you guys know like, those green text in scripts that usually tell you what the code does example -- don't config this or you'll break the whole thing imagine the pain that is when you delete one of those comments that usually don't affect the script in the slightest and now the script doesn't work
It's so real. I have a game half-finished that I've put off working on for years cause it really feels like stacking more stuff on a house of cards. It WORKS right now, why risk it
Don't usually comment but here's a few suggestions: 1. A smoke generator could show when gas is being used. 2. Random other parts besides the wheels falling off could give a sense of how risky the other players have been, while not impacting their driving that much. 3. Hidden torches lighting up or fireworks going off randomly (facing into the car so they explode immediately) as "fires" might also be fun. 4. Maybe color all the logic blocks you already have some crazy color so you don't accidentally remove any of them while making changes. This is a really fun idea, impressive with the logic you've done so far!
@@Pale_Kingg It has nothing to do with copyright. Even with credit, by using copyrighted music you essentialy give up all income from the video and you are still capable of receiving a strike. It is up to the company really. You can't upload a movie, give credit and consider it "your" video, same thing applies to even clips of video or music because that is how the industry goes about copyright. Most likely scenario is, he put the info there so people can find the tracks if they like the music.
its actually something I suggested a few videos back because some of the songs used were really cool, but we had no way of finding those songs isolated. Its not copyright related
13:45 you could multiply the output of the random block by the output of the and gate. if the and gate is on, you're multiplying by 1 passing through the value, but if the and gate is off, you're multiplying by 0 blocking the value
or, he could save the number in an accumulator that resets to 0 a tick before a new random number, so that the value stays constant for the whole second. additionally he could also decrease the random time to like a 4th of a second to make feathering not viable. you would need to decrease the random chance though
also, personally i would think it would make it more balanced, if there were a threshold where the car cant overheat, lets say below 10 on the "temperature" scale. that way you can have a small safe zone where you dont feel as if you lost because of a bad roll and not because you didnt drive well enough
Editor deserves an award. I said this last time, but they are THE best editor on UA-cam, without question! Thanks for taking my suggestion on putting references of music. its really subtle and out of the way but still enough to notice it if you want to. Also your logic graphics (And just graphics in general) are absolutely amazing!
the random detachment selector can be a rounded random number from 1-4 inclusive, then you only need one equals per wheel :) should be cheaper, parts wise
This kind of stuff makes me appreciate games like Stormworks' logic system way more, because trying to make complex logic systems in Trailmakers is insane.
13:20 You could either multiply the value of it by 0.01, or divide the value by 100 so that it'll work with all old blocks, and then after it comes out of the AND gate, just multiply it by 100 again. That's what i am doing all the time - My mistake, my brain wasn't braining, you have to use a XOR, not a AND gate, so that while you're not pressing W, it will be locked by 2 signals into the XOR, if you drive, the 2 signals turn off. That's how you do it, but you still need to multiply or divide the value, so that it'll work (14:25 exactly what i did here) - To the Editor if you maybe listen to this, you are doing a great job, and i was wondering what Programm / Website you use to make those Logic diagramms. Also, at 17:56 i really enjoyed, that you have picked a masterwork from Divine, but maybe you check out "Allegiance" by them, that's even a cooler one than the one you've used.
The explosion range seems super small, and an explosion chance of 0.5% is actually on average like 3 seconds. I personally would lower the explosion chance threshhold to 65, and up the comparison to like 0.985
Do a multiplayer Monday but you and 3 others each make a quarter of a hide and seek map. You could do a series of you building it, and once everyone is done you join them together. You wouldn’t be able to hide in your own section but you could team with others. Tag or sardines might also work well depending on the size of the map.
Maybe you could add aesthetic debris that falls off, like a steering wheel, a roof, or some mirrors. You could try leaving some of the pieces as loose obstacles on the track for some funny interactions
33:02 For light panels, the input value they _receive_ from 0.00 to 1.00 will determine their color as if circling around the color wheel, as your editor demonstrated. Since red is both the 'start' and 'end' point, the colors you transition through is determined solely by whether you're increasing or decreasing the input value pointed at the light panel This can be visually demonstrated very easily by creating an accumulator with min/max values of 0.00 and 1.00 and simply pointing it at a light panel (use a small scale value like 0.20 to see the transition more clearly). Starting at 0.50 sets the panel to turquoise and adding positive value (moving towards 1.00) will transition to blue to purple to pink to red, while adding negative value (moving towards 0.00) will transition to green to yellow to orange to red. If you want a light panel to switch between specific colors immediately then your input values simply need to be predetermined (ex: 0.2, 0.6, 0.35, etc) One cool thing you can do with this is set up an array of distance sensors set to Normalize (clamping their output from 0.00 to 1.00) and connect them to a corresponding array of light panels, resulting in a real time heat map of objects in front of them (ie: basically a LIDAR scanner)
(About the lidar thing at the end) do you mean connecting the distance sensors to the light blocks or actually physically pointing them at the light blocks? Because i could understand how connecting them would work but i dont understand how pointing them at eachother would work for lidar, aside from maybe if theres a special interaction between distance sensors and color blocks like it detects blue as far away and red as close or something like that, but that doesnt sound like something that they would make be a thing without making it obvious that its a feature
@@jc_art_ Yeah, that was bad phrasing on my part, lol. When I say one logic block is "pointing" at another, I just mean it's connected to it. In my example, the distance sensors would be attached to the front of a vehicle and physically pointed (oriented) at the terrain in front of it, the light panel array would then display a real time heat map of how near or far the terrain is
I have never heard someone trying to make a car fall apart but the funny thing is that you do all the work and I just build what you build. Love the videos keep up the amazing work
An idea that might make multiplier more fun is what if you made another version of the car with just the basics so you guys get like a minute to build the car around the logic. That way, you all also have the aspect of making a better areo dynamic car. On top of that, you could do like an evolution where after each race, you guys could get some time to make your cars better. I don't know if that sounds like a good video, but I think it sounds fun to watch 😂
Great build and video, I know that this build pushed logic boundaries, but it made me think of two games I used to play. They were called Nitronic Rush and Distance, in those games you control a virtual car (which acts as the anti-virus) inside a computer that has been infected by a virus and your vehicle is equipped with boosters, but your vehicle heats up the more you use your boosters and if you push it too hard it will explode. The vehicles have forward boost along with rotational thrust on each door as well as downward thrust to help you plant yourself onto wall rides. In order to keep yourself from blowing up the player can perform tricks to lower the heat gauge, which would be interesting if such a system could be implemented here. Not even sure if it is possible, if you're interested in seeing how it works Nitronic Rush is free, so if you're interested in seeing it firsthand you can easily do so. Made this post already too long, will look forward to seeing if this makes it into a video. I know there are a lot of ideas thrown around, so I know that not all of them can be gotten to.
