{Leftclick}} '''use''' it on your hand.|| Small || None || No | |||
|- | |||
| Bot || The simplest stationary shell. Has one output signal that activates when you {{Leftclick}} '''use''' it. || Large || Advanced Shell Research || Yes | |||
|- | |||
| Airlock || A circuit-controllable airlock. '''To insert an integrated circuit, {{Leftclick}} Left click while on {{Combat Mode}}'''. Has many input signals that let you open it, close it, bolt it, and unbolt it. Also has output signals that notify you when said actions are performed, plus two output numbers that return 1 or 0 if they're closed/bolted depending on the output.|| Large || Advanced Shell Research || Yes | |||
|- | |||
| Controller || Another handheld shell like the Compact Remote, but unlike the Compact Remote this one has multiple buttons: {{Leftclick}} Use it on your hand to activate the primary button (Known as "Signal" in the circuit), Alt-{{Leftclick}}Click it on your hand to activate the alternative button, and {{Rightclick}} Right click it on your hand to activate the extra button. || Medium || Advanced Shell Research || No | |||
|- | |||
| Money Bot || Stationary like the Bot component, but allows taking and dispensing credits! Has output signals that tell you when money has been inserted, how much money has been inserted and how much money the machine has in general.|| Large || Advanced Shell Research || Yes | |||
|- | |||
| Scanner Gate || Very simple shell that returns any entity that walks through it. || Large || Advanced Shell Research || Yes | |||
|- | |||
| Scanner || Another handheld shell. {{Leftclick}} Use it on anything to output that thing as an entity. || Large || Advanced Shell Research || No | |||
|- | |||
| Drone || This little guy is able to move around just like you! Has many signal inputs, with each representing each direction in which it can go.|| Large || Movable Shell Research || Yes | |||
|- | |||
| Brain-Computer Interface || Circuits, but in your BRAIN! For more information on Brain-Computer Interfaces (Also known as BCI), go [[Guide_to_Circuits#Brain-Computer Interfaces|here]]|| Small || Brain-Computer Interfaces || Yes | |||
|- | |||
| Server || Basically the same as the Bot shell, but bigger and better || Very large || Server Technology Research || Yes | |||
|} | |||
== | Once you have a shell with an integrated circuit in it, you may access the circuit in it by using a [[File:Multitool.png]] '''Multitool''' on it, and you may also begin to add [[File:Circuit_component.png]][[Guide_to_Circuits#Components|Components]] to your circuit. | ||
* | |||
* | =[[File:Circuit_component.png]] Components = | ||
== Signal types == | |||
Every single thing in circuits revolves around these signal types. They send either information or triggers, which is the bases of circuits. There are 7 types of signals: | |||
* '''Signal''': Think of these as a pulse of electricity or a shockwave. They are NOT binary, when you activate one a chain reaction begins throughout the rest. Can easily be turned into numbers but you should only do so for checking whether its 0 or not, since the value itself makes no sense. | |||
* '''Number''': Any number your heart desires. Can also be used as a signal component, with any number above 0 activating a signal. You can also connect them to a string input. | |||
* '''String''': Any ascii character. If you try to write numbers in this, they will not be classified as numbers, so you can't do arithmetic equations with them. | |||
* '''Entity''': If you know DM, this is the equivalent to an atom. Can be any single item or living thing. | |||
* '''List''': Any of the above data types, joined into a single element. You access said data types by indexing the list. You cannot make a list of lists, that's what tables are for. | |||
* '''Table''': A list of lists, usually used in databases such as the security arrests one. If a component provides a Table, you'll usually be able to see what each entry in said table is by clicking the information icon in the component. | |||
* '''Any''': Usually used in inputs, signifies that it can take any of the signal types above. | |||
* '''Options''': Changes what the component does, or what inputs it takes in. Can be changed with a string signal type. | |||
== Available Components == | |||
