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Alow changing the level of logical blocks in schedule

Posted: Wed Jun 25, 2025 7:57 pm
by its a me
The current system leads to situations like viewtopic.php?t=129566 where the only way to get the desired logic is to duplicate most of the behavior. This could be fixed by allowing you to change the level that and and or blocks are at, so you can do this
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Screenshot_20250625_124501.png (70.23 KiB) Viewed 243 times

Re: Alow resizeing the area that logical blocks cover in schedule

Posted: Thu Jun 26, 2025 3:36 am
by Loren Pechtel
Yes! You end up with contortions that are probably CPU eaters because we have no parenthesis.

Re: Alow resizeing the area that logical blocks cover in schedule

Posted: Thu Jun 26, 2025 5:17 am
by SirSmuggler
Agrea. It's the same with decider combinators.

Re: Alow changing the level of logical blocks in schedule

Posted: Thu Jun 26, 2025 3:32 pm
by eugenekay
I achieve this goal by moving most of the Platform’s logic into a Combinator Contraption, next to the Platform Hub. I use a lot of different signals depending upon the Platform’s purpose, but generally the logic is “head to (Planet) when running low of (resource)-”. The resulting signal for “next destination Planet” is presented to the Hub using one of the Virtual Signals (the letter “P”), and then an Interrupt detects the Value (eg, Nauvis is “100”; Vulcanus is “200”; Gleba is “300”, etc…) to trigger the Platform’s schedule.