you can switch the randomizer for the part picking to only whole numbers and set the threshold to only the number of detachable parts, this way you can add more detachable parts if you want.
3 things: 1. nobody is ever going to explode because it's incredibly hard to even get to that point, you had to essentially lock yourself into not moving for several seconds after you had lost all your wheels to accomplish it. Instead I propose you have a *higher chance to explode the longer it takes you to complete the race*. Therefore you are incentivized to go fast, but going fast causes your wheels to fall off! you now have to balance everything more. 2. random wheel selection can simply be a randomizer from 0.00 to 0.03. no need for anything more fancy, no rounding, nothing. 3. when you're trying to work through all of this logic, it might be easier for you to write it down (it would definitely make it easier for the viewer to understand what you're trying to accomplish). When you write down what you're trying to accomplish, you can work backwards through the logic. So "I want the wheels to fall off if this happens" and "I want a chance to explode if this happens" are two different statements and thus you immediately realize that they would be checked separately. the same for many other parts of the system. anyway, it looks fun! can't wait to see an actual race.
the song icon in the bottom left is YES edit: after watching the whole video its a litle distracting making it fade in and out instead of sliding in may be less distracting 😉
Maybe because its new, its distracting since your not used to it? I don’t know other ways he can make it noticeable but also not distracting… I think he keeps this style for a while before experimenting but idk
@McSeal maybe making it so that when you destroy a logic block, you're playing will explode so you will be encouraged to protect your logic that is also destroying you to not lose too early and have a fighting chance of winning before your inevitable Doom of falling down to the ground.
The way you have things set up its basically guaranteed to detatch a wheel when you hit the threshold you could use 0-10, 25-35, 50-60 and 75-90 for example to make it a chance a wheel falls off rather than guaranteeing it, it could make for a more interesting dynamic for a multiplayer race
Great video! Maybe you can add parts falling off, not only wheels. For example having 10 different parts with 10% chance each (or set personalized numbers for each element). The parts falling off might be: -wheels (functionality) -weight or spoilers (change balance and hence the driveability) -aestethic parts (lucky spin where you can still drive normally)
ScrapMan at 14:00 like: I need something like an and-gate, but it should just use the number not the and-gate output. Me screaming at my phone screen: It exists! It's called multiplication!!! The easy solution would've been to keep the randomizer at a fixed range and change the value being compared against. That's how weighted coinflips are performed in computers. You'd get the function: Rand(0, 100) < accumulator
Scrapman, this was officially your final exam to becoming a logic gate professional!! This was no easy task and you did it in a fair amount of time, not only using trial and error but also thinking about what you're going to try lol amazing video. You no longer have the privilege of blaming your logic failure on your experience hahaha
You should do a challenge where there is a custom map with a race track made of only mud and have a bunch of sharp turns and zigzags. But your cars can only use racing wheels. PS this is in trailmakers
this car idea has definitely evolved beyond what my feeble mind can only hope to comprehend but i believe it can go a step or two further one being the randomised chance to shoot & the other a random chance to activate a thruster (probably sounds pointless but it allows "some" movement if you loose every wheel)
Two takeaways: First I would love to see a MM race with these AND/OR starting a new series where you, Cosmo, and Kan all have a weekend to make something really cool/complex with logic and vote to see whos is better.
What if you did this but with the spiky hedgehog sticky bomb car thing where you have a chance to shoot out a explosive spike instead, and with more wheels that are different, so you have good and bad wheels with equal chance
I got an idea.👍 Try making something else fall of too not just the wheels, like maybe a spoiler or a hood. Maybe a low chance of an engine to fall of too by putting more logic like the randomiser.
I am no expert at logic gates, but I may have some solutions to make this a bit more of a reliable system that gives expected output and increase the randomness, while also making the vehicle function longer so that, if used by friends, it would incite even more tension lol If you set the primary accumulator threshold between 0 and 50 and the primary randomizer threshold between 0 and 50, and use the arithmetic block to add those values, you can adjust the chances of wheel detachment and overheat explosion between the values of 0 and 100 instead of 0-150, and provides greater value clamping than your current values - because you increase chance relative to a scale of 100 rather than 150. In theory, having a maximum total threshold of 150 (even if the threshold of the number display for the total value of the accumulator and randomizer is 100) you are ultimately working with a scale of 150, and thereby already take off with a 33% increased chance of reaching overheat thresholds. By setting the separate values between values that both total 100, you can clamp the overheat chances more accurately. By doing this, it would allow you to adjust chances with just those two block - say, a 70/30 split for accumulator and randomizer respectively, wherein you start with a 0% chance of overheat (randomizer giving outputs between 0 and 30, and say overheat randomizer activation threshold begins at 70, wheel detachment set at 95, and explosion at 99.9), but gradually increase those chances as the accumulator fills and clamps the output total between 70 and 100, ending with about a 14% chance of detachment and a 1% chance of explosion every second. If desired, you can also decrease the scale of the wheel detachment randomizer comparison gates to something like a 12% range for each wheel - e.g. 8-20, 32-44, 56-68, 80-92 - to cut each of the wheel detachment chances nearly in half (for above example, from 14% to just over 7%), effectively further randomizing whether or not a wheel detaches, instead of a guaranteed detachment every second above overheat threshold. An otherwise great job setting this up - a lot of moving parts, for sure! I'd have taken hours to do it, myself LOL
If you want a conditional pass through, you can use a multiplication. One signal is your input, the other is the toggle which is 0 or 1. input*0=0, input*1=input. As for hue, think of it like a circle. You start at red, and go around in a circle until you come back to red. Don't know if blue or green is 1/3 and 2/3. But as a simple version, multiply by 0.0033, then add 0.67. That way it goes from 0.67 to 1.
