Starmade MANIAC LOGIC

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    could you use a filtered storage box feeding a factory or something and then just send a true for each item made?
    the payment is made into the filtered storage box

    Hey, I got a little logic challenge that came to mind when reading this thread Payed Permission modules

    Would it be possible to make a payable logic system? For a simple example, you put certain block in a storage for a payment. The payment would be moved on to another storage and activate a logic to, say, open a door and when you get inside, close it. There would be a button inside that lets you out of there, but is inaccessible from outside.

    I know how to make logics do the other stuff, but not how to make a system that takes only a certain block (or certain amount of a certain block) for payment. It should work so that it won't take wrong blocks and wont work if you place too little amount of blocks (if the fee is for example 10 fertikeen ingots, it wont react if you put in 2)... and not take multiple payment for one activation, even if more is entered.


    As you can imagine, this system would enable lots of interesting cross-faction interactions like pay-to access parking slots, first aid centers etc. (by making them be blocked by docked entities until you pay).
     
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    Hey, I got a little logic challenge that came to mind when reading this thread Payed Permission modules

    Would it be possible to make a payable logic system? For a simple example, you put certain block in a storage for a payment. The payment would be moved on to another storage and activate a logic to, say, open a door and when you get inside, close it. There would be a button inside that lets you out of there, but is inaccessible from outside.

    I know how to make logics do the other stuff, but not how to make a system that takes only a certain block (or certain amount of a certain block) for payment. It should work so that it won't take wrong blocks and wont work if you place too little amount of blocks (if the fee is for example 10 fertikeen ingots, it wont react if you put in 2)... and not take multiple payment for one activation, even if more is entered.


    As you can imagine, this system would enable lots of interesting cross-faction interactions like pay-to access parking slots, first aid centers etc. (by making them be blocked by docked entities until you pay).
    * NEW CONTENT UPDATE *
    Hi all, this time I upload a small station with a payment system, a simple example of how you can make this system.





    The owner set a price in the "staff room" storageboxs, it can contain the same item price or set diferent items; when the price is paid, the door of the transport room open, and when a player is detected, it auto-close.

    When the player enter to the transport room, he just only need enter to transport block and select build room, when he finnish to build her ship, undock the ship and transport again to the transport room, that is all
     

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    * NEW CONTENT UPDATE *
    Hi all, this time I upload a small station with a payment system, a simple example of how you can make this system.





    The owner set a price in the "staff room" storageboxs, it can contain the same item price or set diferent items; when the price is paid, the door of the transport room open, and when a player is detected, it auto-close.

    When the player enter to the transport room, he just only need enter to transport block and select build room, when he finnish to build her ship, undock the ship and transport again to the transport room, that is all
    Wow, nice work! Downloading now and checking out right away!
     
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    Hmm... I managed to cheat the system... I put in 1 advanced armor three times, and the door opened.

    (Also the transporter transported me inside a wall, but that I could solve by unlinking the ceiling transporter modules)

    EDIT:
    ...Also there should be logic to disable block pull from the payment input box when the door is open. Otherwise it will certainly pull more than the 100. Also I think it should put the payment in the last storage only after the door is closed, but for some reason it pulls it all the time. The pull in the last storage also missed any blocks from the pull list, but I corrected that.

    Anyways, with some tweaking, this seems to be a working system at least for a single block payment system. I'm not sure if the multiple blocks payment can be done properly when there is no way to check what amount the storages have really pulled... (unless of course the amount would be such that it fills up a whole storage and you logic-check if the storage is full)
     
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    I'm sorry if I made a mistake, the system I did when I was gonna go to bed to go to work, let me review it and upload it again
     
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    Hi all people, we all like to have doors on our ships and space stations, but we do not like having to worry if we kept them open or closed, and often this can give rise to other users access to areas we prefer to have them closed to the public.