You might need to research specific things to unlock some of thse components. | |||
{| class="wikitable" | |||
|- | |||
! Name || Description || Inputs || Outputs | |||
|- | |||
| Arithmetic || When triggered performs basic mathematical operations: Adding, substracting, multiplying, getting the minimum and getting the maximum.|| | |||
* Options (Options) | |||
** Add | |||
** Subtract | |||
** Multiply | |||
** Divide | |||
** Minimum | |||
** Maximum | |||
* A (Number) | |||
* B (Number) | |||
* C (Number) | |||
* D (Number) | |||
* Trigger (Trigger) | |||
|| | |||
* Output (Number) | |||
* Triggered (Trigger) | |||
|- | |||
| Clock || When the input is any number above 0, it'll begin sending the output signal every 0.9 seconds. || | |||
* On (Number) | |||
|| | |||
* Signal (Signal) | |||
|- | |||
| Comparison || When triggered checks two of the inputs to see if they're equal, not equal, lesser than or bigger than the other. The Result output returns either 0 or 1 depending on if the comparison is true or not.|| | |||
* Options (Options) | |||
** = | |||
** != | |||
** > | |||
** < | |||
** >= | |||
** <= | |||
* A (Any) | |||
* B (Any) | |||
* Compare (Signal) | |||
|| | |||
* True (Signal) | |||
* False (Signal) | |||
* Result (Number) | |||
|- | |||
| Concatenation || Combines up to four strings into one string. || | |||
* A (String) | |||
* B (String) | |||
* C (String) | |||
* D (String) | |||
* Trigger (Signal) | |||
|| | |||
* Output (String) | |||
* Triggered (Signal) | |||
|- | |||
| Concatenate List || Turns a list into a string by adding a specified separator between the items. For example, we have a list that has two items, "Item1" and "Item2". If we set the separator as "," then we get "Item1,Item2". If we set the separator as " " (a space), we get "Item1 Item2". || | |||
* List (List) | |||
* Separator (String) | |||
* Trigger (Signal) | |||
|| | |||
* Output (String) | |||
* Triggered (Signal) | |||
|- | |||
| Delay || When triggered, waits the specified amount of time in seconds, then triggers the output || TBA || TBA | |||
|- | |||
| Direction || When triggered, will output the direction towards the target entity from the point of view of the shell as either a string or a signal. || TBA || TBA | |||
|- | |||
| Get Column || Gets the column of a table and returns it as a list. || TBA || TBA | |||
|- | |||
| GPS || When triggered, outputs the current position of the shell the Integrated Circuit is in || TBA || TBA | |||
|- | |||
| Health || When triggered, gets the health and damage amounts of the entity input. || TBA || TBA | |||
|- | |||
| Voice Activator || Triggers itself whenever it can hear a message, may this message be oral or through a radio. Returns information about said message and the speaker. If the message comes from a radio, you wont be able to get who said the original message. || TBA || TBA | |||
|- | |||
| Index || When triggered, indexes a list to get the value of an item in it. For example, let's say you have a list with the following items: Item1, Item2, Item3 and Item4. If you index the list by 1, you'll get "Item1" as the output. || TBA || TBA | |||
|- | |||
| Length || When triggered, gets the length of an input. If the input is a list or table, gets how many items it has. If it's a string, gets how many characters it has. If it's a number, retunrs 0. || TBA || TBA | |||
|- | |||
| Light || Emits light. The "On" input will make the light turn on if the number is anything above 0, and it'll turn off if it is 0. || TBA || TBA | |||
|- | |||
| List Literal || Basically, let's you create lists. If you use it on your hand, the amount of inputs increases. If you right click it on your hand, the amount of inputs decreases. When triggered, joins the inputs into a list. || TBA || TBA | |||
|- | |||
| Logic || When triggered, checks whether if: its inputs are all true (AND), one of its inputs is true (OR), ONLY one of its inputs is true (XOR) || TBA || TBA | |||
|- | |||
| MMI || Let's you add an [[Research_items#MMI|MMI]] to the Integrated Circuit. The "Message" and "Send Message" inputs let you send the MMI inside the shell a message that only it can hear. The outputs correspond to the keys in the player controlling the MMI's brain's keyboard: North is Up/W, East is Right/D, South is Down/S, West is Left/A, Attack is Left click and Secondary Attack is Right click. || TBA || TBA | |||