Video idea plane dog fight but the twist is you have to make a plane on the first round with 40 power cores and 250 blocks but every round you have to delete 10 -30 blocks WITHOUT MOVING ANY BLOCK.so you can't modify your build only deleat blocks,it will be hard and challenging but i know you can do it,hope you do make a video with this video idea Another video idea - dog fight but in SCRAP MECHANICS
A thing that might make it easier, is if you set each wheel too a single equals to number like 99, 98, 97, and 97 then you have a 1% chance of losing a wheel but as the threshold rises then it increases and once ot gets to greater then 90 it's like a 50% chance so it does the same thing kinda but maybe easier, I'm not sure😂
But the destruction trigger could be to check if a random number between 0 and 100 is lower than an accumulator going towards 100. Or is that what he's doing? And the wheel randomization could be done by checking if a ceilinged number between 0 and 4 equals 1 to four for each wheel. Oh, and instead of the wheels falling of instantly, you could connect the trigger to another accumulator that makes the wheel a little bit worse by tilting or popping it before falling off?
Instead of using an And Gate, you could use the Product function in the Agregate block. When you use the throttle, the randomised input will be multiplied by one and stay the same. When you let go of the throttle, it will multiply it by zero, and output zero.
Maybe you could have two accumulators. One for the wheels falling off just as you have it now. And another one for the explosion which goes down slower and up a little slower too. This would allow for a chance for the engine to explode even if you have all your wheels but it would take a while to get to that point. Some example numbers for rate of change could go like this: Wheel accumulator goes up at a rate of 100 and down at a rate of 50. Explode accumulator goes up at a rate of 75 and down at a rate of 25. With these example numbers someone could choose to floor it and end up losing all their wheels before having a good chance of exploding, they could be careful about not losing their wheels by going a moderate speed but risk exploding in the long term, or they could go the slow and steady route and not risk anything.
Day 23 of asking for a battle where you each make a vehicle of your choice unknown to the other players. This might lead to a tank, a submarine, and a helicopter in a battle, so you would have to prepare a way to combat any threat (amphibious, etc.). In case of an OP build, you can let the losers have some more power cores and blocks to try and even the playing field.
dogfight idea: Since mostly people fly high into the air to fight. How about low altitude dogfight, above certain height (for example 50m) your plane will start beeping, after certain time (for example 5s) above 50m you're going to blow up
Hey Scrapman what if for multiplayer, you reverse the outcomes. So that you try not to increase your odds of exploding with throttle but if you push the car then the wheels fall off to make you demobilized in a race. Then speed would definitely play a factor as well, possibly causing to players crash after loosing a wheel
You should let the car reach the critical overheating mode earlier, if all the wheels have fallen off before the red light turns on nobody will even reach that point.
Day 52 of asking ScrapMan to play GearBlocks And Day 11 of asking ScrapMan to play Space Engineers Also, Multiplayer Monday Idea. I'd love to see a maximum complexity Mech battle in Trailmakers. Wheels or legs, but it has to use arms with weapons on them. Maybe even some melee if you're feeling adventurous Maybe even a two seater, one driver, and one gunner. Or, just separate mechs lol. I'd love to see some of the new combat logic/blocks used if available too!
"To build a car that as you drive it has a higher chance of falling apart. This is inspired by" ... the real world car industry! You just qualified yourself for a chief engineer position in 90% of all car companies. 😉 14:24 "I want the AND gate to ..." act as a "gate" that determines of the output of a different brick outputting a number value passes or not. That's an easy to solve standard problem (and now that TM finally has two-input-value arithmetic blocks (if I read that right in the release notes of their latest update), you can finally do it): Route the output of the AND gate and the output of the number gate into a Multiplication arithmetic block. The output is what you want. That's it. (... and that's how to combine the analog and the digital world: with "*" and "+". It's as easy as that.)
Make some ghost pieces that dont affect the functionality fully. Like, A trunk piece falls of or something like that. And also for multiplayer, make a chassi with only the logic and decouples so that your friends can build what they want
If there also was a chance of an engine just stopping to work and other stuff like low chance of you car suddenly going in reverse. Also is it just me or the accumilator is too slow. ALSO IM VERY EXCITED TO SEE THIS IN A MULTIPLAYER RACE
The fact that you can't "overheat" the car before it is completely destroyed anyway, makes it quite redundant. Either overheats too slow, or get distroyed too fast.
I don’t know much about this game, wondering if random generated number could have been multiplied by “w” input (assuming 0 or 1?). To me, it would work like “And” gate scrapman was trying to use, which seems more elegant solution if works. Anyway, hopefully someone smarter would tell me it could be done or not. First time leaving comment but love your works, scrapman (and editor)~!
14:13 I had this same problem, I wanted something to happen if something is triggered but the math block that I was using didn’t pass the value though, it would ether do the maths or output 0. I with there was a pass though option
this would be a great base for a dethrone competition but i would like to see a dogfight with this system. each trigger should detach a thruster or propeller and even if you lose your thrust maybe you can glide it out.
