[PSO2:NGS] 7 Useful Setups for the Creative Space Connect System

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  • Опубліковано 5 вер 2024

КОМЕНТАРІ • 67

  • @waterboiledpizza
    @waterboiledpizza Рік тому +11

    Teaching Computer Science in Creative Space, impressive

  • @andrewlord1864
    @andrewlord1864 Рік тому +6

    Just barely started on CS, but it is definitely impressive. Great simple guide to help those like me!

  • @VonHunter21
    @VonHunter21 Рік тому +1

    Nice, dood!
    Glad you were able to give your take on this, the game itself does little to nothing in explaining how it works.
    Thank you so much!

  • @GgenN
    @GgenN Рік тому +1

    wow thanks for this guide!! was cracking my smol head on how to get these to work. now looking at it it kinda reminds me of Starbound

  •  Рік тому +1

    I really needed that OR statement, thanks!

  • @whitesaint
    @whitesaint Рік тому +1

    Good job on the video and outlining things.
    Sega needs to add a catalogue so people can find specific creative spaces based on their purpose such as:
    1) Game
    2) Building
    3) Etc.
    This way people can enjoy what they want. Right now, you jump into a space and it's kind of random.
    Also, the builders need to get credit, whether it's Genesis points or what for people coming to their space. Otherwise, it may not drum up as much content. Sega needs to incentivize creativity. If the game already has that then disregard, I might have missed it. Just my $0.02.

  • @Lakosius
    @Lakosius Рік тому +1

    I like those redstone circuits for logic gates , now make an RS NOR Latch

  • @theoaremevano3227
    @theoaremevano3227 Рік тому +2

    I recently got the Sonic Boost Ring from the shop and found out that it's... kinda meta, if you're like me and building a massive structure, because it works in build mode. You can get around so much faster while you're building an insane amount of stuff. XD

  • @zenpowersgaming5511
    @zenpowersgaming5511 Рік тому +1

    Phenomenal video! Thank you for taking the time to explain this. Very cool!!

  • @paladiah
    @paladiah Рік тому +1

    ty for the video ! SUper informative and thank you for your time to break down the functions and explaining everything! best video on creative space for sure !

  • @yumikodesu
    @yumikodesu Рік тому

    Thanks for the ideas! I'd love it if we started making technical schematics/diagrams to explain the trigger i/o setups in these.

  • @WeebDragon42069
    @WeebDragon42069 Рік тому +2

    My base is insaneeeeeeee

    • @AyaChible
      @AyaChible Рік тому

      you're in ship 2? what's your ID?

  • @Adam-bc1un
    @Adam-bc1un Рік тому +1

    can u make a guide of a looping systems using the delay cube? i want a door that uses 4 different doors that opens in succession with a delay cube and im having too much trouble with the connect system

  • @cyrilleyelibi
    @cyrilleyelibi Рік тому +1

    Nice video!!!!

  • @iiitzshinobiii
    @iiitzshinobiii Рік тому

    Thanks you I need this information 👍🏼. I was struggling to understand these functions on my own😂

  • @zXDaishiXz
    @zXDaishiXz Рік тому +1

    Is it possible to make normal blocks interact with this? I would love to make a path that only reveals after being activated.

  • @nanniatheneko4524
    @nanniatheneko4524 Рік тому

    As far as connects go on the same ID. It is doing what you guess where it is sending the ID to the object and just activating both Options. For things where access is revoked until the animation is finished it will work with the same ID. For an option that doesnt have an animation it just activates both as both options are avalible upon receiving the connect so it is showing and hiding as there is a priority. Which is conveinetly listed in its list. Meaning if a door has disable connects on the same ID as open and close it will disable first then not do anything else. Down the list in the object and as you said down the list of IDs where the ID priority is priotized ober function priority.

  • @SirPlocks
    @SirPlocks Рік тому

    The one thing I wanted to do is make my decorys salute and greet u when u walked by but I haven't quite figured out how or even if I can

  • @SuperDifference
    @SuperDifference Рік тому

    Killer video. Great job.

  • @RatikusuCh
    @RatikusuCh Рік тому

    I'm going to be busy with building a tower full of these logic circuits.

