Участник:TheSmallBlue/Sandbox

Материал из SS220 /tg/station13 (Space Station 13)
Перейти к навигации Перейти к поиску
Newscaster.gifЭта страница должна быть пересмотрена/обновленаNewscaster.gif
Эта статья содержит устаревшие данные, необходимо сверить и обновить информацию.
Причина: BCI section needs to be completed, Inputs and Outputs should be filled in, USB cable section should be completed


Circuits are a way to automate different actions extensively and easily! You can make a circuit that opens a door when you say a secret code to it, or a circuit that follows anyone you want while yelling obscenities at them, or well, anything really! Before starting to code with circuits, you'll need a few things:

Necessary Items

Integrated circuit.png Integrated Circuit

The integrated circuit is the foundation for all circuits. Your entire build will we based around this little guy. However, it can't work by itself.

First and foremost, it requires power, which you can provide to it via a Powercell.pngPower Cell. Once you're sure that the power cell you're gonna use is charged, just

Leftclick.png
Нажатие левой кнопки мыши. Эффект не зависит от того, включён режим боя или нет.

use it on the integrated circuit. If you ever want to change the power cell or take it out for charging, you may take out by using a Screwdriver tool.png Screwdriver on it.

Power cells drain whenever a component activates. By clicking the little i on a component you can see how much power each activation uses. If you don't know what I'm talking about, keep reading. Once you have a powercell you may place your integrated circuit into a Shell bot.pngShell.

Shell bot.png Shell

The shell will make it possible for you to add components to the integrated circuit, it'll let you access the circuitry, and it'll add input options so that you can interface with your circuit.

Depending on the shell, you might need to use a Screwdriver tool.png Screwdriver on it to assemble it before you're able to

Leftclick.png
Нажатие левой кнопки мыши. Эффект не зависит от того, включён режим боя или нет.

use the Integrated circuit.pngIntegrated Circuit on said shell to add it.

If you ever want to remove the Integrated Circuit from it, just use a Screwdriver tool.png Screwdriver on it.

Different shells have varying size. Size represents how many components you're able to place inside a shell. There are four sizes:

  • Small: Allows up to 25 components
  • Medium: Allows up to 50 components
  • Large: Allows up to 100 components
  • Very large: Allows up to 500 components

There are many kinds of circuits, each with their special features: (If you're confused by what "output signals" or "entities" are, go down to Signal types)

Name Description Size Required Research Requires assembly
Compact Remote The simplest handheld shell out there. Has one output signal that activates when you
Leftclick.png
Нажатие левой кнопки мыши. Эффект не зависит от того, включён режим боя или нет.
use it on your hand.
Small None No
Bot The simplest stationary shell. Has one output signal that activates when you
Leftclick.png
Нажатие левой кнопки мыши. Эффект не зависит от того, включён режим боя или нет.
use it.
Large Advanced Shell Research Yes
Airlock A circuit-controllable airlock. To insert an integrated circuit,
Leftclick.png
Нажатие левой кнопки мыши. Эффект не зависит от того, включён режим боя или нет.
Left click while on
Режим боя Combat 32.png
Смена режима осуществляется нажатием клавиши 4 или F по умолчанию. Если режим боя активирован Harm Harm 32.png , то при нажатии ЛКМ на людей, вы им навредите, или поможете Help Help 32.png, если он деактивирован. Также предотвращает смену мест между персонажами или попытку толкнуть персонажа при их столкновении.
. Has many input signals that let you open it, close it, bolt it, and unbolt it. Also has output signals that notify you when said actions are performed, plus two output numbers that return 1 or 0 if they're closed/bolted depending on the output.
Large Advanced Shell Research Yes
Controller Another handheld shell like the Compact Remote, but unlike the Compact Remote this one has multiple buttons:
Leftclick.png
Нажатие левой кнопки мыши. Эффект не зависит от того, включён режим боя или нет.
Use it on your hand to activate the primary button (Known as "Signal" in the circuit), Alt-
Leftclick.png
Нажатие левой кнопки мыши. Эффект не зависит от того, включён режим боя или нет.
Click it on your hand to activate the alternative button, and
Rightclick.png
Нажатие правой кнопки мыши. Эффект не зависит от того, включён режим боя или нет.
Right click it on your hand to activate the extra button.
Medium Advanced Shell Research No
Circuit Gun A handheld shell that's actually a GUN. Has infinite bullets, and returns both who shot the gun, what the bullet hit, and a trigger that triggers when the gun is shot. Medium Advanced Shell Research No
Money Bot Stationary like the Bot component, but allows taking and dispensing credits! Has output signals that tell you when money has been inserted, how much money has been inserted and how much money the machine has in general. Large Advanced Shell Research Yes
Scanner Gate Very simple shell that returns any entity that walks through it. Large Advanced Shell Research Yes
Scanner Another handheld shell.
Leftclick.png
Нажатие левой кнопки мыши. Эффект не зависит от того, включён режим боя или нет.
Use it on anything to output that thing as an entity.
Large Advanced Shell Research No
Drone This little guy is able to move around just like you! Has many signal inputs, with each representing each direction in which it can go. Large Movable Shell Research Yes
Brain-Computer Interface Circuits, but in your BRAIN! For more information on Brain-Computer Interfaces (Also known as BCI), go here Small Brain-Computer Interfaces Yes
Server Basically the same as the Bot shell, but bigger and better Very large Server Technology Research Yes