|- | |||
| Module || If you know programming, this is basically the equivalent of a function. If you don't know programmming, think of it as an integrated circuit inside an integrated circuit. Useful for making circuits look way less messy. You can duplicate these using the Module Duplicator. || TBA || TBA | |||
|- | |||
| Multiplexer || When triggered, checks to see if the number input is a number from 1 to 4, and if so, chooses the respective input of that number. For example, If I type "Test1" in the "Input 1" Input, and "Test2" in the "Input 2" Input, then change the value in the Input selector to 2, it'll return "Test2". It's as confusing as it sounds. || TBA || TBA | |||
|- | |||
| Not || If it receives anything other than 1, outputs 0. If it receives 0, outputs 1. || TBA || TBA | |||
|- | |||
| NTNet Transmitter || Transmits any kind of data through the NTNet network, if Tcomms is destroyed then tough luck. Data can only be recieved by the NTNet Receiver. || TBA || TBA | |||
|- | |||
| NTNet Receiver || Recieves data sent through the NTNet network, if Tcomms is destroyed then tough luck. || TBA || TBA | |||
|- | |||
| Pressure Sensor || When triggered, outputs the sensor of the exact tile in which the shell is at that time. || TBA || TBA | |||
|- | |||
| Radio || Sends and receives frequencies from radios or other radio components. || TBA || TBA | |||
|- | |||
| Random || When triggered, outputs a random number between the minimum and maximum numbers you set as inputs. || TBA || TBA | |||
|- | |||
| Router || TBA || TBA || TBA | |||
|- | |||
| Select Query || For use with USB cables. Gets you the table that matches the column name and comparison input you provide it. For example: You connect it to the security arrests console, and from the arrests database you want to get the info of your friend, Mops-The-Floors. On the Input value, you connect the database output. On the Column Name you type "Name", and on the comparison input you type "Mops-The-Floors". It'll get you the table who's "Name" value matches "Mops-The-Floors". From there you can index it and get its arrest status, its crimes, etc. || TBA || TBA | |||
|- | |||
| Self || Returns the current shell as an entity. || TBA || TBA | |||
|- | |||
| Sound emitter || Emits a sound. You can choose what sound to emit from the options menu, and you can change both frequency and volume || TBA || TBA | |||
|- | |||
| Get species || When triggered, returns the species of the entity input as a string. || TBA || TBA | |||
|- | |||
| Speech || When triggered, says what you inputted in the string input out loud. || TBA || TBA | |||
|- | |||
| Split || Splits a string by its separator, turning it into a list. For example, you have a string that "Looks like this". By setting the string input to that string, and its separator to a space (" "), you'll get a list that "Looks", "like", "this" || TBA || TBA | |||
|- | |||
| String || When triggered, checks whether the string you set in the "needle" input is in the string you set in the "haystack" input. For example, if you put "in" as the needle, and "You are in my room" as the haystack, it'll return true, since "in" is in the sentence "You are in my room".|| TBA || TBA | |||
|- | |||
| Temperature Sensor || When triggered, returns the current temperature in the tile the shell currently is in. || TBA || TBA | |||
|- | |||
| Textcase || When triggered, makes it so that its string input is either all in lowercase or all in UPPERCASE. || TBA || TBA | |||
|- | |||
| To Number || When triggered, converts a string that's only numbers into a number signal. || TBA || TBA | |||
|- | |||
| To String || When triggered, converts its output into a string component. If it's output is an entity, it'll return the name of the entity. If the output is a list or table, it'll return "/list". For actually turning a list into a string, look at Concatenate List. || TBA || TBA | |||
|- | |||
| Typecast || If the input value is the Signal type you set in the options, returns the input value. If not, returns nothing. || TBA || TBA | |||
|- | |||
| Typecheck || When triggered, returns what Signal type the inputted signal is. || TBA || TBA | |||
|- | |||