    Today I bring you 6 different ways to make automatic doors, follow this order:

    1. Automatic door 1: Trigger Area Detect ( using plex door blocks )
    2. Automatic door 2: Activation Gate ( using rails )
    3. Automatic door 3: Activation Gate ( using plex door blocks )
    4. Automatic door 4: Simple Button auto open / close door ( using rails )
    5. Automatic door 5: Item Payout one-way ( using storagebox and rails )
      gif dont show, but i open the storagebox, and place inside one random item, it can be set easy, the item you put for open the door, is placed in the other side
    6. Automatic door 5: 2 button programable password ( using rails )

    If anyone need help for understand the logic links i do on any automatic door, just ask
     

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    nightrune

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    Very cool with the payout door!
     
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    hello again people, today I bring you a system to create a elevator, the sytem have this elements per floor:

    1. SYSTEM DESCRIPTION

    1. One call button for each floor and a blue light show the elevator working
    2. 4 buttons inside of each floor for activate the elevator to the right floor
    3. All the logic blocks need for the elevator system ( if you dont need "doors" or "separate floors" some of the logic stuff can be removed
    This elevator system desing is more for space stations, because the amoung of logic blocks need is a bit huge but as i said before, i always try to use the less blocks possible. Here some pics more for show the elevator working :)


    If someone wants more detailed information of the elevator configuration, let me know in the post, and if you do not understand something, ask costs nothing.
     
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    I did an elevator with an up and down button in the lift for simplicity but my call button stops at every floor on the way. I remember dreaming of the correct logic and then forgot it.
     
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    I've taken a little break from my logical projects, and I decided to create a new section, in this section we will use logical blocks and rails to create decorations for our spacecraft and space stations.

    I have seen many creations of ships and stations of players, but I've never seen anything like this, so I created a station with several examples of ideas that could be very good for use in RPG.

    For a good start, I bring you nine examples of decoration, I hope you like them:

    1. Specimen Container: You never know what life forms you'll encounter in your space travel, catch them all ( lifeforms ... no other players .. I know you )
    2. MRI bed desing 1: Because surface exploration can hide internal injuries
    3. MRI bed desing 2: If the first design fails, it's time to call the professionals
    4. The Morgue: Now ... all your enemies have a place to rest in peace
    5. Stasis Chamber desings: Explore the whole universe can take some time, why do not take a nap?
    6. Container Prisoner: Because all the bad guys, deserve good conditions prison... for the rest of his life
    7. Emergency 3D surgery printer: Only available to senior government ... or maniacs of technology

    That's all for now, more decorations desings soon. If you have any suggestions of any decoration stuff you like to know how I can build, just Expose your idea ( if you put any reference image, that could help a lot, do not forget to put in a spoiler )
     

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    The morgue and the MRI machine are cool as hell. I'll wait for real beds until I really look at a stasis/logic bed.
     
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    Welcome people again to another of my logic proyects, this time i bring you another logic In-Game "Blow all the lights". This project has cost me 2 weeks of hard work ... more than thought due to several logic blocks bugs, because that, I have had to make several systems several times until circumvent bugs -_____-....

    1. SYSTEM DESCRIPTION

    - 16 difficulty levels fully editable
    - 3 Buttons for select level stage difficult
    - 4 Buttons for move the cursor point over the game table
    - 4 Buttons for change the count moves UP/DOWN + 1 Button for save it ( Edit stage only )

    - 1 Button for clear the selected memory stage ( Edit stage only - be carefull )
    - 1 Button for select function mode: Normal game / Edit stage
    - 1 Button for save the selected game table light in the memory stage selected ( Edit stage only )

    2. SOME IMAGES WITH EXTRA INFORMATION


    3. HOW DOES IT WORK

    - The first time you start the game, we press the button "load stage" ( this is only for test if the game logic build work fine), if everything works well and there is no logical load bug, lights, cursor and display count must restarts a moment and then load the selected level.

    - For load a difficult stage, we must press buttons "Stage select next or back" and then press the button "Load the stage". If you dont want do this 2 steps, you can link each "stage select" buttons to "load stage" button, this action select the stage and load it ( if dont do that, is because of that fact generate a lot of lag ).

    - When a stage is load, everytime you move the game cursor over a light box OFF, it turn ON, and if you move the cursor over a light box ON, it turn OFF.