Once you have a shell with an integrated circuit in it, you may access the circuit in it by using a Multitool.png Multitool on it, and you may also begin to add Circuit component.pngComponents to your circuit.

Circuit component.png Components

Signal types

Every single thing in circuits revolves around these signal types. They send either information or triggers, which is the bases of circuits. There are 7 types of signals:

  • Signal: Think of these as a pulse of electricity or a shockwave. They are NOT binary, when you activate one a chain reaction begins throughout the rest. Can easily be turned into numbers but you should only do so for checking whether its 0 or not, since the value itself makes no sense.
  • Number: Any number your heart desires. Can also be used as a signal component, with any number above 0 activating a signal. You can also connect them to a string input.
  • String: Any ascii character. If you try to write numbers in this, they will not be classified as numbers, so you can't do arithmetic equations with them.
  • Entity: If you know DM, this is the equivalent to an atom. If you don't, then basically it can be any single item or living thing.
  • List: Any of the above data types, joined into a single element. You access said data types by indexing the list. You cannot make a list of lists, that's what tables are for.
  • Table: A list of lists, usually used in databases such as the security arrests one. If a component provides a Table, you'll usually be able to see what each entry in said table is by clicking the information icon in the component.
  • Any: Usually used in inputs, signifies that it can take any of the signal types above.
  • Options: Changes what the component does, or what inputs it takes in. Can be changed with a string signal type.

Available Components

You might need to research specific things to unlock some of thse components.

