RE: Waterworks
04-07-2020, 07:37 PM
(This post was last modified: 04-07-2020, 08:08 PM by juddy555.
Edit Reason: Added second solution
)
I think we need to get ALL the door nodes activated?
And I don't think we need lights, Slick should have a flashlight in his suit.
Trying to read how the connectors work, I think these ones are different from the crane from way back. It has DIRECTIONAL power, I think?
So like, the 3 long piece on the left is DIFFERENT from the other 3 long. One SKIPS over a node, and the other SPLITS the signal. The four long piece seems to connect each node it goes over.
I might be entirely wrong with my assumptions on how it works, but if I'm right then this solution should get all the door nodes active, and get us a higher number motor node, if that matters.
EDIT: I realized that we might be trying to get one door with ZERO active nodes. Basing from the same logic as before, here's a second solution. Just trying to use all the connectors, I even got us to have a light on.
EDIT: Another possible solution, with WAY more lights active. Just trying to get as *few* door nodes open as possible.
Heck, you could just NOT use the far left 2 long piece, and make DoorR only have ONE active node.
And I don't think we need lights, Slick should have a flashlight in his suit.
Trying to read how the connectors work, I think these ones are different from the crane from way back. It has DIRECTIONAL power, I think?
So like, the 3 long piece on the left is DIFFERENT from the other 3 long. One SKIPS over a node, and the other SPLITS the signal. The four long piece seems to connect each node it goes over.
I might be entirely wrong with my assumptions on how it works, but if I'm right then this solution should get all the door nodes active, and get us a higher number motor node, if that matters.
EDIT: I realized that we might be trying to get one door with ZERO active nodes. Basing from the same logic as before, here's a second solution. Just trying to use all the connectors, I even got us to have a light on.
EDIT: Another possible solution, with WAY more lights active. Just trying to get as *few* door nodes open as possible.
Heck, you could just NOT use the far left 2 long piece, and make DoorR only have ONE active node.