Comments (2)
I would like to make a suggestion here.
Could we instead of what you are suggesting set a console statement inside the sign ie/
[Console]
if #ileft = 1 then
oright = 1
else
oright = 0
end if
Something simple like that? where i/o = input output and there is left right up down
from advancedcircuits-plugin.
I have, of course, also considered real script support, but the down sides of scripting are as follows:
-You have to understand scripting in order to use CCs which is a lot more effort to learn then my Task design I believe.
-Using of If-then-else constructs, especially with signals, can be done with usual circuity instead.
-If you need to execute Tasks when specific conditions are met though, the Task design has already covered that up with labels. (I've been too lazy to explain that yet, but if one looks on all Tasks having a Label parameter they might get the idea.)
-Ingame editing of Signs is ugly - scripting would probably enlarge the needed amount of text even more.
-Scripts are far slower to interpret - even if I would pre-compile scripts after the Sign was edited, the pre-compile would take unecessary performance and it would be hard to implement.
from advancedcircuits-plugin.
Related Issues (20)
- Bug With Block Activators and Chests
- Sign Command Signs Should be Auto Initialized
- Crash On Startup (on guide server as well) HOT 2
- Wireless Transmitter Shouldn't Work When Wired Directly
- Timers - Lifetime
- Make Modifiers act as Components to Modify Following Components
- Timers and Looping
- 1.2.2 Compatibility HOT 2
- Honey Support for Pumps
- New Dart Traps Support
- New Statues Support
- Alternative Blocks HOT 1
- Teleporter Branching
- Teleporter in Wireless does not register to server HOT 1
- Actuators not working at all, vanilla nor AC. HOT 1
- New tile styles not working
- Buff does not apply
- ac loaded but doesn't seem to be working at all HOT 10
- Broken Door Handling
- Upgrade SignCommands to the Same Newtonsoft.Json Version
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