Name Description Inputs Outputs
Arithmetic When triggered performs basic mathematical operations: Adding, substracting, multiplying, getting the minimum and getting the maximum.
  • Options (Options)
    • Add
    • Subtract
    • Multiply
    • Divide
    • Minimum
    • Maximum
  • A (Number)
  • B (Number)
  • C (Number)
  • D (Number)
  • Trigger (Trigger)
  • Output (Number)
  • Triggered (Trigger)
Clock When the input is any number above 0, it'll begin sending the output signal every 0.9 seconds.
  • On (Number)
  • Signal (Signal)
Comparison When triggered checks two of the inputs to see if they're equal, not equal, lesser than or bigger than the other. The Result output returns either 0 or 1 depending on if the comparison is true or not.
  • Options (Options)
    • =
    • !=
    • >
    • <
    • >=
    • <=
  • A (Any)
  • B (Any)
  • Compare (Signal)
  • True (Signal)
  • False (Signal)
  • Result (Number)
Concatenation Combines up to four strings into one string.
  • A (String)
  • B (String)
  • C (String)
  • D (String)
  • Trigger (Signal)
  • Output (String)
  • Triggered (Signal)
Concatenate List Turns a list into a string by adding a specified separator between the items. For example, we have a list that has two items, "Item1" and "Item2". If we set the separator as "," then we get "Item1,Item2". If we set the separator as " " (a space), we get "Item1 Item2".
  • List (List)
  • Separator (String)
  • Trigger (Signal)
  • Output (String)
  • Triggered (Signal)
Delay When triggered, waits the specified amount of time in seconds, then triggers the output TBA TBA
Direction When triggered, will output the direction towards the target entity from the point of view of the shell as either a string or a signal. TBA TBA
Get Column Gets the column of a table and returns it as a list. TBA TBA
GPS When triggered, outputs the current position of the shell the Integrated Circuit is in TBA TBA
Health When triggered, gets the health and damage amounts of the entity input. TBA TBA
Voice Activator Triggers itself whenever it can hear a message, may this message be oral or through a radio. Returns information about said message and the speaker. If the message comes from a radio, you wont be able to get who said the original message. TBA TBA
Index When triggered, indexes a list to get the value of an item in it. For example, let's say you have a list with the following items: Item1, Item2, Item3 and Item4. If you index the list by 1, you'll get "Item1" as the output. TBA TBA
Length When triggered, gets the length of an input. If the input is a list or table, gets how many items it has. If it's a string, gets how many characters it has. If it's a number, retunrs 0. TBA TBA
Light Emits light. The "On" input will make the light turn on if the number is anything above 0, and it'll turn off if it is 0. TBA TBA
List Literal Basically, let's you create lists. If you use it on your hand, the amount of inputs increases. If you right click it on your hand, the amount of inputs decreases. When triggered, joins the inputs into a list. TBA TBA
Logic When triggered, checks whether if: its inputs are all true (AND), one of its inputs is true (OR), ONLY one of its inputs is true (XOR) TBA TBA
MMI Let's you add an MMI to the Integrated Circuit. The "Message" and "Send Message" inputs let you send the MMI inside the shell a message that only it can hear. The outputs correspond to the keys in the player controlling the MMI's brain's keyboard: North is Up/W, East is Right/D, South is Down/S, West is Left/A, Attack is Left click and Secondary Attack is Right click. TBA TBA
Module If you know programming, this is basically the equivalent of a function. If you don't know programmming, think of it as an integrated circuit inside an integrated circuit. Useful for making circuits look way less messy. You can duplicate these using the Module Duplicator. TBA TBA
Multiplexer When triggered, checks to see if the number input is a number from 1 to 4, and if so, chooses the respective input of that number. For example, If I type "Test1" in the "Input 1" Input, and "Test2" in the "Input 2" Input, then change the value in the Input selector to 2, it'll return "Test2". It's as confusing as it sounds. TBA TBA
Not If it receives anything other than 0, outputs 0. If it receives exactly 0, outputs 1. TBA TBA
NTNet Transmitter Transmits any kind of data through the NTNet network, if Tcomms is destroyed then tough luck. Data can only be recieved by the NTNet Receiver. TBA TBA
NTNet Receiver Recieves data sent through the NTNet network, if Tcomms is destroyed then tough luck. TBA TBA
Pressure Sensor When triggered, outputs the sensor of the exact tile in which the shell is at that time. TBA TBA
Radio Sends and receives frequencies from radios or other radio components. TBA TBA
Random When triggered, outputs a random number between the minimum and maximum numbers you set as inputs. TBA TBA
Router TBA TBA TBA
Select Query For use with USB cables. Gets you the table that matches the column name and comparison input you provide it. For example: You connect it to the security arrests console, and from the arrests database you want to get the info of your friend, Mops-The-Floors. On the Input value, you connect the database output. On the Column Name you type "Name", and on the comparison input you type "Mops-The-Floors". It'll get you the table who's "Name" value matches "Mops-The-Floors". From there you can index it and get its arrest status, its crimes, etc. TBA TBA
Self Returns the current shell as an entity. TBA TBA
Sound emitter Emits a sound. You can choose what sound to emit from the options menu, and you can change both frequency and volume TBA TBA
Get species When triggered, returns the species of the entity input as a string. TBA TBA
Speech When triggered, says what you inputted in the string input out loud. TBA TBA
Split Splits a string by its separator, turning it into a list. For example, you have a string that "Looks like this". By setting the string input to that string, and its separator to a space (" "), you'll get a list that "Looks", "like", "this" TBA TBA
String When triggered, checks whether the string you set in the "needle" input is in the string you set in the "haystack" input. For example, if you put "in" as the needle, and "You are in my room" as the haystack, it'll return true, since "in" is in the sentence "You are in my room". TBA TBA
Temperature Sensor When triggered, returns the current temperature in the tile the shell currently is in. TBA TBA
Textcase When triggered, makes it so that its string input is either all in lowercase or all in UPPERCASE. TBA TBA
To Number When triggered, converts a string that's only numbers into a number signal. TBA TBA
To String When triggered, converts its output into a string component. If it's output is an entity, it'll return the name of the entity. If the output is a list or table, it'll return "/list". For actually turning a list into a string, look at Concatenate List. TBA TBA
Typecast If the input value is the Signal type you set in the options, returns the input value. If not, returns nothing. TBA TBA
Typecheck When triggered, returns what Signal type the inputted signal is. TBA TBA
Pathfinder When triggered, will calculate a path towards the X and Y coordinates you set as inputs. Once calculated, will return a "step" (aka where it has to go next to continue said path). If triggered again when the shell arrived at the step, will output the next step, and so on and so forth. If used with the Direction component, can be used to make a Drone that moves by itself. TBA TBA
Pull component When triggered, will start pulling the entity input if its right besides it. Only works on Drone shells. TBA TBA