He's not wrong,he lost me 3/4 of the way and I went to the last few minutes. I just finished eating and have a slight headache, I'm a nerd but when it comes to maths I get bored if I just see calculations like this. Great effort tho, I wouldn't have tried so hard for a video.
I feel like a cooldown could have been build with a norgate and w as an input. Additionally, please color-code your logic and build it in modules, that makes it much easier to change logic later down the line.
make it to where it slowly goes from 0-100% and once at 100% , it explodes. you will probably need to make it where the accumulated % will slowly start cooling back down to 0% preventing people from just tapping the throttle.
I wonder if there’s a way to get a function that asymptotes to 100% over time. What you’d need is recursion so you can perform repeated division. Then flip the output and multiply by 100.
i alrady asked before, and i explained the system before, but i would love a Team-battle (2v2) in which there are 1car and 1plane on each side, but they share theor Blocks/Powercores. So f.e.: both teams have a total of 10 Powercores and 150 blocks, they decide how to distribute it between their two vehicles. idea is that you could have a strong plane, but a weak car, or a rally strong car and a weak plane, or maybe just balance both equally. the numbers can be tweaked.
@ScrapMan I noticed you haven't figured out the range conversion eg 0 - 100 to 0.5-1.0: `Output = OutputMin + (SourceValue - SourceMin) / (SourceMax - SourceMin) * (OutputMax - OutputMin)` So eg: For source value of 50: `Output = 0.5 + (50 - 0) / (100 - 0) * (1.0 - 0.5) = 0.5 + 50 / 100 * 0.5 = 0.75` Not sure if its worth the space it would take, but it's one way to do it. How / Why? 1. We want the output start at minimum output value so we can immediately add the OutputMin to the Output `Output = OutputMin` 2. Since we already added minimum to our output we can subtract the minimum from the source value `SourceValue - SourceMin` 3. next we need to convert our adjusted source number to normalized value of 0 to 1 (min to max) which we do by dividing it by maximum source value with minimum removed `(SourceValue - SourceMin) / (SourceMax - SourceMin)` 4. Finally we multiply it by the maximum output value with minimum subtracted from it ` * (OutputMax - OutputMin)` - since we already added the OutputMin to the Output this leaves us with the remaining 0 to (OutputMax - OutputMin) If your SourceMin is 0 the number of required operations goes down Output = OutputMin + SourceValue / SourceMax * (OutputMax - OutputMin)
You could have set the second randomizer to have a minimum of 1, and a maximum of 4. Then you'd just need one equals comparator per wheel, rather than the greater-less-and combination you had.
He should do a multi-player race where one person builds the left side of a vehicle and the other builds the right side. You could even make it a series with different types of vehicles ie boats, planes cars etc. You then race each other in the vehicle or battle to the death.
You could set the destroy threshold to be 100 or 110 so that there is a 0% chance of breaking if you go slow enough. It seems kinda unfair for there to still be a chance of breaking if you are going as slow as possible.
I think this is a great idea but I think it would be cooler if instead of wheels falling off which basically takes you out of the race immediately it instead removes down force, boosters, maybe a gyro. Something useful but not absolutely necessary.
Programming be like "it's taking an output from somewhere else, but I don't want to mess things up so I'm no gonna delete blocks"
haha, yeah that part was soooo relatable
you guys know like, those green text in scripts that usually tell you what the code does
example -- don't config this or you'll break the whole thing
imagine the pain that is when you delete one of those comments that usually don't affect the script in the slightest and now the script doesn't work
It's so real. I have a game half-finished that I've put off working on for years cause it really feels like stacking more stuff on a house of cards. It WORKS right now, why risk it
He missed the ; at the end of the first block 🤣
The rule of programming treat code like glass
Don't usually comment but here's a few suggestions:
1. A smoke generator could show when gas is being used.
2. Random other parts besides the wheels falling off could give a sense of how risky the other players have been, while not impacting their driving that much.
3. Hidden torches lighting up or fireworks going off randomly (facing into the car so they explode immediately) as "fires" might also be fun.
4. Maybe color all the logic blocks you already have some crazy color so you don't accidentally remove any of them while making changes.
This is a really fun idea, impressive with the logic you've done so far!
No, you lost the exploding car😢😢😢
I appreciate the occasional music source on the bottom left. I wonder why other people don't do that.
It's probably a copyrighted music.
He has to credit the song or else the video will be taken down.
@@Pale_Kingg He has used this music before without crediting. It's probably the editor trying new things and seeing if people like it.
@@Pale_Kingg It has nothing to do with copyright. Even with credit, by using copyrighted music you essentialy give up all income from the video and you are still capable of receiving a strike. It is up to the company really. You can't upload a movie, give credit and consider it "your" video, same thing applies to even clips of video or music because that is how the industry goes about copyright.
Most likely scenario is, he put the info there so people can find the tracks if they like the music.
@@kapioskapiopoylos7338 *Understand, Have a great day.*
its actually something I suggested a few videos back because some of the songs used were really cool, but we had no way of finding those songs isolated. Its not copyright related
13:45 you could multiply the output of the random block by the output of the and gate. if the and gate is on, you're multiplying by 1 passing through the value, but if the and gate is off, you're multiplying by 0 blocking the value
or, he could save the number in an accumulator that resets to 0 a tick before a new random number, so that the value stays constant for the whole second. additionally he could also decrease the random time to like a 4th of a second to make feathering not viable. you would need to decrease the random chance though
also, personally i would think it would make it more balanced, if there were a threshold where the car cant overheat, lets say below 10 on the "temperature" scale. that way you can have a small safe zone where you dont feel as if you lost because of a bad roll and not because you didnt drive well enough
Editor deserves an award. I said this last time, but they are THE best editor on UA-cam, without question! Thanks for taking my suggestion on putting references of music. its really subtle and out of the way but still enough to notice it if you want to. Also your logic graphics (And just graphics in general) are absolutely amazing!
the random detachment selector can be a rounded random number from 1-4 inclusive, then you only need one equals per wheel :) should be cheaper, parts wise
also smoke trails as "exhausts" could be a fun way to show when you're hitting the throttle
he literally could just do the random number generator from 0.00 to 0.03 and he'd be done. no need for rounding or anything else.
