Very helpful video. Thanks! I'm so glad Empyrion doesn't force us to use "circuit blocks" to create our logic. I'm tired of making rooms just to hold, say, the door or elevator logic.
Hey Jeff, Just started playing EGS about a month ago, and your ship builds are functionally amazing and very well thought out. Your tutorials are incredibly helpful for us noobs. Thank you so much for the time and detail you put into the videos and builds. keep up the great work and keep the videos coming!
wish I would have seen these yesterday before a spend over an hr trying to use signal logic. Kicker was I did everything right i just didn't hit the active button lol.
To turn of thrusters or anything on a ship I see only two ways to place the switch. 1. on the outside of the ship...LAME. 2. Inside the ship for say an SV but that entails exiting the ship and going into the back to flip the switch,,,also LAME. I set up a hot key configuration to do it, but it seems to only work sometimes. Is there a way to move from the cockpit to the inside like there is from inside to the cockpit? I have no info on that.
Nice. That was helpful - thankyou! ... any clues on how to select multiple devices at once (so as to assign a signal)?.... I have covered a Pyramid in shutter doors and there are probably a couple of hundred I want to open/close at once. It takes forever to assign them to an input singly one by one. The other thing I want to figure is how to set up a custom signal I can use from the control panel to save me rushing back to my 'bridge' to activate them. (No panic, I'll have a search around)
Since I'm too difficult to follow, myself, I request another video showing the less known but still basic signal tricks in the game -- stuff like room lights which turn on if a door opens, without the use of sensors, or landing gear turning on sentry guns for ground defense as soon as you land, stuff like that -- can be done, I do it myself. Augh, I can't even type without using difficult to understand, run-on sentencing, and I don't even talk in my videos, bah. Need someone like Jeff to explain.
I acknowledge this is an old video and I might not get a reply. The signal logic stuff in this game really infuriate me as I find it extremely difficult to implement. I have a current build which is irritating me because I cannot get my head round doing this and that. Here is the issue v(version 1.4 Reforged Eden Scenario, if it matters). I have a Small Vessel. It is meant to be a Mining Vessel. It has retractable Turrets for defense and Retractable Landing Gear. I want to be able to turn off the retractable turrets without the mining drills retracting with them. This happens when you normally flip the turrets/weapons key in the control panel. I would prefer to be able to use this key in the CP to turn on and off the turrets and retain use of the mining drills. I would also like if possible to be able to turn off the retractable landing gear, preferably at the the same time (not necessarily deploy the gear). As it stands, the landing gear deploy whenever you go anywhere near something you can land on, obviously, but this includes mining sites. When deployed, the turrets and landing gear *get in the way* when mining, because the drills are set up in a fashion that when they dig a hole they dig a perfect silhouette of the mining vessels shape, but the landing gear and turrets are outside this silhouette. Using a enclosed cockpit design, and would prefer not to have to redesign it for a lever if possible................ Can this be done.... and how?
Great video, Jeff. I'd like to put my grow lights on a dedicated circuit using solar capacitors as the power source so that they will stay powered if the base generator runs out of fuel. Is that possible?
Hmm, I think (but would need to test this) that the sensor will pick up both friendly players and enemies and not just enemies. I do not recall seeing a setting to have them only work for just enemies, but maybe I am missing something on that. Thanks again!
Hi, this is really helpful. Thanks a lot. I have another problem with the signals. One of the biggest energy consumption are the food processor and the constructor. What i want is an activation, when i am there (weight plate) and an switch off automatically, after they finished the construction queue. The target is to be more energy efficient.Can you help me out and make a video about it?
Old problem with new solution, and might be out of scope for a (rather well done) basic tutorial vid. Me, I would be making some guesses as to when the construction queue will stop, and set up delays; if you knew a max time it should be on for, then you could set a delay circuit which initiates after you have started the constructor, which can reset itself and self manages triggers, turning off sensors where appropriate, and etc. I have a hangar door set up with something like that, illustrated in another video. Kindof an advanced, experimental concept, though. Good idea, however--I may put the triggered delay idea to use with constructors, too.
I came here hoping to figure out how to actually INSTALL A SWITCH on the wall. When I select a switch, I get an outline the size of a large block with absolutely no hint of a switch anywhere in it. Further more, I can't put that that block anywhere near the wall I want to put it on. So, if you're going to do a tutorial on switches, maybe start at the beginning...installing a switch, rather than a wall full of switches that are already in place.