Machines and Items

Circuit fab.pngMachines

Circuit fab.png Circuit Fabricator

Found on the Circuit Lab. Used for printing out Components, Integrated Circuits, Shells, USB-Cables, Circuit multitools and BCI Manipulation Chambers.

Module fab.png Module duplicator

Does not duplicate Integrated Circuits. Rather, it duplicates Modules components, which basically are Integrated Circuits. For more component info, look at the table above.

Bci implanter.png Brain-Computer Interface Manipulation Chamber

Check here.

Items

Circuit Multitool

Let's you mark entities, which can later be uploaded to entity inputs by clicking the arrow pointing up when you have a circuit multitool in your hand. Can also be used to see circuits by double clicking them with it, but a normal Multitool.png Multitool should do fine.

USB Cables

Let's you connect a shell to a technological device. To do this, while you're grabbing the usb cable, click on the shell, then on the device you want to connect with. When you do this, you should get a new component on your shell. To disconnect, click the little "x" on the top right of the new component. You can only interface with a few select devices:

Name Description Inputs Outputs
Security Records Console Lets you see the current legal status of every crewmember, and even let's you change them. Notable for having two components within it: Security Records Data (Which will return the entire security database) and Security Records Set Status, which let you set the status of the individual who's table you set as the input.

If you want to, for example, set a person named John Doe to arrest, grab a Select Query component, set the input as the security records, the Column Name as "name" and the Comparison Input as "John Doe", it'll return John Doe's table, which you can then input into the Security Records Set Status component, set the option to "Arrest", then trigger it. Each Person has their on table, by setting the "Column Name" value to "name" and the "Comparison Input" value to "John Doe", you're basically saying "Get me the table of the person who's value in the name field is John Doe." To see what Column Names are available, click the little "i" icon on the top right of the Security Records Data component.

Security Records Data

  • Trigger (Signal)

Security Records Set Status

  • Arrest options (Option)
    • Arrest
    • Incarcerated
    • Paroled
    • Discharged
    • None
  • Targets (Table)
  • Trigger (Signal)

Security Records Data

  • Security Records (Table)
  • Failed (Signal)
  • Triggered (Signal)

Security Records Set Status

  • Set Status (String)
  • Failed (Signal)
  • Triggered (Signal)
Crew Monitoring Console Lets you see the current health status of every crewmember that has turned on their suit sensors.

Click on the little "i" button on the top right to see what values the table has. Use in conjunction with the "Select Query" component.

  • Trigger (Signal)
  • Crew Monitoring Data (Table)
  • Triggered (Signal)
Teleporter Control Console Lets you set, update and see the currently available teleporter targets.
  • New Target (String)
  • Set Target (Signal)
  • Update Targets (Signal)
  • Current Target (String)
  • Possible Targets (List)
  • Failed (Signal)
  • Triggered (Signal)
Bluespace Launchpad Console Lets you set a Bluespace Launchpad's offset, and lets you trigger its sending and retrieving capabilities.
  • Launchpad ID (Number)
  • X offset (Number)
  • Y offset (Number)
  • Send (Signal)
  • Retrieve (Signal)
  • Sent (Signal)
  • Retrieved (Signal)
  • Fail reason (String)
  • Failed (Signal)
Air Alarms Lets you change the air alarm's min and max gas, pressure and temperature values. Also lets you check the current pressure, temperature, and amount of a certain gas in the area the alarm is in.
  • Air alarm options (Option)
    • Pressure
    • Temperature
    • Every single gas type. No way in hell I'm writing them all.
  • Min 2 (Number)
  • Min 1 (Number)
  • Max 1 (Number)
  • Max 2 (Number)
  • Pressure (Number)
  • Temperature (Number)
  • Chosen Gas Amount (Number)
Quantum Pad Lets you set the target pad and notifies you when the teleportation failed.
  • Target Pad (Entity)
  • Trigger (Signal)
  • On Fail (Signal)
Tram Controls Let's you set the Tram's destination, and let's you send the tram to said destination. Also returns 1 or 0 if its travelling or not.
  • Destination (String)
  • Send Tram (Signal)
  • Location (String)
  • Travelling (Number)
Digital Valves Let's you know whether its open or not, and let's you open and close it yourself.
  • Open (Signal)
  • Close (Signal)
  • Is Open (Number)
  • Opened (Signal)
  • Closed (Signal)
Conveyor Switch Let's you turn the conveyor on or off, and let's you see what direction it's going.
  • Trigger (Signal)
  • Conveyor Direction (Number)