    - The game finnish when either of these two conditions happen: the player turn OFF and light boxs and the display move count is 00, or if the player use all his moves ( display move count is 00) and he dont turn OFF all the game light boxs ( either conditions, WIN OR FAIL, restart game and load the selected stage).
    4. ADVANCED SETTINGS (I REPEAT AGAIN, USE WITH CAUTION)

    - If you want edit one level stage and change the configuration you must follow this simple instructions.
    1. Click the button below the display "Game settings: use with caution" and press the button between green and red light, that change the mode NORMAL GAME to EDIT MODE.
    2. Select the stage you want edit with button "Stage select next or back" and then "load stage" button, this load the stage to edit.
    3. If you want clear the current selected stage and do a new pattern, press the button "Clear selected stage".
    4. When you are on EDIT mode, a new button apear next to cursor move controls, that button is for "save" the actual cursor position to the memory stage ( i must do that because of some little issues with logic bugs Y_Y). For change the moves count, press the buttons UP/DOWN for each number display ( tens and units ), then press the button "Save time to memory" for store the move count set to selected stage memory ( i must do that because if not, everytime the count move change, it save a wrong data ).
    5. When you finnish to edit a stage, press again the button between green and red light for change EDIT MODE to NORMAL GAME, this reset the game and load the slected stage.

    I hope you enjoy this logic game, it has taken me a long time to build, test, fix logic bugs, and near come to break my balls.
     

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    I checked it out works very well. Very polished and fast. It also get pretty challenging.

    The only problems I have found so far:

    you can break it by moving the cursor in the middle of the 'YOU FAIL' message to win unexpectedly. That does not really bother me though, as it is common sense to leave the buttons alone while it resets.

    Solving a puzzle with extra moves might also fail you. I had completed stage six multiple times with moves left over and I lost. Is that part of the rules or a bug?

    Also, a small thing. There is a logic pipe sticking through the play area. It already looked so nice that I decided to fix it. I was able to solve it by routing the T-flip flop through a new OR under to the AND.
     
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    you can break it by moving the cursor in the middle of the 'YOU FAIL' message to win unexpectedly. That does not really bother me though, as it is common sense to leave the buttons alone while it resets.
    yess, i know that, i need to fix that, just add a AND and NOT gate for do a new condition, if win or fail message is showed, then turn off cursor move, easy to fix so no problem.

    Solving a puzzle with extra moves might also fail you. I had completed stage six multiple times with moves left over and I lost. Is that part of the rules or a bug?
    I dont notice that error, i must see what mistake i do, thanks for report it.

    Also, a small thing. There is a logic pipe sticking through the play area. It already looked so nice that I decided to fix it. I was able to solve it by routing the T-flip flop through a new OR under to the AND.
    and i know that.. but i dont fix that because .. you know.. the excitation of the moment to finish a project of more than 2 weeks of work, which has been bearking my balls so much XD

    thanks for review my work and report the issues mate
     
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    Oh cool so thats what this is
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    Just looked at the new game, and I think it's great! It was loads of fun to play! Slight bugs aside, the game is well polished. Nothing much to report on that trekkerjoe hasn't said already. Im making an "R&R" ship that can be docked onto a station, filled with different logic games. Mind if I steal this to add to the collection?
     
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    After being playing with new content, I decided to create a sliding sign for those who want to know how they can do. This can be used in decoration of space stations and ships, such as the spawn of a server for new players ( show rules, challenge winners, future events ... ), put ads on your space stations with the items that you buy / change, decorate your ships and everything you can think of :)

     

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    Calhoun

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    I'm turning that into an elevator control.
     
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    I using the new logical block (randomizer) and new options added to the display blocks, today I bring you different models of dice.






    It´s really simple, I use a binary-decimal decrypting of 2 bits, 3 bits and 4 bits and then attach randomizers, so when you press the button, the randomizers switch the inputs of the binary decriptors, and the different results are shown on the display block.

    As always i try to use the less blocks posible, if you build a DICE ROLL using less blocks, show me your work :)
    If you dont understand any part of the logic circuit, just post your question.
     

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    kiddan

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    GalactusX Looks pretty sweet! Probably a lot more stable than a ship core in a spinning chamber design I used pre-update, too. :p