  • @LoneKuroRaifu
    @LoneKuroRaifu Рік тому

    Ah. Never used the randomizer but I guess you'd just change the id to the show function on the blocks since there's a same id issue. As for the timer i having tried it yet but was planning on using it for sure, especially now with the randomizer so I can make platforms appear at random intervals X)

  • @FeignJurai
    @FeignJurai Рік тому

    I'll definitely try and see what happens when I get home, but what happens when you have a teleporter that has been engulfed in terrain? Does it let you clip under the map, or does it disallow you from teleporting to it?

  • @ReOnion
    @ReOnion Рік тому

    Excessive number of connect transmissions thingy seem to be a bit too easy to trigger. That might end up limiting anyone who wants to make something at a larger scale/something that's more advanced

  • @alester15
    @alester15 Рік тому

    is it possible to make it so the switches don't make sounds when you trigger them? I've noticed some people have it that way

  • @blackwolf-tf4qz
    @blackwolf-tf4qz Рік тому

    i gota bit of a problem and need help
    so i got the sonic rings but once i collect them in my creative space i want them to respawn at a minimum of 4 seconds or at least reset them if i interact with my house door
    and i cant for the life of me figure out how to do that. so if your able to help me on this thanks

  • @mkpsyops
    @mkpsyops Рік тому

    Thank you this was a great help to me. I have updrafters tied to switches that work but when I leave my CS and come back they are on again, is there anyway to change that?

    • @CriticasterQ
      @CriticasterQ  Рік тому +1

      If you want the default to be off for when you enter the Creative Space, you must manually turn them off in the settings menu of the object.
      So just leave and reenter then flick off the updrafters that way and it should work

    • @mkpsyops
      @mkpsyops Рік тому

      @@CriticasterQ Ty so much for reply I really appreciate, that did it!

  • @dero4378
    @dero4378 Рік тому

    you cant do custom texts with the text display cube?

  • @hotrodasaurus4195
    @hotrodasaurus4195 Рік тому

    I could've sworn there was a way to use Connect ID's to turn on lights. But I can't find any info on it. Has anybody heard anything?

  • @aleca8910
    @aleca8910 Рік тому

    It's not pso2 but the system great. It's very interesting.

  • @TheRobertR
    @TheRobertR Рік тому

    Hello, I see on some peoples creative space information block things that people are able to download them, how do you do this?

    • @cericat
      @cericat Рік тому

      If you do Arke's quests she walks you through that It basically is just a 3D selector you define around what you want in the design using the terminal which is in your MMB/RB/R1 menu.

  • @matty4z
    @matty4z Рік тому

    does anyone know how to get the "decoy character" to pose emote? Iv seen creative spaces where this is used??

    • @FeignJurai
      @FeignJurai Рік тому

      I've tried every trick I can think of and they still only use Idle Change Motions... Some of the stuff I've seen uses some really obscure motions though.

    • @matty4z
      @matty4z Рік тому

      @@FeignJurai I seen some decoys using the emote "pole dance" used in a "night club" I'll have to try wait for that world owner and ask them "how U do it??"

  • @aleca8910
    @aleca8910 Рік тому

    Is there a way to set those condition check cubes invisible out of edit mode?

  • @lostboi8825
    @lostboi8825 Рік тому

    RPGMAKER X PSONGS :D

  • @SnowTerebi
    @SnowTerebi Рік тому

    For the XOR, can't you do something like either of the button opens the door, but the two buttons also connect to an AND gate which negates the condition and close the door? Or the single button press will take the priority?

    • @CriticasterQ
      @CriticasterQ  Рік тому

      That’s exactly what I did lol, the 2 cubes in front are the OR statement and the one in the corner is the AND statement which shuts down the system. You can mess with it to do other things if you didn’t want it to shut the whole system down

    • @SnowTerebi
      @SnowTerebi Рік тому

      @@CriticasterQ Uh, ok I might've thought it on a re-usable base. So can the cube in the corner not just close the door without render the entire logic gate not usable until you reset the whole thing?