Might be a block in the way. Every shape takes up a blocks space, for instance windows. It would seem there is room around a window to place stuff and things, but the window is occupying an entire block.
this made it so easy to understand brilliant thanks
Really useful, thanks. (Came back to the game after 5 years, had forgotten how to do sensors).
Thank you for keeping it simple and straight forward! I learned more from you than any other vid I watched!
Very helpful video. Thanks! I'm so glad Empyrion doesn't force us to use "circuit blocks" to create our logic. I'm tired of making rooms just to hold, say, the door or elevator logic.
Best Empyrion tutorial for wiring on the tube hands down thank you so much for this.
Good guide, I also really like the landing gantry lighting suggestion (I am going to probably steal this).
oh dear ..... were have you been all this years ...
crystal clear explanation !
Thank You Sir !
Thank you Jeff. Very simple, very clear and working fine!
Hey Jeff, Just started playing EGS about a month ago, and your ship builds are functionally amazing and very well thought out. Your tutorials are incredibly helpful for us noobs. Thank you so much for the time and detail you put into the videos and builds. keep up the great work and keep the videos coming!
Thanks for the tutorial!
BatteryAcids recently got me into the game and building my first CV!
Also fun seeing the early stages of the Beholder!
Thank you I have been struggling with this for a while now. My doors and ramps are now working in unison.👍
Thank you so much for this I never been able to get how to do these things for years. Made a base today with functional sensors :D
Great tutorial, exactly what I needed to know, simply explained. Thanks!
Thanks for the video, sets it out well and explains it so it is easy to understand.
Eleon should be paying you. IMHO
Thanks again!
great video, very well explained thank you
Thanks Jeff, I just needed that kickstart to get me going, very well explained Cheers!!!! ;)
Very helpful video - thanks a lot! Some kind of timestamp when you cover what would have been amazing. Anyways, thanks a lot! :)
Great video! Love your MCRN ships!
wish I would have seen these yesterday before a spend over an hr trying to use signal logic. Kicker was I did everything right i just didn't hit the active button lol.
Tell me about it. I did the same dang thing! :P
Haha, this comment saved me that original hour and the 40 mins of watching the vid. As soon as I read it, I slapped my forehead! Cheers!
Best reference tool ever! Good work!
Nice! This should prove popular. Thanks.
Came to see if i could learn more about switches and left with LCD trickery. Also that's a sexy leg!
Thank you so much for this, it's really helped me👍
Dude, thank you so much! I am new, and was wondering about this section. Thank you so much. Maybe one day an advanced tutorial please?
another thank you comment simple and concise
Thank you Jeff. Very handy tutorial. You rock :D
Nice. Thanks for doing this tutorial.
я благодарен тебе, что ты все объяснил. это многое мне позволит сделать в моих "квадратных" строениях :)
very straight forward and well instructed. Thank you. Great for us beginners :)
Don't forget to turn your signals on
I'm a little late, but still very helpful.Thanks!
To turn of thrusters or anything on a ship I see only two ways to place the switch. 1. on the outside of the ship...LAME. 2. Inside the ship for say an SV but that entails exiting the ship and going into the back to flip the switch,,,also LAME. I set up a hot key configuration to do it, but it seems to only work sometimes. Is there a way to move from the cockpit to the inside like there is from inside to the cockpit? I have no info on that.
Simply, thankyou!!
Sensors auto off/on thrusters but don't worked on seat pilot because all thrusters went turn off while seat pilot. Only switch worked fine.
Sequential Lights like the 1967 and 1968 Cougars and 1968 GT 500 KR Shelby's tail lights!!!
Great tutorial! Thank you very much!
Thanks JR! Peace all :)
Nice. That was helpful - thankyou! ... any clues on how to select multiple devices at once (so as to assign a signal)?.... I have covered a Pyramid in shutter doors and there are probably a couple of hundred I want to open/close at once. It takes forever to assign them to an input singly one by one.