1:04 MOM IM IN A SCRAPMAN VIDEO!!
You're not only human
remember me? i also liked and replied yea thanks for the idea tho this is way more fun
Haha
letsgooo
Ngl when I watched thie vid I was like “did he see my comment?”
Dude scrap you have an elite editor, make sure you treat them well 😂. The animations are top tier, great work.
This kind of stuff makes me appreciate games like Stormworks' logic system way more, because trying to make complex logic systems in Trailmakers is insane.
13:20 You could either multiply the value of it by 0.01, or divide the value by 100 so that it'll work with all old blocks, and then after it comes out of the AND gate, just multiply it by 100 again. That's what i am doing all the time
- My mistake, my brain wasn't braining, you have to use a XOR, not a AND gate, so that while you're not pressing W, it will be locked by 2 signals into the XOR, if you drive, the 2 signals turn off. That's how you do it, but you still need to multiply or divide the value, so that it'll work (14:25 exactly what i did here)
- To the Editor if you maybe listen to this, you are doing a great job, and i was wondering what Programm / Website you use to make those Logic diagramms. Also, at 17:56 i really enjoyed, that you have picked a masterwork from Divine, but maybe you check out "Allegiance" by them, that's even a cooler one than the one you've used.
The explosion range seems super small, and an explosion chance of 0.5% is actually on average like 3 seconds. I personally would lower the explosion chance threshhold to 65, and up the comparison to like 0.985
Do a multiplayer Monday but you and 3 others each make a quarter of a hide and seek map. You could do a series of you building it, and once everyone is done you join them together. You wouldn’t be able to hide in your own section but you could team with others. Tag or sardines might also work well depending on the size of the map.
I dont think that would work bc of lag
@@최장군-u9p I don't see any reason why it wouldn't work... Normal hide and seek maps work, as does welding large creations
@@최장군-u9pw/ the physics update and welding, hopefully itlll work... hopefully!
I like that idea
Is this going to be the new flying tanks?
Maybe you could add aesthetic debris that falls off, like a steering wheel, a roof, or some mirrors. You could try leaving some of the pieces as loose obstacles on the track for some funny interactions
33:02 For light panels, the input value they _receive_ from 0.00 to 1.00 will determine their color as if circling around the color wheel, as your editor demonstrated. Since red is both the 'start' and 'end' point, the colors you transition through is determined solely by whether you're increasing or decreasing the input value pointed at the light panel
This can be visually demonstrated very easily by creating an accumulator with min/max values of 0.00 and 1.00 and simply pointing it at a light panel (use a small scale value like 0.20 to see the transition more clearly). Starting at 0.50 sets the panel to turquoise and adding positive value (moving towards 1.00) will transition to blue to purple to pink to red, while adding negative value (moving towards 0.00) will transition to green to yellow to orange to red. If you want a light panel to switch between specific colors immediately then your input values simply need to be predetermined (ex: 0.2, 0.6, 0.35, etc)
One cool thing you can do with this is set up an array of distance sensors set to Normalize (clamping their output from 0.00 to 1.00) and connect them to a corresponding array of light panels, resulting in a real time heat map of objects in front of them (ie: basically a LIDAR scanner)
(About the lidar thing at the end) do you mean connecting the distance sensors to the light blocks or actually physically pointing them at the light blocks? Because i could understand how connecting them would work but i dont understand how pointing them at eachother would work for lidar, aside from maybe if theres a special interaction between distance sensors and color blocks like it detects blue as far away and red as close or something like that, but that doesnt sound like something that they would make be a thing without making it obvious that its a feature
@@jc_art_ Pretty sure they meant connecting.
@@jc_art_ Yeah, that was bad phrasing on my part, lol. When I say one logic block is "pointing" at another, I just mean it's connected to it. In my example, the distance sensors would be attached to the front of a vehicle and physically pointed (oriented) at the terrain in front of it, the light panel array would then display a real time heat map of how near or far the terrain is
I have never heard someone trying to make a car fall apart but the funny thing is that you do all the work and I just build what you build. Love the videos keep up the amazing work
An idea that might make multiplier more fun is what if you made another version of the car with just the basics so you guys get like a minute to build the car around the logic. That way, you all also have the aspect of making a better areo dynamic car. On top of that, you could do like an evolution where after each race, you guys could get some time to make your cars better.
I don't know if that sounds like a good video, but I think it sounds fun to watch 😂
The method of explaination by the editor was great! Loved the blender material nodes lol.
Great build and video, I know that this build pushed logic boundaries, but it made me think of two games I used to play. They were called Nitronic Rush and Distance, in those games you control a virtual car (which acts as the anti-virus) inside a computer that has been infected by a virus and your vehicle is equipped with boosters, but your vehicle heats up the more you use your boosters and if you push it too hard it will explode. The vehicles have forward boost along with rotational thrust on each door as well as downward thrust to help you plant yourself onto wall rides. In order to keep yourself from blowing up the player can perform tricks to lower the heat gauge, which would be interesting if such a system could be implemented here. Not even sure if it is possible, if you're interested in seeing how it works Nitronic Rush is free, so if you're interested in seeing it firsthand you can easily do so. Made this post already too long, will look forward to seeing if this makes it into a video. I know there are a lot of ideas thrown around, so I know that not all of them can be gotten to.
Props to editor for song names.🎉
shout out to the editor for adding the music titles! Keep them quality of life improvements coming!