    • @CriticasterQ
      @CriticasterQ  Рік тому +1

      @@SnowTerebi The problem is that the door just does the opposite of its current state if you let the other buttons freely open and close it. So the kill switch either kills it before it goes into the next state or it kills it without letting it continue.
      Another option is to have 2 doors stacked on top of eachother so 1 door can be freely open and closed while the other is hidden with collision off until you press a 2nd button which does the opposite while also hiding door #1

    • @SnowTerebi
      @SnowTerebi Рік тому

      @@CriticasterQ hmmm, lemme try it out.

    • @SnowTerebi
      @SnowTerebi Рік тому

      @@CriticasterQ Ok I think the Combo Cube is actually not an AND gate, but is just an OR gate. So we have to make our own AND gate.
      nvm I didn't know you have to reset the Combo Cube...

  • @kassie2k4
    @kassie2k4 Рік тому

    please sega undo/redo/duplicate; select multiple (without just one by one button presses), select all same object, deselect ofcourse for those, and also... very importantly, only the creative space owner should ever be able to do a full reset, a couple of my friends now hate eachother because one of them reset the creative space

  • @matty4z
    @matty4z Рік тому

    I realy wish you could put custom text in the "text display cube" the only way I was about to do something like that was to use an invisible "decoy" and make it talk whenever an activator item was used but now think I'll use the "data pod" like you did - its simple looking

  • @shin-ishikiri-no
    @shin-ishikiri-no 11 місяців тому

    How do you even enter this mode?

  • @GamerGeekNerdEh
    @GamerGeekNerdEh Рік тому

    How to I give permission to edit?

  • @pineapple_kieaser
    @pineapple_kieaser Рік тому

    edit: doesnt work
    10:23
    the solution without the timer involves 8 combine cube
    Switch 1: Send 001 when turned on, send 011 when turned off
    Switch 2: Send 002 when turned on, send 012 when turned off
    Switch 3: Send 003 when turned on, send 013 when turned off
    Combine cube 1: When received 001 & 001, send 021, reset received content by 011
    Combine cube 2: When received 002 & 002, send 022, reset received content by 012
    Combine cube 3: When received 003 & 003, send 023, reset received content by 013
    Combine cube A: When received 021 & 022, send 024
    Combine cube B: When received 023 & 024, send 025 (goal activate)
    Combine cube 1R: Default connect send/receive disabled, enabled by 025, disabled by 026. When received 011 & 011, send 026 (goal deactivate)
    Combine cube 2R: Default connect send/receive disabled, enabled by 025, disabled by 026. When received 012 & 012, send 026 (goal deactivate)
    Combine cube 3R: Default connect send/receive disabled, enabled by 025, disabled by 026. When received 013 & 013, send 026 (goal deactivate)
    If you proceed with only 2x combine cube that inputs 001 & 002 to output 004, and inputs 003 & 004 to output the goal, it'll create a problem where since 001~003 have been activated once, deactivating two or all of them and then activating any one will still trigger the goal condition, despite only one or two switches are on. To solve that problem, you just need to include Combine cube 1~3 in my example to check the state of the button.
    There's also the problem that giving reset received content to combine cube B would clear the cacha but wouldn't take back the 025 that is already sent and executed by other contraptions, so to solve this, setup combine cubes 1R~3R that only wake up upon 025 is received, and once either switch is turned off, send a signal 026 to close doors, hide goal or reset contraptions, etc, then goes back to sleep.

    • @CriticasterQ
      @CriticasterQ  Рік тому

      Unfortunately because Combine cube A & B don’t have a reset to their caches, it does not work. Because if you switch on Switch 1 for example which eventually gives Combine Cube A the 21 function, it never lets it go.
      I believe if you get another set of cubes just for A & Bs cache resets, it then may work
      Edit: It also isn't easily expandable as the timer would've been if it worked and the other method with the count up cube is way easier with little drawback. Each switch that you add to the system requires more and more combine cubes to where it isn't worth because of the build part limit in Creative Spaces