Bci.pngBrain-Computer Interfaces

Ever wanted to have a computer in your head? Sure hope the answer is yes, because Brain-Computer Interfaces (Henceforth referred to as "BCI's") are here for that! To get working with BCI's you need two things: A Brain-Computer Interface Shell (Info about which you can see above, in the Shells section) and a Brain-Computer Inteface Manipulation Chamber, which is a machine. Both the shell and the machine circuit can be printed from the Component Printer.

How To Build

You build the Brain-Computer Interface Manipulation Chamber like any other machine, and you build the BCI shell by using a screwdriver on it, then inserting an Integrated Circuit in. It is recommended that you start coding when the BCI isn't on your brain yet, aka this exact moment. When the BCI is on your brain, you can no longer add components to it, you can still change connections and remove them though.

Components

BCI's are compatible with every single component, but it also has a bunch of exclusive components that only work with it. You can see these components on the "BCI Components" section of the Component Printer. These components are:

Name Description Inputs Outputs
Bar Overlay Shows a progress bar ontop of the entity object you set as its input.
  • Bar overlay options (Option)
    • Vertical
    • Horizontal
  • Number (Number)

None

BCI Action When the BCI shell is in your brain, shows a button in the top left of your screen. When you click on it, it triggers the Signal output. The icon input lets you change the icon.
  • Icon (Option)
    • I am not listing them all, there are a lot
  • Name (String)
  • Signal (Signal)
BCI Target Interceptor When activated, the next time you click an entity, the output signal will be triggered and that entity will be set as the output.
  • Activate (Signal)
  • Triggered (Signal)
  • Targeted Object (Entity)
Counter Overlay Shows a three digit number on top of you. You can change the position of it by using the axis shift inputs, but it'll always follow you. You might even need to shift it since it doesn't show correctly when its on top of you for some reason.
  • Displayed Number (Number)
  • Update Overlay (Signal)
  • X-Axis Shift (Number)
  • Y-Axis Shift (Number)

None

Object Overlay Creates or deletes a sprite on top of the target entity. You can change what sprite it uses, and you can even shift its location by changing the axis shift options.
  • Object (Option)
    • Corners (Blue/Red)
    • Circle (Blue/Red)
    • Small Corners (Blue/Red)
    • Triangle (Blue/Red)
    • Hud Mark (Blue/Red)
  • Target (Entity)
  • Create Overlay (Signal)
  • Remove Overlay (Signal)
  • X-Axis Shift (Number)
  • Y-Axis Shift (Number)

None

How to put in your head

Grab your BCI shell and just

Leftclick.png
Нажатие левой кнопки мыши. Эффект не зависит от того, включён режим боя или нет.

use' it on the BCI Manipulation Chamber. After that just open it up by, again,

Leftclick.png
Нажатие левой кнопки мыши. Эффект не зависит от того, включён режим боя или нет.

using it and close the door once you're inside. Wait for a bit, and you should see an animation play out, once that animation is done, congrats! You're ready to do freaky brain stuff.

If you ever wanna remove a BCI Shell from your head, just walk back into a Manipulation Chamber and wait for a bit again. You'll see the animation play, and after its done you can just Right Click the manipulation chamber to get your shell back.

However, if all you want to do is recharge the power cell inside your BCI shell, you can just walk into a cyborg recharger.