Hats off. I recreated an airlock with automatons and had to use two event controllers and two timer blocks. Very clever for achieving with one event controller. I didn't know that each slot was for true and false states. Also didn't know that I could assign actions to the vent. Excellent video thanks!
I believe you are in error of the operation of the Event Controller in your "self repair" demonstration. Yes, it checks the condition of all blocks in the selected field but it is checking to see if any of them meet the criteria and if it is then that makes it a true condition. Excerpts from Keen's Grid AI Guide: "The event tracks whether or not a specific requisite has taken place. For instance, if a landing gear is in the locked state, cargo is full to capacity, or power output is below or above a certain threshold." "AND Gate - When enabled, actions only trigger when all monitored blocks fulfill the condition." Think of it this way, when more than one block is selected to check, the EC treats it like a OR Gate. Meaning if this battery or that battery meets the specific requisite then it considers the condition met. Even if it means one battery will not be at 80%. The AND Gate has the requirement that all selected blocks must meet the specific requisite before it is satisfied that it is a job well done. I hope this helps. The main thing is now we have actual OR and AND Gates to use. The possibilities are almost endless when use in conjunction with the other A.I. blocks, like changing attack patterns in battle depending on conditions detected by the Event Controller.
There was an error yes. My wording was completely wrong and I explained it in essentially the wrong order. So that is on my part. It should at least still have been understandable though with the visualization present. But thank you for the info.
Interesting. I’ll delve into the meat of the update eventually, right now I’m just making a ship with all the new blocks like I do every update. My keen eye spots the possibility of vanilla lock-on torpedoes though. Didn’t realize hover vehicles were a thing, however! The hover tank from Battlefield 2142 is possible without mods!
Man, this update really cuts down the amount of resources needed to make stuff. I used to make Airlocks using 3 timer blocks, but the event controller is gonna make it much quicker and more cost-effective! I'll also muck around with hoverbikes to make a hovertank! Thanks for the tutorial!
Thanks for posting this, Alice! Your airlock is a neat idea, but it will only work if you have only one entrance to a building/ship. The moment you have two of these set up, you are restricted to going back through the entrance you last exited. If you notice the power is shut off on the interior door. If you're already inside through another entrance, you can't get out through this entrance. I use sensors to open/close doors. So, if you enter the building in your example and there is a sensor to close the interior door, you're locked inside since the power to the inner door is then shut off.
That is very true. So it is definitely flawed to some extent, but it works nicely as an illustration to show what the event controller can do. But either way, you raise a good point.
In programming, having only one requirement fulfilled to enter the if statement would be an OR and not an AND, the default behavior you described (if all blocks are true) is an actual AND statement. For instance, if (something AND something) requires both 'something' to be true to work, whereas if (something OR something) requires only one of the 'something' to be true to work. Idk if I undertood the explanation wrong in the video or if Keen messed up, but the AND text in the game's interface, according to the explanion in the video, should be an OR
Yeah, that might have been a fault on my part, tend to mix up words from time to time, so apologies for that. I do hope it was still an understandable explanation of how it works.
im pretty sure the AND gate is button is wrong . i too was like this is not an AND gate . i tried it with 2 hanger doors open or closed . and it was working like an OR gate.
The AND is correct, all blocks need to fulfill the condition, ie integrity above threshold to turn OFF the welder. Default behavior has it turn off the welder as soon as a single targeted block fulfills the condition.
4Hi mate, I've been having a pretty consistent problem with event blocks for quite a while now. I believe they fail to update or detect thresholds, meaning that my torpedos don't detonate when they run out of fuel or get close enough to the target or my disposable drones don't switch between offensive AIs (normal attack mode and missile mode once fuel or ammo is down to a certain threshold), among other things. So far I've only managed to "fix" my torpedos by launching them with a fairly low detection range and increasing said threshold with a self triggering timer block That way I can mostly guarantee that the threshold gets updated once an enemy is within it, but if it reaches max distance and then an enemy gets within the detection radius, the event controller will do nothing. I believe the controllers get bugged once the munitions become their own grid after un-merging, I've tried to use the "connector connected" event to turn off the torpedo's merge block and using the "block on-off" event to turn off all other event controllers, but it doesn't do anything. I could add more timers and controllers but that would only make the munitions bigger which is very counterproductive because I would also have to increase my carrier's CPU by making the printers larger. So... I'm pretty stuck rn, do you or anybody else for that matter, have either a solution or another way to weld and launch grid weapons without inducing bugs?
@@boopjackrex7598 Even with light armor the thrusters just can't put off enough power to lift the bike up before it slams into a hill. So far I have found that the only way to have a hover bike and it work properly is to use to hover engine mod. It sucks that it can't really be done very well in vanilla but there's no comparison between using vanilla thrusters and either the event controller or the hover script even versus just using the hover engine mod. And the reason being is that the hover engine mod has an incredibly strong lift factor and it reacts to terrain so much more quickly than any script or the event controller.