    • @pineapple_kieaser
      @pineapple_kieaser Рік тому

      this should work:
      Switch 1: Send 001 when turned on, send 011 when turned off
      Switch 2: Send 002 when turned on, send 012 when turned off
      Switch 3: Send 003 when turned on, send 013 when turned off
      Combine cube 1: When received 001 & 001, send 004
      Combine cube 2: When received 002 & 002, send 004
      Combine cube 3: When received 003 & 003, send 004
      Combine cube R1: When received 011 & 011, send 004
      Combine cube R2: When received 012 & 012, send 004
      Combine cube R3: When received 013 & 013, send 004
      Combine cube roll call 1: When received 001 & 004, send 005, reset received content by 011
      Combine cube roll call 2: When received 002 & 004, send 005, reset received content by 012
      Combine cube roll call 3: When received 003 & 004, send 005, reset received content by 013
      Counter: When received 005, count++. Send 006 (activate goal) when count=3. Reset count by 004
      Contraption: Deactivate by 004
      now the complexity is 3(x), and the combine cube 1~3 and R1~R3 can be other cubes like sound effect cube, as long as they support an input and output

    • @CriticasterQ
      @CriticasterQ  Рік тому

      @@pineapple_kieaser The counter would never get to 3 with this set up because of the 004's earlier in. They would reset it everytime the counter would get an increase

    • @pineapple_kieaser
      @pineapple_kieaser Рік тому +1

      It works for me, see if it works for you or not

    • @LooseBrieFactory
      @LooseBrieFactory Рік тому +1

      ​@@pineapple_kieaser Didn't work for me. The count would jump to 3 as soon as I hit the 2nd switch.
      This is my own solution for a door that requires all 3 switches to be ON in order to open. Note that the below doesn't require a Count Cube, and I just outright ignore the Reset trigger (which I find to be undesirable in many cases because it doesn't properly account for the state of the entire logic circuit).
      3 Access Switches
      8 Combo Cubes
      1 output build part (e.g. Ael - Large Entryway)
      Access Switch #1: ON = 001, OFF = 011
      Access Switch #2: ON = 002, OFF = 012
      Access Switch #3: ON = 003, OFF = 013
      Combo Cube #1: RECEIVE = 011 & 011, SEND = 014
      Combo Cube #2: RECEIVE = 012 & 012, SEND = 014
      Combo Cube #3: RECEIVE = 013 & 013, SEND = 015
      Combo Cube #4: RECEIVE = 014 & 014, SEND = 015
      Combo Cube #5: DEFAULT SEND/RECEIVE CONNECTS OFF, DISABLE = 012, ENABLE = 002, RECEIVE = 001 & 001, SEND = 004
      Combo Cube #6: DEFAULT SEND/RECEIVE CONNECTS OFF, DISABLE = 011, ENABLE = 001, RECEIVE = 002 & 002, SEND = 004
      Combo Cube #7: DEFAULT SEND/RECEIVE CONNECTS OFF, DISABLE = 013, ENABLE = 003, RECEIVE = 004 & 004, SEND = 005
      Combo Cube #8: DEFAULT SEND/RECEIVE CONNECTS OFF, DISABLE = 014, ENABLE = 004, RECEIVE = 003 & 003, SEND = 005
      Door: OPEN = 005, CLOSE = 015

  • @LonelyWindofstars
    @LonelyWindofstars Рік тому

    I'm mildly disheartened that I didn't see a single teleporter throughout the whole video. I wish even those were more straightforward-- but they're actually not, and I can't get one set of teleporters to function with just one another instead of the other set of teleporters and will just get warped to any of them randomly no matter how I toggle the functions. SEGA really should have been more clear about these features and how they work.. ;_;

    • @CriticasterQ
      @CriticasterQ  Рік тому +1

      You just have to change the linked teleporter number to match whatever 2 you want to teleport between. Should be the 5th option up top in build parts settings.
      Don't need to do anything with the connect system for them to function

    • @LonelyWindofstars
      @LonelyWindofstars Рік тому

      @@CriticasterQ Ooof,, I don't know how I overlooked that so easily, my bad! Thank you so so much~

  • @daugintas1
    @daugintas1 Рік тому

    not for me

  • @VonHunter21
    @VonHunter21 Рік тому +1

    Nice, dood!
    Glad you were able to give your take on this, the game itself does little to nothing in explaining how it works.
    Thank you so much!