This creation/idea turned into something even crazier than I imagined.
Would be cool to add maybe the engines turning off when over heating
you can switch the randomizer for the part picking to only whole numbers and set the threshold to only the number of detachable parts, this way you can add more detachable parts if you want.
7:24 Blender jumpscare
3 things:
1. nobody is ever going to explode because it's incredibly hard to even get to that point, you had to essentially lock yourself into not moving for several seconds after you had lost all your wheels to accomplish it. Instead I propose you have a *higher chance to explode the longer it takes you to complete the race*. Therefore you are incentivized to go fast, but going fast causes your wheels to fall off! you now have to balance everything more.
2. random wheel selection can simply be a randomizer from 0.00 to 0.03. no need for anything more fancy, no rounding, nothing.
3. when you're trying to work through all of this logic, it might be easier for you to write it down (it would definitely make it easier for the viewer to understand what you're trying to accomplish). When you write down what you're trying to accomplish, you can work backwards through the logic. So "I want the wheels to fall off if this happens" and "I want a chance to explode if this happens" are two different statements and thus you immediately realize that they would be checked separately. the same for many other parts of the system.
anyway, it looks fun! can't wait to see an actual race.
He finally built a modern car with the most important function, planned obsolescence!
Reminds me of the Irrational fears series
Shoutout again to your video editor for explaining values with Blender shader nodes
2:50 If you have a dope concept like that and you need some time to flesh it out, im here with you man. You’ve earned a deep cut or two.
the song icon in the bottom left is YES
edit: after watching the whole video its a litle distracting making it fade in and out instead of sliding in may be less distracting 😉
Maybe because its new, its distracting since your not used to it? I don’t know other ways he can make it noticeable but also not distracting… I think he keeps this style for a while before experimenting but idk
Dog fights but the plane loose parts the more you fire the guns.
So an attack plane from temu vs attack plane from temu?
It wouldn't work unless there's a trick to place the logic blocks safe on the ground somehow, because destroying the logic will ruin the challenge
@McSeal maybe making it so that when you destroy a logic block, you're playing will explode so you will be encouraged to protect your logic that is also destroying you to not lose too early and have a fighting chance of winning before your inevitable Doom of falling down to the ground.
@uattias I'm not really familiar with logic blocks in trailmakers, so if there is a way to detect broken blocks then sure.
HAHAHA "Your (plane)body is your Ammunition"
This guys building has grown exponentially recently and its great. One of my favorite creators ever. Stay strong scrap.
You should revisit Hank in your old Scrap Mechanic Survival and see how the new updates are on your old builds.
The way you have things set up its basically guaranteed to detatch a wheel when you hit the threshold you could use 0-10, 25-35, 50-60 and 75-90 for example to make it a chance a wheel falls off rather than guaranteeing it, it could make for a more interesting dynamic for a multiplayer race
This. I was thinking the same thing
Great video!
Maybe you can add parts falling off, not only wheels. For example having 10 different parts with 10% chance each (or set personalized numbers for each element).
The parts falling off might be:
-wheels (functionality)
-weight or spoilers (change balance and hence the driveability)
-aestethic parts (lucky spin where you can still drive normally)
i love watching you use logic because im the same way lol, i know what needs to be done and slight understanding but struggle the entire time
ScrapMan at 14:00 like:
I need something like an and-gate, but it should just use the number not the and-gate output.
Me screaming at my phone screen:
It exists! It's called multiplication!!!
The easy solution would've been to keep the randomizer at a fixed range and change the value being compared against. That's how weighted coinflips are performed in computers. You'd get the function:
Rand(0, 100) < accumulator
Scrapman, this was officially your final exam to becoming a logic gate professional!! This was no easy task and you did it in a fair amount of time, not only using trial and error but also thinking about what you're going to try lol amazing video.
You no longer have the privilege of blaming your logic failure on your experience hahaha
You should do a challenge where there is a custom map with a race track made of only mud and have a bunch of sharp turns and zigzags. But your cars can only use racing wheels. PS this is in trailmakers
33:33 You could use a smoke generator that spews fire when "overheating" starts.
this car idea has definitely evolved beyond what my feeble mind can only hope to comprehend but i believe it can go a step or two further one being the randomised chance to shoot & the other a random chance to activate a thruster (probably sounds pointless but it allows "some" movement if you loose every wheel)
Two takeaways: First I would love to see a MM race with these AND/OR starting a new series where you, Cosmo, and Kan all have a weekend to make something really cool/complex with logic and vote to see whos is better.
Whew. I'm exhausted after this one! I think I've got it, tho. Great brain work, good sir! I'm impressed
If you do a race with these, only be able to respawn once all wheels are lost to make it more of a big deal
What if you did this but with the spiky hedgehog sticky bomb car thing where you have a chance to shoot out a explosive spike instead, and with more wheels that are different, so you have good and bad wheels with equal chance
13:40 you can do this by having it put into the Agragate block set to product, the activator can be 1 in order to have it set to a 1 to 1 mode
I got an idea.👍
Try making something else fall of too not just the wheels, like maybe a spoiler or a hood. Maybe a low chance of an engine to fall of too by putting more logic like the randomiser.
I am no expert at logic gates, but I may have some solutions to make this a bit more of a reliable system that gives expected output and increase the randomness, while also making the vehicle function longer so that, if used by friends, it would incite even more tension lol
If you set the primary accumulator threshold between 0 and 50 and the primary randomizer threshold between 0 and 50, and use the arithmetic block to add those values, you can adjust the chances of wheel detachment and overheat explosion between the values of 0 and 100 instead of 0-150, and provides greater value clamping than your current values - because you increase chance relative to a scale of 100 rather than 150. In theory, having a maximum total threshold of 150 (even if the threshold of the number display for the total value of the accumulator and randomizer is 100) you are ultimately working with a scale of 150, and thereby already take off with a 33% increased chance of reaching overheat thresholds.
