Programmatic
Steampunker
Wiring - new things? Sure, simple as that, add us please a:
- BUS Wire
(you know logic schemes? - big fat wire thing which itself is nothing, but you can put inside red,yellow,green anything other wire type, and again on other end, or anywhere else make junction / connect place for particular wire already included inside this BUS wire)
Now if you need to carry on a set of wires (like in tunel across the map), just make line with bus (ofc more expensive, but simple to lay) and on the end you make wire-out red,yellow or anything previously or during whole lenght of network connected and use single wires to do anything.
What about that?View attachment 81076
That's interesting, but, unfortunately, when they announced yellow wire, they also stated that the engine that they were using wouldn't allow for another layer for wires, so four wire types is the limit.
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...thus the inverse timers to give the opposing half to the "PULSE" system.
I don't understand what you mean. Could you please elaborate?
I think that he means that the "inverse timer" would send two individual pulses, one when the timer is activated, and another when it turns off. However, in my opinion, even "pulses" wouldn't be a proper description for wire signals in Terraria. A "pulse" generally describes a binary signal that is on for a very short amount of time, then immediately turns off (like Minecraft buttons: those are pulses). A more accurate name for wiring signals in Terraria would be "triggers," which have no active/inactive states, but instead simply trigger events in the objects that they are connected to. For example, when a switch is connected to a torch, the torch does not match the state of the switch (since switches don't really have "states), but rather it toggles its own state (lit/unlit) whenever it recieves a "trigger" from the switch.