I’ve had great success deleting circuit boards by pressing the Grab key (G) and then pressing the Remove key (R). Sometimes I need to press Z to select the base board of either single or multiple boards before pressing the Grab/Remove keys.
However, it sounds like you’ve been playing for a while and are probably already familiar with these key sequences; in which case I wouldn’t have any other suggestions. I’m currently playing on the latest patch v0.90.3 (0.90.3.14, build 7809) and I’m not experiencing any issues with deleting either main or subordinate assemblies.
Thank you @whisper for posting this server hosting tutorial, it’s a great start for those that want to run a dedicated server!
I’m experiencing some difficulties getting the server up and running on my Ubuntu box, and wanted to confirm a few things.
Issue 1: I noticed that the linux distribution of the dedicated server was missing the “config.succ” file, so I created a customized configuration referencing the stock configuration found within the game client folder “..\Steam\SteamApps\common\Logic World\config.succ” and saved it to the “~/home/config.succ” location on my linux server. However the dedicated server doesn’t appear to use the configuration file on launch, since I specified a custom “DefaultSave” (among other values) and none of custom values are displayed by the server.
Issue 2: The main issue that I’m having is that I’m not able to connect to the server from the game client. I’ve ensured that port 43531 is open within iptables using the UDP protocol, my router is configured to port-forward all request for that port to my linux server, but the (IPv4 and IPV6) connections still fail even when both TCP and UDP are enabled for that port. The server does indicate that it is “Listening on 43531 using protocol IPv6_DualStack”, so it’s my understanding that IPv4 traffic should be allowed (although my IPv6 addressing attempts also failed).
Any tips would be greatly appreciated.
Thank you @LexxyDrexxy for the logic gate share! I quite like the optimized NOR gate design - I’m not sure why I didn’t think of doing it that way to begin with. 🤔
Thank you for the edited reply with the tip about the logicscript system, I’ll see if there’s anything documented for the game - but I still believe that an OR logic gate is needed as a stock item within the game’s tool set.
As far as your comment “Personally, since the game already provides instant-OR-gates by just using wires, I do not see much point in OR gates.”, many people make the same assumption about just connecting wires in electronics to create a pseudo-OR logic gate. However this methodology allows for reverse signal propagation through the rest of the circuit, potentially changing the decision state of another logic gate that appears earlier in the logic time flow. In electronics it is best to use two parallel NPN transistors to prevent reverse signal propagation in much the same way as is evident within Logic World within some instances where the OR gate would prove useful.
Hello @michaeljhuman, I just joined the forum today and noticed that nobody has responded to this thread, so I thought that I’d try to provide a solution. (Please see my post on imgur to help with illustration purposes: https://imgur.com/a/ayEEoHo )
You may invert the trigger signal with a NOT gate, and feed both the signal and the inverse signal into an AND logic gate to create a 1-tick pulse that may be used to trigger a D-Latch by sending the signal to both the input line and set state node on top of the D-Latch. The D-Latch is needed to sustain the signal long enough to trigger one or more delayer components needed for the desired output pulse.
Please note that the Delayer in Logic World requires a low signal equal or greater to the set delay length before the Delayer will trigger (this is a game design choice). For instance, a 10 tick delay would require a low signal for 10 ticks prior to the delay being initiated, resulting in a total delay of 20 ticks.
Once the delayer parses the signal, it will in turn disable the D-Latch component when tied to the set state node on top of the D-Latch. Joined trace leads before and after the Delayer(s) may be used to customize the pulse duration. For instance, if you wish for the sustained signal to be outputted as soon as the D-Latch is triggered, then you would need a lead between the D-Latch and the Delayer to initialize the output signal (node #1 on my example). If you wish the sustained signal to only be outputted for the duration specified on the Delayer component, then you only need a trace lead to be attached to the output node of the delayer (node #2 on my example). If you wish to have the output signal triggered immediately and only last the duration of the time specified on the Delayer, then do not connect a trace to the output node (node #2 in my example) of the Delayer.
Hopefully this help with the issue, please let me know if you have any questions.
Thank you @Ecconia for the feedback, but I would like to raise this request to the attention of @Jimmy or the other game developers.
My comment concerning the OR logic gates using the same physical parameters as an AND logic gate was merely a suggestion to help ease integration into the game. A simple colored band around the middle of the OR logic gate would suffice in differentiating it from the normal AND logic gate. So yes, I agree that there should be a way to easily distinguish AND from OR logic gates within the game.
If the goal of Logic World is to help provide an interface to both entertain and teach people logical designs as commonly used elsewhere in the electronics/computer industry, then why shouldn’t one of the basic building blocks of logic design NOT be included within the game? It’s somewhat akin to a toy manufacturer providing all the parts needed to build a toy vehicle except for the wheels. “Why should anyone need wheels when they have skids or axles instead? Just build it larger, and use multiple fender parts to make some huge wheels for your toy vehicle; problem solved!” I have been eagerly awaiting the release of Logic World, and I love the game despite some bugs and other issues (it IS early-access, after all). So I do not wish to see Mouse Hat Games lose potential game sales from something that could easily be added to the game so that it may be used in schools to more readily teach people about the basic concepts of digital electronics.
As to the point about modifying the game, or leveraging the mods aspect that is still under development: I have no problem with disassembling the game DLL files and creating my own objects/code, but I’d rather not waste time managing my own GitHub library for the game and updating it to be compatible with each new release. I’ve done it before, and it quickly becomes a headache after a while (especially after hot-fixes). Not to mention that such extremes should not be required for this type of request.
I’ve created a post on imgur ( https://imgur.com/a/k0bUv1M ) to help illustrate the point that I’m trying to make using what should be a simple 4-bit binary to hexadecimal conversion circuit, centered around 9 NOR logic gates, and 15 AND logic gates. You’ll see that the circuit portion required for the NOR logic gates is comprised of 54 logical components for the 4-bits of data, and this would grow nearly exponentially if one were to attempt to design a 16-bit de-multiplexer within the game; even with leveraging Karnaugh Maps to help decrease the need for superfluous logical components.