| Pathfinder || When triggered, will calculate a path towards the X and Y coordinates you set as inputs. Once calculated, will return a "step" (aka where it has to go next to continue said path). If triggered again when the shell arrived at the step, will output the next step, and so on and so forth. If used with the Direction component, can be used to make a Drone that moves by itself. || TBA || TBA | |||
|- | |||
| Pull component || When triggered, will start pulling the entity input if its right besides it. Only works on Drone shells. || TBA || TBA | |||
|} | |||
=Machines and Items= | |||
==[[File:Circuit_fab.png]]Machines== | |||
===[[File:Circuit_fab.png]] Circuit Fabricator === | |||
Found on the Circuit Lab. Used for printing out Components, Integrated Circuits, Shells, USB-Cables, Circuit multitools and BCI Manipulation Chambers. | |||
===[[File:Module_fab.png]] Module duplicator === | |||
Does not duplicate Integrated Circuits. Rather, it duplicates Modules components, which basically are Integrated Circuits. For more component info, look at the table above. | |||
===[[File:Bci_implanter.png]] Brain-Computer Interface Manipulation Chamber=== | |||
Check [[Guide_to_Circuits#Brain-Computer Interfaces|here]]. | |||
==Items== | |||
=== Circuit Multitool === | |||
Let's you mark entities, which can later be uploaded to entity inputs by clicking the arrow pointing up when you have a circuit multitool in your hand. Can also be used to see circuits by double clicking them with it, but a normal [[File:Multitool.png]] '''Multitool''' should do fine. | |||
=== USB Cables === | |||
Let's you interface with a few select computers: | |||
{| class="wikitable" | |||
|- | |||
! Name || Description || Inputs/Outputs | |||
|- | |||
| Security Records Console || Let's you see the current legal status of every crewmember, and even let's you change them. || TBA | |||
|- | |||
| Crew Monitoring Console || Let's you see the current health status of every crewmember that has turned on their suit sensors. || TBA | |||
|- | |||
| Teleporter Control Console || TBA || TBA | |||
|- | |||
| Bluespace Launchpad Console || TBA || TBA | |||
|- | |||
| Fire Alarms || TBA || TBA | |||
|} | |||
=[[File:bci.png]]Brain-Computer interfaces= | |||
TBA | |||
[[Category: Guides]] | [[Category: Guides]] |
Версия от 21:43, 27 августа 2021
Причина: "BCI section needs to be completed, Inputs and Outputs should be filled in, USB cable section should be completed."
Circuits are a way to automate different actions extensively and easily! You can make a circuit that opens a door when you say a secret code to it, or a circuit that follows anyone you want while yelling obscenities at them, or well, anything really!
Before starting to code with circuits, you'll need a few things:
Necessary Items
Integrated Circuit
The integrated circuit is the foundation for all circuits. Your entire build will we based around this little guy. However, it can't work by itself. First and foremost, it requires power, which you can provide to it via a Power Cell. Once you're sure that the power cell you're gonna use is charged, just Простой левый клик. Неважно включен или выключен Боевой режим Включается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару или приведёт к помощи если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись.. use it on the integrated circuit. If you ever want to change the power cell or take it out for charging, you may take out by using a Screwdriver on it. Power cells drain whenever a component activates. By clicking the little i on a component you can see how much power each activation uses. If you don't know what I'm talking about, keep reading. Once you have a powercell you may place your integrated circuit into a Shell.
Shell
The shell will make it possible for you to add components to the integrated circuit, it'll let you access the circuitry, and it'll add input options for you to interface with your circuit with. Depending on the shell, you might need to use a Screwdriver on it to assemble it before you're able to Простой левый клик. Неважно включен или выключен Боевой режим Включается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару или приведёт к помощи если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись.. use the Integrated Circuit on said shell to add it. If you ever want to remove the Integrated Circuit from it, just use a Screwdriver on it.
