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Different gate behaviour for circuit network

Posted: Tue Jul 12, 2016 5:37 pm
by Haxton Fale
The other day I was trying to build a safe rail crossing and it turned out to require a somewhat intricate system to pull it off quite nicely. I think it could be solved by slightly changing the behaviour of gates when connected to the circuit network in one of two ways:

Variant A: Gate's sensor is independent of its state.
This way, the gate would be able to send a signal whether it can detect a entity approaching regardless of whether it's open or not. That way you could have a signal indicating to the crossing that "someone wants to cross" and then let the crossing itself decide whether a gate should be opened. Perhaps even a gate that automatically locks itself up when turrets are busy firing on enemies? Build an anti-player contraption that can be easily recognised as dangerous?

Variant B: Instead of forcing the gate state to open or close, circuit network condition serves as a lock permitting the gate to open.
It's pretty self-explanatory. The way gates work right now is that circuit network condition forces a particular gate state. This modification would allow the gate to open if the condition is false (true), and keep it closed shut if it's true (false).