By setting the separate values between values that both total 100, you can clamp the overheat chances more accurately. By doing this, it would allow you to adjust chances with just those two block - say, a 70/30 split for accumulator and randomizer respectively, wherein you start with a 0% chance of overheat (randomizer giving outputs between 0 and 30, and say overheat randomizer activation threshold begins at 70, wheel detachment set at 95, and explosion at 99.9), but gradually increase those chances as the accumulator fills and clamps the output total between 70 and 100, ending with about a 14% chance of detachment and a 1% chance of explosion every second.
If desired, you can also decrease the scale of the wheel detachment randomizer comparison gates to something like a 12% range for each wheel - e.g. 8-20, 32-44, 56-68, 80-92 - to cut each of the wheel detachment chances nearly in half (for above example, from 14% to just over 7%), effectively further randomizing whether or not a wheel detaches, instead of a guaranteed detachment every second above overheat threshold.
An otherwise great job setting this up - a lot of moving parts, for sure! I'd have taken hours to do it, myself LOL
If you want a conditional pass through, you can use a multiplication.
One signal is your input, the other is the toggle which is 0 or 1.
input*0=0, input*1=input.
As for hue, think of it like a circle.
You start at red, and go around in a circle until you come back to red. Don't know if blue or green is 1/3 and 2/3.
But as a simple version, multiply by 0.0033, then add 0.67.
That way it goes from 0.67 to 1.
Video idea plane dog fight but the twist is you have to make a plane on the first round with 40 power cores and 250 blocks but every round you have to delete 10 -30 blocks WITHOUT MOVING ANY BLOCK.so you can't modify your build only deleat blocks,it will be hard and challenging but i know you can do it,hope you do make a video with this video idea
Another video idea - dog fight but in SCRAP MECHANICS
A thing that might make it easier, is if you set each wheel too a single equals to number like 99, 98, 97, and 97 then you have a 1% chance of losing a wheel but as the threshold rises then it increases and once ot gets to greater then 90 it's like a 50% chance so it does the same thing kinda but maybe easier, I'm not sure😂
But the destruction trigger could be to check if a random number between 0 and 100 is lower than an accumulator going towards 100. Or is that what he's doing?
And the wheel randomization could be done by checking if a ceilinged number between 0 and 4 equals 1 to four for each wheel.
Oh, and instead of the wheels falling of instantly, you could connect the trigger to another accumulator that makes the wheel a little bit worse by tilting or popping it before falling off?
Yep, that would have been much simpler.
Instead of using an And Gate, you could use the Product function in the Agregate block. When you use the throttle, the randomised input will be multiplied by one and stay the same. When you let go of the throttle, it will multiply it by zero, and output zero.
Maybe you could have two accumulators. One for the wheels falling off just as you have it now. And another one for the explosion which goes down slower and up a little slower too. This would allow for a chance for the engine to explode even if you have all your wheels but it would take a while to get to that point. Some example numbers for rate of change could go like this: Wheel accumulator goes up at a rate of 100 and down at a rate of 50. Explode accumulator goes up at a rate of 75 and down at a rate of 25.
With these example numbers someone could choose to floor it and end up losing all their wheels before having a good chance of exploding, they could be careful about not losing their wheels by going a moderate speed but risk exploding in the long term, or they could go the slow and steady route and not risk anything.
Day 23 of asking for a battle where you each make a vehicle of your choice unknown to the other players.
This might lead to a tank, a submarine, and a helicopter in a battle, so you would have to prepare a way to combat any threat (amphibious, etc.).
In case of an OP build, you can let the losers have some more power cores and blocks to try and even the playing field.
Nice!! now make it so you have this plus an overheating detachable gun, and make a PvP battle with them!! 😃
dogfight idea:
Since mostly people fly high into the air to fight. How about low altitude dogfight, above certain height (for example 50m) your plane will start beeping, after certain time (for example 5s) above 50m you're going to blow up
Hey Scrapman what if for multiplayer, you reverse the outcomes. So that you try not to increase your odds of exploding with throttle but if you push the car then the wheels fall off to make you demobilized in a race. Then speed would definitely play a factor as well, possibly causing to players crash after loosing a wheel
You should let the car reach the critical overheating mode earlier, if all the wheels have fallen off before the red light turns on nobody will even reach that point.
Day 52 of asking ScrapMan to play GearBlocks
And Day 11 of asking ScrapMan to play Space Engineers
Also, Multiplayer Monday Idea. I'd love to see a maximum complexity Mech battle in Trailmakers. Wheels or legs, but it has to use arms with weapons on them. Maybe even some melee if you're feeling adventurous
Maybe even a two seater, one driver, and one gunner. Or, just separate mechs lol. I'd love to see some of the new combat logic/blocks used if available too!
"To build a car that as you drive it has a higher chance of falling apart. This is inspired by" ... the real world car industry! You just qualified yourself for a chief engineer position in 90% of all car companies. 😉
14:24 "I want the AND gate to ..." act as a "gate" that determines of the output of a different brick outputting a number value passes or not.
That's an easy to solve standard problem (and now that TM finally has two-input-value arithmetic blocks (if I read that right in the release notes of their latest update), you can finally do it):
Route the output of the AND gate and the output of the number gate into a Multiplication arithmetic block. The output is what you want. That's it.
(... and that's how to combine the analog and the digital world: with "*" and "+". It's as easy as that.)
Make some ghost pieces that dont affect the functionality fully. Like, A trunk piece falls of or something like that. And also for multiplayer, make a chassi with only the logic and decouples so that your friends can build what they want
If there also was a chance of an engine just stopping to work and other stuff like low chance of you car suddenly going in reverse. Also is it just me or the accumilator is too slow. ALSO IM VERY EXCITED TO SEE THIS IN A MULTIPLAYER RACE
Didn't you do something similar to this in scrap mechanic? Love it!