Different shells have varying size. Size represents how many components you're able to place inside a shell. There are four sizes:
- Small: Allows up to 25 components
- Medium: Allows up to 50 components
- Large: Allows up to 100 components
- Very large: Allows up to 500 components
There are many kinds of circuits, each with their special features: (If you're confused by what "output signals" or "entities" are, go down to Signal types)
Name | Description | Size | Required Research | Requires assembly |
---|---|---|---|---|
Compact Remote | The simplest handheld shell out there. Has one output signal that activates when you Простой левый клик. Неважно включен или выключен Боевой режим Включается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару или приведёт к помощи если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись.. use it on your hand. | Small | None | No |
Bot | The simplest stationary shell. Has one output signal that activates when you Простой левый клик. Неважно включен или выключен Боевой режим Включается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару или приведёт к помощи если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись.. use it. | Large | Advanced Shell Research | Yes |
Airlock | A circuit-controllable airlock. To insert an integrated circuit, Простой левый клик. Неважно включен или выключен Боевой режим Включается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару или приведёт к помощи если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись.. Left click while on Боевой режим Включается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару или приведёт к помощи если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись.. Has many input signals that let you open it, close it, bolt it, and unbolt it. Also has output signals that notify you when said actions are performed, plus two output numbers that return 1 or 0 if they're closed/bolted depending on the output. | Large | Advanced Shell Research | Yes |
Controller | Another handheld shell like the Compact Remote, but unlike the Compact Remote this one has multiple buttons: Простой левый клик. Неважно включен или выключен Боевой режим Включается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару или приведёт к помощи если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись.. Use it on your hand to activate the primary button (Known as "Signal" in the circuit), Alt-Простой левый клик. Неважно включен или выключен Боевой режим Включается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару или приведёт к помощи если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись..Click it on your hand to activate the alternative button, and Простой правый клик. Не имеет значения включен или выключен Боевой режим Включается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару или приведёт к помощи если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись.. Right click it on your hand to activate the extra button. | Medium | Advanced Shell Research | No |
Money Bot | Stationary like the Bot component, but allows taking and dispensing credits! Has output signals that tell you when money has been inserted, how much money has been inserted and how much money the machine has in general. | Large | Advanced Shell Research | Yes |
Scanner Gate | Very simple shell that returns any entity that walks through it. | Large | Advanced Shell Research | Yes |
Scanner | Another handheld shell. Простой левый клик. Неважно включен или выключен Боевой режим Включается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару или приведёт к помощи если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись.. Use it on anything to output that thing as an entity. | Large | Advanced Shell Research | No |
Drone | This little guy is able to move around just like you! Has many signal inputs, with each representing each direction in which it can go. | Large | Movable Shell Research | Yes |
Brain-Computer Interface | Circuits, but in your BRAIN! For more information on Brain-Computer Interfaces (Also known as BCI), go here | Small | Brain-Computer Interfaces | Yes |
Server | Basically the same as the Bot shell, but bigger and better | Very large | Server Technology Research | Yes |
Once you have a shell with an integrated circuit in it, you may access the circuit in it by using a Multitool on it, and you may also begin to add Components to your circuit.
Components
Signal types
Every single thing in circuits revolves around these signal types. They send either information or triggers, which is the bases of circuits. There are 7 types of signals:
- Signal: Think of these as a pulse of electricity or a shockwave. They are NOT binary, when you activate one a chain reaction begins throughout the rest. Can easily be turned into numbers but you should only do so for checking whether its 0 or not, since the value itself makes no sense.
- Number: Any number your heart desires. Can also be used as a signal component, with any number above 0 activating a signal. You can also connect them to a string input.
- String: Any ascii character. If you try to write numbers in this, they will not be classified as numbers, so you can't do arithmetic equations with them.
- Entity: If you know DM, this is the equivalent to an atom. Can be any single item or living thing.
- List: Any of the above data types, joined into a single element. You access said data types by indexing the list. You cannot make a list of lists, that's what tables are for.
