Wires system: Difference between revisions
SkimnerPhi (talk | contribs) m Use inline signal template |
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== Signals == | == Signals == | ||
All wires buildings operate upon '''signals''', which represent items or other useful information. The default state of a wire is null {{Signal|null}}, or the absence of a signal. Depending on the building, signals can be categorized into several groups: | All wires buildings operate upon '''signals''', which represent items or other useful information. The default state of a wire is null {{Signal|null|inline}}, or the absence of a signal. Depending on the building, signals can be categorized into several groups: | ||
{| class="wikitable" | {| class="wikitable" | ||
|+Signal types | |+Signal types | ||
Latest revision as of 02:59, 3 February 2026
Unlocked progressively from levels 20–25, the wires system allows for automated controls of factories. Intended to be used in Make Anything Machines for completing freeplay levels, wire circuits are powerful tools that can do anything from controlling belt flow to emulating entire computers.
Wires layer
The wires layer, accessible by pressing E Switch layers, is a parallel surface for placing wires & logic components. Because it is separate from the regular layer, wires can be built overlapping the rest of the factory, bar any buildings with additional wire controls such as storage and switches.
Wires
Wires are responsible for carrying signals between buildings, equivalent to how belts transport items for the regular layer. Signals are transmitted instantly to any connected wire of matching color, irrespective of distance, in any direction. Wire crossings can be used to bridge over unconnected wires.
Connected wires are highlighted with a blue outline when the cursor is hovered over a network, and the current signal is displayed as a tooltip near the cursor. Pressing Z Wires: Copy value below cursor while hovering over a wire will copy the current signal to the system clipboard.
Signals
All wires buildings operate upon signals, which represent items or other useful information. The default state of a wire is null
, or the absence of a signal. Depending on the building, signals can be categorized into several groups:
Conflict
is a special case that only occurs when two or more unique non-null signals are output onto the same wire network. Connected wires turn red, and any building with a connected input will cease functioning. While it is presented as an error state to be avoided, conflict
can be a useful tool in advanced designs.
Buildings
Wire buildings all have a combination of inputs, displayed as grey knobs on the side, and outputs, shown as white squares protruding from the edge. When the input requirements of a building are met, the corresponding outputs will be generated on the next tick. A building with a conflict input will always output null
.
| Building | Inputs | Outputs | ||||
|---|---|---|---|---|---|---|
| Constant signal | any | |||||
| Transistor | any | Boolean¹ | any | |||
| AND gate | Boolean¹ | Boolean¹ | Boolean | |||
| NOT gate | Boolean¹ | Boolean | ||||
| OR gate | Boolean¹ | Boolean¹ | Boolean | |||
| XOR gate | Boolean¹ | Boolean¹ | Boolean | |||
| Compare | any | any | Boolean | |||
| Shape analyzer | Shape | Shape | Color | |||
| Virtual cutter | Shape | Shape | Shape | |||
| Virtual rotator | Shape | Shape | ||||
| Virtual unstacker | Shape | Shape | Shape | |||
| Virtual stacker | Shape | Shape | Shape | |||
| Virtual painter | Color | Shape | Shape | |||
| Hub | Shape | |||||
| Painter (quad)² | Bool¹ | Bool¹ | Bool¹ | Bool¹ | ||
| Storage | Boolean | Shape | ||||
| Belt reader | Boolean | Shape | ||||
| Switch | Boolean | |||||
| Filter | any | |||||
| Display | any | |||||
¹ Boolean inputs accept any signal type and use the "truthy" signal property.
² Quad painters require at least one truthy signal to function.