Difference between revisions of "Sensor"
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{{infobox block/Sensor}} | {{infobox block/Sensor}} | ||
− | + | Sensors are logic blocks which, when activated by a [[Logic Signals|logic signal]], output a high (on) signal if the conditions they are measuring have been met. They can measure the status of a variety of systems, such as power, shields, and cargo. The value at which they return a high signal is set by linking [[Activation Module]]s to them, and activating a number of them. The sensor will then activate when its measured value has the same ratio of current:maximum as the Activation Modules have on:total. | |
==Item Description== | ==Item Description== | ||
− | + | The sensor blocks is used to check the condition of a linked system.<br/> | |
− | It requires a touching activation block which will be used as output. | + | It requires a touching activation block which will be used as output.<br/> |
It also requires a block linked to the sensor to trigger a check. A clock that periodically sends a signal to the sensor is recommended. | It also requires a block linked to the sensor to trigger a check. A clock that periodically sends a signal to the sensor is recommended. | ||
Link the sensor to any of these blocks: | Link the sensor to any of these blocks: | ||
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− | + | - Power Reactors <br/> | |
− | + | - Shields <br/> | |
− | + | - Doors / Force Fields <br/> | |
+ | - Radar Jammers <br/> | ||
+ | - Cloakers <br/> | ||
+ | - Jump Drives <br/> | ||
+ | - Storage Modules <br/> | ||
+ | - Display Modules ( for more advanced logic ) <br/> | ||
+ | - Thruster Modules <br/> | ||
+ | The sensor has a default state of 0%. Meaning that it will trigger for blocks in an "off" state or for systems that are depleted such as 0 power or 0 volume used.<br/> | ||
+ | You can link the sensor to a number of activation modules to set any % other than 0. It works like a rail speed controller using ratios. 3 true linked activation modules out of 6 will set it to 50%. | ||
{{production/Sensor}} | {{production/Sensor}} | ||
==Usage== | ==Usage== | ||
+ | TBA | ||
+ | [[Category:Logic]] [[Category:General]] |
Latest revision as of 18:30, 4 May 2021
This page is currently a stub. Please help us out by expanding it. |
Sensor | |
---|---|
Hit Points | 15 |
Armor | 0.0% |
Mass | 0.01 |
Luminosity | none |
Data Value (ID) | 980 |
Sensors are logic blocks which, when activated by a logic signal, output a high (on) signal if the conditions they are measuring have been met. They can measure the status of a variety of systems, such as power, shields, and cargo. The value at which they return a high signal is set by linking Activation Modules to them, and activating a number of them. The sensor will then activate when its measured value has the same ratio of current:maximum as the Activation Modules have on:total.
Item Description
The sensor blocks is used to check the condition of a linked system.
It requires a touching activation block which will be used as output.
It also requires a block linked to the sensor to trigger a check. A clock that periodically sends a signal to the sensor is recommended.
Link the sensor to any of these blocks:
- Power Reactors
- Shields
- Doors / Force Fields
- Radar Jammers
- Cloakers
- Jump Drives
- Storage Modules
- Display Modules ( for more advanced logic )
- Thruster Modules
The sensor has a default state of 0%. Meaning that it will trigger for blocks in an "off" state or for systems that are depleted such as 0 power or 0 volume used.
You can link the sensor to a number of activation modules to set any % other than 0. It works like a rail speed controller using ratios. 3 true linked activation modules out of 6 will set it to 50%.
Production
Production Info | |||||
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Produced in a | Standard Factory | ||||
Requires | To create | ||||
Alloyed Metal Mesh | x2 |
Sensor | x1 |
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Crystal Composite | x2 |
Usage
TBA