- Table: A list of lists, usually used in databases such as the security arrests one. If a component provides a Table, you'll usually be able to see what each entry in said table is by clicking the information icon in the component.
- Any: Usually used in inputs, signifies that it can take any of the signal types above.
- Options: Changes what the component does, or what inputs it takes in. Can be changed with a string signal type.
Available Components
You might need to research specific things to unlock some of thse components.
Name | Description | Inputs | Outputs |
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Arithmetic | When triggered performs basic mathematical operations: Adding, substracting, multiplying, getting the minimum and getting the maximum. |
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Clock | When the input is any number above 0, it'll begin sending the output signal every 0.9 seconds. |
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Comparison | When triggered checks two of the inputs to see if they're equal, not equal, lesser than or bigger than the other. The Result output returns either 0 or 1 depending on if the comparison is true or not. |
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Concatenation | Combines up to four strings into one string. |
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Concatenate List | Turns a list into a string by adding a specified separator between the items. For example, we have a list that has two items, "Item1" and "Item2". If we set the separator as "," then we get "Item1,Item2". If we set the separator as " " (a space), we get "Item1 Item2". |
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Delay | When triggered, waits the specified amount of time in seconds, then triggers the output | TBA | TBA |
Direction | When triggered, will output the direction towards the target entity from the point of view of the shell as either a string or a signal. | TBA | TBA |
Get Column | Gets the column of a table and returns it as a list. | TBA | TBA |
GPS | When triggered, outputs the current position of the shell the Integrated Circuit is in | TBA | TBA |
Health | When triggered, gets the health and damage amounts of the entity input. | TBA | TBA |
Voice Activator | Triggers itself whenever it can hear a message, may this message be oral or through a radio. Returns information about said message and the speaker. If the message comes from a radio, you wont be able to get who said the original message. | TBA | TBA |
Index | When triggered, indexes a list to get the value of an item in it. For example, let's say you have a list with the following items: Item1, Item2, Item3 and Item4. If you index the list by 1, you'll get "Item1" as the output. | TBA | TBA |
Length | When triggered, gets the length of an input. If the input is a list or table, gets how many items it has. If it's a string, gets how many characters it has. If it's a number, retunrs 0. | TBA | TBA |
Light | Emits light. The "On" input will make the light turn on if the number is anything above 0, and it'll turn off if it is 0. | TBA | TBA |
List Literal | Basically, let's you create lists. If you use it on your hand, the amount of inputs increases. If you right click it on your hand, the amount of inputs decreases. When triggered, joins the inputs into a list. | TBA | TBA |
Logic | When triggered, checks whether if: its inputs are all true (AND), one of its inputs is true (OR), ONLY one of its inputs is true (XOR) | TBA | TBA |
MMI | Let's you add an MMI to the Integrated Circuit. The "Message" and "Send Message" inputs let you send the MMI inside the shell a message that only it can hear. The outputs correspond to the keys in the player controlling the MMI's brain's keyboard: North is Up/W, East is Right/D, South is Down/S, West is Left/A, Attack is Left click and Secondary Attack is Right click. | TBA | TBA |
Module | If you know programming, this is basically the equivalent of a function. If you don't know programmming, think of it as an integrated circuit inside an integrated circuit. Useful for making circuits look way less messy. You can duplicate these using the Module Duplicator. | TBA | TBA |
Multiplexer | When triggered, checks to see if the number input is a number from 1 to 4, and if so, chooses the respective input of that number. For example, If I type "Test1" in the "Input 1" Input, and "Test2" in the "Input 2" Input, then change the value in the Input selector to 2, it'll return "Test2". It's as confusing as it sounds. | TBA | TBA |
Not | If it receives anything other than 1, outputs 0. If it receives 0, outputs 1. | TBA | TBA |
NTNet Transmitter | Transmits any kind of data through the NTNet network, if Tcomms is destroyed then tough luck. Data can only be recieved by the NTNet Receiver. | TBA | TBA |