The other thing I want to figure is how to set up a custom signal I can use from the control panel to save me rushing back to my 'bridge' to activate them. (No panic, I'll have a search around)
Since I'm too difficult to follow, myself, I request another video showing the less known but still basic signal tricks in the game -- stuff like room lights which turn on if a door opens, without the use of sensors, or landing gear turning on sentry guns for ground defense as soon as you land, stuff like that -- can be done, I do it myself. Augh, I can't even type without using difficult to understand, run-on sentencing, and I don't even talk in my videos, bah. Need someone like Jeff to explain.
In control panel we have General, Custom and Signals. What is the custom column for and how can we use it?
I acknowledge this is an old video and I might not get a reply. The signal logic stuff in this game really infuriate me as I find it extremely difficult to implement. I have a current build which is irritating me because I cannot get my head round doing this and that. Here is the issue v(version 1.4 Reforged Eden Scenario, if it matters). I have a Small Vessel. It is meant to be a Mining Vessel. It has retractable Turrets for defense and Retractable Landing Gear. I want to be able to turn off the retractable turrets without the mining drills retracting with them. This happens when you normally flip the turrets/weapons key in the control panel. I would prefer to be able to use this key in the CP to turn on and off the turrets and retain use of the mining drills. I would also like if possible to be able to turn off the retractable landing gear, preferably at the the same time (not necessarily deploy the gear). As it stands, the landing gear deploy whenever you go anywhere near something you can land on, obviously, but this includes mining sites. When deployed, the turrets and landing gear *get in the way* when mining, because the drills are set up in a fashion that when they dig a hole they dig a perfect silhouette of the mining vessels shape, but the landing gear and turrets are outside this silhouette. Using a enclosed cockpit design, and would prefer not to have to redesign it for a lever if possible................ Can this be done.... and how?
@Jeff Randall is there some sort of way that I can get my constructor to turn off once it has completed buidling say 100 blocks ?
I do not think so. You would have to set the amount. I don't think it should draw much power if not doing anything thou. And thanks!
@@jeffrandall2813 Thanks for the quick reply. btw I'm loving your MCRN work shop ships and bases especially the Tachi
Good tutorial 🙂
Heh.. Your character looks like Papa Smurf. :D
Great video, Jeff. I'd like to put my grow lights on a dedicated circuit using solar capacitors as the power source so that they will stay powered if the base generator runs out of fuel. Is that possible?
How do i make sensor activate internal turrets only for enemys??? i do want make them only appear if a enemy enters the base...
Hmm, I think (but would need to test this) that the sensor will pick up both friendly players and enemies and not just enemies. I do not recall seeing a setting to have them only work for just enemies, but maybe I am missing something on that. Thanks again!
Hi, this is really helpful. Thanks a lot. I have another problem with the signals. One of the biggest energy consumption are the food processor and the constructor. What i want is an activation, when i am there (weight plate) and an switch off automatically, after they finished the construction queue. The target is to be more energy efficient.Can you help me out and make a video about it?
Old problem with new solution, and might be out of scope for a (rather well done) basic tutorial vid. Me, I would be making some guesses as to when the construction queue will stop, and set up delays; if you knew a max time it should be on for, then you could set a delay circuit which initiates after you have started the constructor, which can reset itself and self manages triggers, turning off sensors where appropriate, and etc. I have a hangar door set up with something like that, illustrated in another video. Kindof an advanced, experimental concept, though. Good idea, however--I may put the triggered delay idea to use with constructors, too.
Thank you for going slow enough to see and understand what you are doing! LOL
Yes, he is very easy to follow, even though he's one of the most artful builders for the game. No, seriously.
Grateful...
Way am i getting loops and forget all lights. V 10.5.0 ????
You did't say any thing about not putting any signal on the sensor itself or were it's not suppose to be.
I came here hoping to figure out how to actually INSTALL A SWITCH on the wall. When I select a switch, I get an outline the size of a large block with absolutely no hint of a switch anywhere in it. Further more, I can't put that that block anywhere near the wall I want to put it on. So, if you're going to do a tutorial on switches, maybe start at the beginning...installing a switch, rather than a wall full of switches that are already in place.
Might be a block in the way. Every shape takes up a blocks space, for instance windows. It would seem there is room around a window to place stuff and things, but the window is occupying an entire block.
If it weren't for this video I would have done bad things... lol
Good video with solid advice. But PLEASE stop shaking your mouse around when you are trying to make a point...makes my head swim.