Difference between revisions of "Sensor"
(General polish. Expanded intro slightly in lieu of writing full Usage section; will get to that later probably.) |
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==Usage== | ==Usage== | ||
+ | TBA | ||
+ | [[Category:Logic]] [[Category:General]] |
Revision as of 07:04, 2 September 2017
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
- power auxiliaries
- shields
- doors/force fields
- radar jammer
- cloaker
- jump drive
- cargo
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