Drag car scared to go fast? Or something like that?
I think it would be fun for a multiplayer relay race using a stick of dynamite as the baton. Maybe an escalating difficulty of vehicle types.
The fact that you can't "overheat" the car before it is completely destroyed anyway, makes it quite redundant.
Either overheats too slow, or get distroyed too fast.
With that kind of system it very reninds me of distance (the game) boost meter
I don’t know much about this game, wondering if random generated number could have been multiplied by “w” input (assuming 0 or 1?). To me, it would work like “And” gate scrapman was trying to use, which seems more elegant solution if works. Anyway, hopefully someone smarter would tell me it could be done or not. First time leaving comment but love your works, scrapman (and editor)~!
14:13 I had this same problem, I wanted something to happen if something is triggered but the math block that I was using didn’t pass the value though, it would ether do the maths or output 0. I with there was a pass though option
Multiply by 0 or 1. Binary input to analog output
You could add some extraneous parts that fall off as well so it feels like it is falling apart as you’re driving it
this would be a great base for a dethrone competition but i would like to see a dogfight with this system. each trigger should detach a thruster or propeller and even if you lose your thrust maybe you can glide it out.
As fun as dozens of logic blocks is, Trailmakers really just needs like a Lua interpreter block so you can program things.
We have to get this man to 1M
Nice blender nodes visuals
KAN is the big logic guy Scrapman makes logic videos 😆
Now a viewer challenge, who can build this logic with the least amount of blocks 😃
FIRE VID, YOU EARNED A WELL DESERVED SUB!
He's not wrong,he lost me 3/4 of the way and I went to the last few minutes. I just finished eating and have a slight headache, I'm a nerd but when it comes to maths I get bored if I just see calculations like this. Great effort tho, I wouldn't have tried so hard for a video.
I feel like a cooldown could have been build with a norgate and w as an input.
Additionally, please color-code your logic and build it in modules, that makes it much easier to change logic later down the line.
make it to where it slowly goes from 0-100% and once at 100% , it explodes. you will probably need to make it where the accumulated % will slowly start cooling back down to 0% preventing people from just tapping the throttle.
I wonder if there’s a way to get a function that asymptotes to 100% over time. What you’d need is recursion so you can perform repeated division. Then flip the output and multiply by 100.
7:29 Blender, I never thought that i would see this day coming. Wonder how long that took to teidt
You should have a cannon facing down instead of the dynamite, to prevent blowing up by crashing :)
i alrady asked before, and i explained the system before, but i would love a Team-battle (2v2) in which there are 1car and 1plane on each side, but they share theor Blocks/Powercores.
So f.e.:
both teams have a total of 10 Powercores and 150 blocks, they decide how to distribute it between their two vehicles.
idea is that you could have a strong plane, but a weak car, or a rally strong car and a weak plane, or maybe just balance both equally.
the numbers can be tweaked.
@ScrapMan I noticed you haven't figured out the range conversion eg 0 - 100 to 0.5-1.0:
`Output = OutputMin + (SourceValue - SourceMin) / (SourceMax - SourceMin) * (OutputMax - OutputMin)`
So eg: For source value of 50: `Output = 0.5 + (50 - 0) / (100 - 0) * (1.0 - 0.5) = 0.5 + 50 / 100 * 0.5 = 0.75`
Not sure if its worth the space it would take, but it's one way to do it.
How / Why?
1. We want the output start at minimum output value so we can immediately add the OutputMin to the Output `Output = OutputMin`
2. Since we already added minimum to our output we can subtract the minimum from the source value `SourceValue - SourceMin`
3. next we need to convert our adjusted source number to normalized value of 0 to 1 (min to max) which we do by dividing it by maximum source value with minimum removed `(SourceValue - SourceMin) / (SourceMax - SourceMin)`
4. Finally we multiply it by the maximum output value with minimum subtracted from it ` * (OutputMax - OutputMin)` - since we already added the OutputMin to the Output this leaves us with the remaining 0 to (OutputMax - OutputMin)
If your SourceMin is 0 the number of required operations goes down Output = OutputMin + SourceValue / SourceMax * (OutputMax - OutputMin)
Just finished som coding work and watching this to relax afterwards was a bad idea
you should tame this system and play Dethrone with it!
Hue sollution - if you need 0.5-1 value...
All you need to do is to have a range of 0-0.5 and then add constant of 0.5...
You should link the overheating to engine power, that would discourage people from simply tapping the throttle and reward riskier play
You could have set the second randomizer to have a minimum of 1, and a maximum of 4. Then you'd just need one equals comparator per wheel, rather than the greater-less-and combination you had.
Now you need to dogfight with a deteriorating plane!
He should do a multi-player race where one person builds the left side of a vehicle and the other builds the right side. You could even make it a series with different types of vehicles ie boats, planes cars etc. You then race each other in the vehicle or battle to the death.
You could set the destroy threshold to be 100 or 110 so that there is a 0% chance of breaking if you go slow enough. It seems kinda unfair for there to still be a chance of breaking if you are going as slow as possible.
This idea could be hilarious in SPLEEF!
Scrapman making new bangers every day 💯💯💯
i dont know if you can toggle guns but maybe if you are in the 60 to 70 range it activates and smart canon so their is a plus to risking
3:09 Sebastian Buemi at the 2010 Chinese GP be like:
A chance to lose an extra engine, or all of your aerodynamic blocks would be cool
Should’ve used a not gate with the forward button instead of the addition gate, that way it wouldn’t have interfered with the counting up.
14:30 so you want a transistor.
I fell asleep watching this 2 times in a row! So third times the charm
I think this is a great idea but I think it would be cooler if instead of wheels falling off which basically takes you out of the race immediately it instead removes down force, boosters, maybe a gyro. Something useful but not absolutely necessary.