@@MrBlackdragon1230 simply put, speed limitations are what you need, after all, if the problem is that it cannot react fast enough the solution is to stop moving so quickly
@@boopjackrex7598 Would be nice to have a speed limit system like Star Citizen so you could just use your scroll wheel to adjust the top speed limit. Right now the only way to do it is modding the world speed limit.
There really needs to be a event called "When Enemy detected" It would simplify some drone build setups. But i understand... This is Keen we are talking about...
Essentially. Lets say you were leaving this comment, with the send button being the IF statement. If pushing down the button is true, the message will send (Action 1), if you do not push down the button, the message won't send (Action 2). So you are correct 🙃
I set up a hover bike the way you did but it doesn't work, I'm not sure what I did wrong Edit: Nevermind, it just doesn't work with the modded thrusters I was using
I'm using a dummy miner and a event controller and a storage box. When the storage box gets below a =< I want the miner to increase its mining area by 50m. In the event controller actions it has Increase /decrease forward/backwards offset, but how do I change the distance it moves atm I think it is moving 0.5 increments which is not enough tho keep the storage box full.
%thrust can also be use to make easy anti grav ship. Put just 6 thruster with each one having an event contrôler link to a grouped artificial mass an have fun You can also try to reverse gravity to have less artificial block for moving. I shall try it later
Am I crazy or should the finction AND be called OR gate? Doesn't and require all the inputs to be true to output a signal? So if only one block is damaged, it should not trigger.
I tried to make an airlock and set it up just how you had it and went i go into it all the doors just turn off and i get locked in lol what did i do wrong?
The airlock design is flawed to a certain extent. So you should have a button either inside our outside to allow you to open the doors, if you get shut outside.
Oh for F sake, why there is 'distance to locked target' but not 'distance to beacon/gps location'. Can do a lot of amazing things but not automatic hangar doors where sensors have very limited range.
I believe one of the other AI control blocks does that, since the event controller is not really for moving AI grids, more to give your base thr ability to do things more effectively. But I'm sure one of the move AI control blocks has the ability to go to beacons and I think also follow antennas
Maybe its just me doing something wrong or the Event Controller is bugged. I tried to Setup something with a Rotor. Each 360° should start an Event but it just works once after 360°. Like "If Rotor angle equal or greater as 360° Reverse Piston" it should now Reverse the Piston every Revolution but it does not work. It just extract or retract the Piston once and that's about it. I still rather use Easy Automation Script for that. A million times better as this shitty block.
@@AliceDoesThings404 i tried it with 0° aswell. So "If Rotor angle is equal or greater 0°. Reverse Piston.. or On/Off Light" It should now Reverse the Piston or Turn on and off the light after each Revolution. Didn't worked. But i have to say i tried that on a Server. Maybe it was a Server Problem of some kind. With Easy Automation I just have to write the code like "If current angle of Rotor > 360 { Reverse Piston }" And it works like a charm.
5:28 this example is not so good. You explain like if "a" or "b" is broken, start welding. But it is more like only if a&b are >80% stop welding. You are telling the truth, but in the first moment I thought, why is there an "and" but he said: "or"
Jesus,. can't believe they make an "and gate" that works like a OR gate :(. quite a bad design. Nice video though, really like your explanation about it
Hats off. I recreated an airlock with automatons and had to use two event controllers and two timer blocks. Very clever for achieving with one event controller. I didn't know that each slot was for true and false states. Also didn't know that I could assign actions to the vent. Excellent video thanks!
I believe you are in error of the operation of the Event Controller in your "self repair" demonstration.
Yes, it checks the condition of all blocks in the selected field but it is checking to see if any of them meet the criteria and if it is then that makes it a true condition.
Excerpts from Keen's Grid AI Guide:
"The event tracks whether or not a specific requisite has taken place. For instance, if a landing gear is in the locked state, cargo is full to capacity, or power output is below or above a certain threshold."
"AND Gate - When enabled, actions only trigger when all monitored blocks fulfill the condition."
Think of it this way, when more than one block is selected to check, the EC treats it like a OR Gate.
Meaning if this battery or that battery meets the specific requisite then it considers the condition met. Even if it means one battery will not be at 80%.
The AND Gate has the requirement that all selected blocks must meet the specific requisite before it is satisfied that it is a job well done.
I hope this helps.
The main thing is now we have actual OR and AND Gates to use. The possibilities are almost endless when use in conjunction with the other A.I. blocks, like changing attack patterns in battle depending on conditions detected by the Event Controller.
