State Cell: Difference between revisions
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== Usage == | == Usage == | ||
=== I/O === | === I/O === | ||
The State Cell has 2 inputs and 2 outputs. When placed, on the ground, the side facing away the player and the left sides are the outputs, while the other 2 are the inputs. The front is the '''end state''' output, the left is the '''running''' output, the back is the '''clock start''' input, and the right is the '''clock reset''' input. | The State Cell has 2 inputs and 2 outputs. When placed, on the ground, the side facing away from the player and the left sides are the outputs, while the other 2 are the inputs. The front is the '''end state''' output, the left is the '''running''' output, the back is the '''clock start''' input, and the right is the '''clock reset''' input. | ||
=== Logic === | === Logic === | ||
When the '''clock start''' input is activated, the state cell starts its clock. While the clock is enabled, the '''running''' output remains enabled. Whenever the '''clock start''' or the '''clock reset''' inputs are enabled, if the clock is running, the clock goes back to zero and is held there. When the clock reaches the end of its set time value, the '''end state''' output is pulsed, and the clock goes back to zero and is disabled. This time value can be set with the GUI. | When the '''clock start''' input is activated, the state cell starts its clock. While the clock is enabled, the '''running''' output remains enabled. Whenever the '''clock start''' or the '''clock reset''' inputs are enabled, if the clock is running, the clock goes back to zero and is held there. When the clock reaches the end of its set time value, the '''end state''' output is pulsed, and the clock goes back to zero and is disabled. This time value can be set with the GUI. | ||
=== Configuration === | |||
A shift-right-click with a [[Screwdriver|screwdriver]] can flip the state cell horizontally. When flipped, the gate's '''running''' and '''clock reset''' swap sides. | |||
=== GUI === | === GUI === | ||
{| | {| |
Revision as of 19:13, 12 April 2014
Type |
Multipart block |
---|---|
Physics |
No |
Transparency |
Yes (partial) |
Luminance |
Yes, 7 |
Blast resistance | |
Tool |
Any tool |
Renewable |
Yes |
Stackable |
Yes (64) |
Flammable |
No |
Availability |
Survival |
First appearance | |
Drops |
Itself |
Name |
state_cell |
The State Cell is a complex instanced based logic gate with 2 inputs and 2 outputs with time based logic.
Obtaining
Crafting
Ingredients | Crafting recipe |
---|---|
Circuit Plate + Anode + Cathode + Conductive Plate + Silicon Chip + Pointer |
Usage
I/O
The State Cell has 2 inputs and 2 outputs. When placed, on the ground, the side facing away from the player and the left sides are the outputs, while the other 2 are the inputs. The front is the end state output, the left is the running output, the back is the clock start input, and the right is the clock reset input.
Logic
When the clock start input is activated, the state cell starts its clock. While the clock is enabled, the running output remains enabled. Whenever the clock start or the clock reset inputs are enabled, if the clock is running, the clock goes back to zero and is held there. When the clock reaches the end of its set time value, the end state output is pulsed, and the clock goes back to zero and is disabled. This time value can be set with the GUI.
Configuration
A shift-right-click with a screwdriver can flip the state cell horizontally. When flipped, the gate's running and clock reset swap sides.
GUI
The timer GUI contains a few buttons to edit the timer value, which is show on the top. Several time-based gates share this same GUI. |
History
Version | Changes |
---|---|
v4.0.0 | Added the State Cell. |
Issues
Issues pertaining to "State Cell" are maintained on the ProjectRed Github page. Report issues there.