Logic

The shortest way to describe Starship EVO's logic system is that it is a *"packet-based binary system with instantaneous transmission between tightly-coupled components,"* but what does that mean? Let's break it down:

* **"packet-based"**: Each time a logic component wants to update, for example when a switch is flipped, the component decides what the new output value should be and sends a message to the logic network with that value. This is in **stark contrast** to the kind of system seen in real life and Minecraft, where the output value is a *continuous* emission. However, the system will remember what the last input was, so there's no need to continuously repeat the signal - in effect, the system emulates real-life continuous signals without needing to continuously take up the game processing time.
* **"instantaneous transmission"**: Every time a packet is sent (when a component updates), any connected logic will receive and process that new data within the same game *"tick"* to update the entire circuit instantly. This means it can be very difficult to predict which component will activate first when an output is connected to multiple inputs at once. This can be mitigated using the Delay Gate.

### The Starship Evo Binary Laws

1. The system only supports two values, **zero**/*off/low* and **one**/*on/high*.
2. Connections are performed with the Link Tool.
3. Binary signals can be emitted by Switches, Sliders, Buttons Sensors and Event Gates.
4. Binary signals can control the states of Lights, Mechanisms, Weapons and Systems.
5. Buttons and switches can be themselves controlled by logic signals but only when connected via a timer.
6. Logic gates can be chained together to form complex systems.
7. Logic can be connected in a loop so long it's first connected through a timer.

## Signal Sources

*The following items are capable of sending a logical signal:*

## Indicator Lights

When connected to the output of a logic emitting system, will turn green if output is *on* or red if an output is *off.*

## Logic Gates

Logic gates are a singular block that contains several different logic circuits that players can use in their builds.

## Timer Gate

Adds a *delay* in the range of (

0.1
→
99999

{\displaystyle 0.1\rightarrow99999}

*seconds*) to a system. Any signal input to a Timer will be held for the length of time set in the Timer's menu before being output without change. Note that a Timer cannot hold more than one signal at once - any signals input, while it is holding, will simply be lost. Required in order to create a logical loop.

## Sequencer Gate

Sets a Mechanism to a specific position when activated/deactivated. The output can only be linked to child entity systems and will output one of two values (positions or angles) set in its menu depending on whether the input is *high* or *low*. It must be linked before set because their allowable range will only be shown in the menu once that is done.

## Warning Message Gate

Displays a message to the player who activated it.

## Event Gate

Event gates are sensory blocks that will send a logic signals when other blocks perform a specific action.

## Useful Logic

*see:List of Logic Circuits*

Players can utilize logic to build complex circuits to aid them in a multitude of ways. Some function as basic circuitry for larger devices while others are weapons that can help turn the tide of battle. The only limits are the players own imagination. The guide linked here is a list of many useful circuits and how to build them.

## Media

**Logic Guide**

**Logic Guide**