There was an error yes. My wording was completely wrong and I explained it in essentially the wrong order. So that is on my part. It should at least still have been understandable though with the visualization present. But thank you for the info.
Interesting. I’ll delve into the meat of the update eventually, right now I’m just making a ship with all the new blocks like I do every update.
My keen eye spots the possibility of vanilla lock-on torpedoes though. Didn’t realize hover vehicles were a thing, however! The hover tank from Battlefield 2142 is possible without mods!
Man, this update really cuts down the amount of resources needed to make stuff. I used to make Airlocks using 3 timer blocks, but the event controller is gonna make it much quicker and more cost-effective! I'll also muck around with hoverbikes to make a hovertank! Thanks for the tutorial!
On hover bikes don't group all the lift thrusters, need some lift to help prevent bottoming out on descending from jumps
The bike you made was fine. Your driving, on the other hand...LOL! The airlock demo was very nice.
Didn't know it had multiple hotbars. Don't recall seeing an enemy detect or turret active state, would make for a good engagement alarm
Thanks for posting this, Alice!
Your airlock is a neat idea, but it will only work if you have only one entrance to a building/ship. The moment you have two of these set up, you are restricted to going back through the entrance you last exited. If you notice the power is shut off on the interior door. If you're already inside through another entrance, you can't get out through this entrance. I use sensors to open/close doors. So, if you enter the building in your example and there is a sensor to close the interior door, you're locked inside since the power to the inner door is then shut off.
That is very true. So it is definitely flawed to some extent, but it works nicely as an illustration to show what the event controller can do. But either way, you raise a good point.
Could you not have a button on the interior by the second door that runs the event for the 2nd airlock?
Amazing airlock setup. Keep up the good work
In programming, having only one requirement fulfilled to enter the if statement would be an OR and not an AND, the default behavior you described (if all blocks are true) is an actual AND statement. For instance, if (something AND something) requires both 'something' to be true to work, whereas if (something OR something) requires only one of the 'something' to be true to work.
Idk if I undertood the explanation wrong in the video or if Keen messed up, but the AND text in the game's interface, according to the explanion in the video, should be an OR
Yeah, that might have been a fault on my part, tend to mix up words from time to time, so apologies for that. I do hope it was still an understandable explanation of how it works.
The video is great, helped me understand the action bars better!
I'm glad it helped!
im pretty sure the AND gate is button is wrong . i too was like this is not an AND gate . i tried it with 2 hanger doors open or closed . and it was working like an OR gate.
The AND is correct, all blocks need to fulfill the condition, ie integrity above threshold to turn OFF the welder. Default behavior has it turn off the welder as soon as a single targeted block fulfills the condition.
Ya know what? Here, have a sub, i had no idea the 2 thingys on the event controller meant for true and false states, thanks!
4Hi mate, I've been having a pretty consistent problem with event blocks for quite a while now. I believe they fail to update or detect thresholds, meaning that my torpedos don't detonate when they run out of fuel or get close enough to the target or my disposable drones don't switch between offensive AIs (normal attack mode and missile mode once fuel or ammo is down to a certain threshold), among other things. So far I've only managed to "fix" my torpedos by launching them with a fairly low detection range and increasing said threshold with a self triggering timer block That way I can mostly guarantee that the threshold gets updated once an enemy is within it, but if it reaches max distance and then an enemy gets within the detection radius, the event controller will do nothing. I believe the controllers get bugged once the munitions become their own grid after un-merging, I've tried to use the "connector connected" event to turn off the torpedo's merge block and using the "block on-off" event to turn off all other event controllers, but it doesn't do anything. I could add more timers and controllers but that would only make the munitions bigger which is very counterproductive because I would also have to increase my carrier's CPU by making the printers larger. So... I'm pretty stuck rn, do you or anybody else for that matter, have either a solution or another way to weld and launch grid weapons without inducing bugs?
Love these explanations. Subbed! Keep it up.
Problem is the vanilla thrusters isnt powerful enough to do a vanilla hover without using far too many of them to be practical.
Depend on if you are using heavy or light armor
@@boopjackrex7598 Even with light armor the thrusters just can't put off enough power to lift the bike up before it slams into a hill. So far I have found that the only way to have a hover bike and it work properly is to use to hover engine mod. It sucks that it can't really be done very well in vanilla but there's no comparison between using vanilla thrusters and either the event controller or the hover script even versus just using the hover engine mod. And the reason being is that the hover engine mod has an incredibly strong lift factor and it reacts to terrain so much more quickly than any script or the event controller.
@@MrBlackdragon1230 simply put, speed limitations are what you need, after all, if the problem is that it cannot react fast enough the solution is to stop moving so quickly
@@boopjackrex7598 Would be nice to have a speed limit system like Star Citizen so you could just use your scroll wheel to adjust the top speed limit. Right now the only way to do it is modding the world speed limit.