NTNet Receiver | Recieves data sent through the NTNet network, if Tcomms is destroyed then tough luck. | TBA | TBA |
Pressure Sensor | When triggered, outputs the sensor of the exact tile in which the shell is at that time. | TBA | TBA |
Radio | Sends and receives frequencies from radios or other radio components. | TBA | TBA |
Random | When triggered, outputs a random number between the minimum and maximum numbers you set as inputs. | TBA | TBA |
Router | TBA | TBA | TBA |
Select Query | For use with USB cables. Gets you the table that matches the column name and comparison input you provide it. For example: You connect it to the security arrests console, and from the arrests database you want to get the info of your friend, Mops-The-Floors. On the Input value, you connect the database output. On the Column Name you type "Name", and on the comparison input you type "Mops-The-Floors". It'll get you the table who's "Name" value matches "Mops-The-Floors". From there you can index it and get its arrest status, its crimes, etc. | TBA | TBA |
Self | Returns the current shell as an entity. | TBA | TBA |
Sound emitter | Emits a sound. You can choose what sound to emit from the options menu, and you can change both frequency and volume | TBA | TBA |
Get species | When triggered, returns the species of the entity input as a string. | TBA | TBA |
Speech | When triggered, says what you inputted in the string input out loud. | TBA | TBA |
Split | Splits a string by its separator, turning it into a list. For example, you have a string that "Looks like this". By setting the string input to that string, and its separator to a space (" "), you'll get a list that "Looks", "like", "this" | TBA | TBA |
String | When triggered, checks whether the string you set in the "needle" input is in the string you set in the "haystack" input. For example, if you put "in" as the needle, and "You are in my room" as the haystack, it'll return true, since "in" is in the sentence "You are in my room". | TBA | TBA |
Temperature Sensor | When triggered, returns the current temperature in the tile the shell currently is in. | TBA | TBA |
Textcase | When triggered, makes it so that its string input is either all in lowercase or all in UPPERCASE. | TBA | TBA |
To Number | When triggered, converts a string that's only numbers into a number signal. | TBA | TBA |
To String | When triggered, converts its output into a string component. If it's output is an entity, it'll return the name of the entity. If the output is a list or table, it'll return "/list". For actually turning a list into a string, look at Concatenate List. | TBA | TBA |
Typecast | If the input value is the Signal type you set in the options, returns the input value. If not, returns nothing. | TBA | TBA |
Typecheck | When triggered, returns what Signal type the inputted signal is. | TBA | TBA |
Pathfinder | When triggered, will calculate a path towards the X and Y coordinates you set as inputs. Once calculated, will return a "step" (aka where it has to go next to continue said path). If triggered again when the shell arrived at the step, will output the next step, and so on and so forth. If used with the Direction component, can be used to make a Drone that moves by itself. | TBA | TBA |
Pull component | When triggered, will start pulling the entity input if its right besides it. Only works on Drone shells. | TBA | TBA |
Machines and Items
Machines
Circuit Fabricator
Found on the Circuit Lab. Used for printing out Components, Integrated Circuits, Shells, USB-Cables, Circuit multitools and BCI Manipulation Chambers.
Module duplicator
Does not duplicate Integrated Circuits. Rather, it duplicates Modules components, which basically are Integrated Circuits. For more component info, look at the table above.
Brain-Computer Interface Manipulation Chamber
Check here.
Items
Circuit Multitool
Let's you mark entities, which can later be uploaded to entity inputs by clicking the arrow pointing up when you have a circuit multitool in your hand. Can also be used to see circuits by double clicking them with it, but a normal Multitool should do fine.
USB Cables
Let's you interface with a few select computers:
Name | Description | Inputs/Outputs |
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Security Records Console | Let's you see the current legal status of every crewmember, and even let's you change them. | TBA |
Crew Monitoring Console | Let's you see the current health status of every crewmember that has turned on their suit sensors. | TBA |
Teleporter Control Console | TBA | TBA |
Bluespace Launchpad Console | TBA | TBA |
Fire Alarms | TBA | TBA |
Brain-Computer interfaces
TBA