Hence the engineering part. Your build is too heavy. Gotta trim the fat to fly.
There really needs to be a event called "When Enemy detected"
It would simplify some drone build setups.
But i understand... This is Keen we are talking about...
So, basically, if Stimulus "A" occurs, perform response "A" Etc., Etc,?
Essentially. Lets say you were leaving this comment, with the send button being the IF statement. If pushing down the button is true, the message will send (Action 1), if you do not push down the button, the message won't send (Action 2). So you are correct 🙃
I set up a hover bike the way you did but it doesn't work, I'm not sure what I did wrong
Edit: Nevermind, it just doesn't work with the modded thrusters I was using
Can you please show us step by step how you did the doors. I’m new and need a guid lol
yeah, we're gonna need a link to that rover hehe.
4:21 no, only if "and" is triggered. Else it should be "any block".
Please feel free to correct my statement if needed!!!
1:26 you made a typo. You wrote "Piston Pisition %" instead of "Piston Position %"
Thank you. Did try to look it over the best I could, but it slipped past me.
I'm using a dummy miner and a event controller and a storage box. When the storage box gets below a =< I want the miner to increase its mining area by 50m. In the event controller actions it has Increase /decrease forward/backwards offset, but how do I change the distance it moves atm I think it is moving 0.5 increments which is not enough tho keep the storage box full.
How do I have a ship automatically fly to coordinates?
%thrust can also be use to make easy anti grav ship. Put just 6 thruster with each one having an event contrôler link to a grouped artificial mass an have fun
You can also try to reverse gravity to have less artificial block for moving. I shall try it later
Am I crazy or should the finction AND be called OR gate? Doesn't and require all the inputs to be true to output a signal? So if only one block is damaged, it should not trigger.
You would be correct. Threw me off when I heard it described too.
I tried to make an airlock and set it up just how you had it and went i go into it all the doors just turn off and i get locked in lol what did i do wrong?
The airlock design is flawed to a certain extent. So you should have a button either inside our outside to allow you to open the doors, if you get shut outside.
Oh for F sake, why there is 'distance to locked target' but not 'distance to beacon/gps location'. Can do a lot of amazing things but not automatic hangar doors where sensors have very limited range.
That is true. It could be added farther down the line or through mods, but still a shame it does not exist in the base game.
I believe one of the other AI control blocks does that, since the event controller is not really for moving AI grids, more to give your base thr ability to do things more effectively. But I'm sure one of the move AI control blocks has the ability to go to beacons and I think also follow antennas
I will have a look into it once I explore the AI blocks and see what I can figure out, stay tuned.
First
6:06 no, I don't think so.
Please feel free to correct my statement if needed!!!
Maybe its just me doing something wrong or the Event Controller is bugged. I tried to Setup something with a Rotor. Each 360° should start an Event but it just works once after 360°. Like "If Rotor angle equal or greater as 360° Reverse Piston" it should now Reverse the Piston every Revolution but it does not work. It just extract or retract the Piston once and that's about it.
I still rather use Easy Automation Script for that. A million times better as this shitty block.
The tolerances for the event controller can be a bit weird sometimes. If you lower it to 359 or 350° should make it more accurate.
@@AliceDoesThings404 i tried it with 0° aswell. So "If Rotor angle is equal or greater 0°. Reverse Piston.. or On/Off Light"
It should now Reverse the Piston or Turn on and off the light after each Revolution. Didn't worked. But i have to say i tried that on a Server. Maybe it was a Server Problem of some kind.
With Easy Automation I just have to write the code like
"If current angle of Rotor > 360
{
Reverse Piston
}"
And it works like a charm.
You have a deep voice alice😂
Wouldn't that be a OR gate though? weird way of them putting it but okay.
It was a mistake on my part, mixed up my words
@@AliceDoesThings404 no no mate you spoke right its the game that says AND gate
Aha! So I didn't fumble. Or better said, I said what the game was saying.
@@AliceDoesThings404 yeah but the context makes no sense since it makes the statement into an OR statement.
Since it activates when either A OR B is true
5:28 this example is not so good.
You explain like if "a" or "b" is broken, start welding.
But it is more like only if a&b are >80% stop welding.
You are telling the truth, but in the first moment I thought, why is there an "and" but he said: "or"
Jesus,. can't believe they make an "and gate" that works like a OR gate :(. quite a bad design.
Nice video though, really like your explanation about it
No, the example was bad. He told us " a or b is on". But it was "a and b if off".
The and is absolutely ok!
Second 🥈
I have a coworker named Alice that sounds just like you
plot twist: you actually are co-workers