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Hey!

I just tried to play around switches.
And I cannot understand one thing.
For example, I tried to make my door opened in my approache. Simple connection: power source → proximity switch → door.
But something went wrong. The door do not opens in my approache, but closes!

I thought that logic of this switch is broken and turned upside down.

Am I right?

Also, I have similar questions about other switches.

Thanks!

P.S. Looks like a designer of highlighting and a programmer of switch logic didn't meet each other.
Post edited August 17, 2019 by Tenevyk
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Tenevyk: Hey!

I just tried to play around switches.
And I cannot understand one thing.
For example, I tried to make my door opened in my approache. Simple connection: power source → proximity switch → door.
But something went wrong. The door do not opens in my approache, but closes!

I thought that logic of this switch is broken and turned upside down.

Am I right?

Also, I have similar questions about other switches.

Thanks!

P.S. Looks like a designer of highlighting and a programmer of switch logic didn't meet each other.
I think that doors use negative logic. No power = open, power = shut. So try adding an inverter downstream of the proximity switch so that, when active, the door power is off.

Probably a safety measure required by the Atlas building code, so that when doors lose power the occupants aren't trapped inside. Maybe? ;-)
Yes. It's frakking stupid.
I think it is to prevent locking the player inside on power loss. So doors are open when not powered.

Switches, both proximity and buttons, close the circuit, though. That means the door has no power (open) when the button is connected, and closes when the button is pressed.

That's how it is right now. Because... because.
You have to fiddle around with power inverters to get it to work like you'd expect it to. Inverters are, basically, relays. That would be the better word for them. But for now, my advice...
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BlackSun: Yes. It's frakking stupid.
I think it is to prevent locking the player inside on power loss. So doors are open when not powered.

Switches, both proximity and buttons, close the circuit, though. That means the door has no power (open) when the button is connected, and closes when the button is pressed.

That's how it is right now. Because... because.
You have to fiddle around with power inverters to get it to work like you'd expect it to. Inverters are, basically, relays. That would be the better word for them. But for now, my advice...
The proximity switch is more like a relay, the inverter is an inverter, IE it will flip whatever is input to it's polar opposite. In this case a binary open/close command. it all boils down to zero or one
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dashiichi: I think that doors use negative logic. No power = open, power = shut. So try adding an inverter downstream of the proximity switch so that, when active, the door power is off.

Probably a safety measure required by the Atlas building code, so that when doors lose power the occupants aren't trapped inside. Maybe? ;-)
For sure. I did P.P.S about doors, but then I thought about something and deleted it.
I mean, when you just started to improve your buildings, this door costs less then holo door (or how it calls).
In fact, devs should do opposite thing. And I think they did it because newbies will use this door and will not have any energy at all. Maybe, I'm wrong.
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BlackSun: Yes. It's frakking stupid.
I think it is to prevent locking the player inside on power loss. So doors are open when not powered.

Switches, both proximity and buttons, close the circuit, though. That means the door has no power (open) when the button is connected, and closes when the button is pressed.

That's how it is right now. Because... because.
You have to fiddle around with power inverters to get it to work like you'd expect it to. Inverters are, basically, relays. That would be the better word for them. But for now, my advice...
Yes!Yes! I agree - they did it, probably, because this door is cheaper, and people can't make any power source yet.
Thanks for your advice!
Post edited August 18, 2019 by Tenevyk
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Ghostwalker71: The proximity switch is more like a relay, the inverter is an inverter
Wait, didn't the inverter have three ports...?

But the proximity is just a normal switch, not a relay. It reacts to your presence like for example, a floor switch would.
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Ghostwalker71: The proximity switch is more like a relay, the inverter is an inverter
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BlackSun: Wait, didn't the inverter have three ports...?

But the proximity is just a normal switch, not a relay. It reacts to your presence like for example, a floor switch would.
It's not a normal switch, because when you're approaching to it - it closes a door, not open. :)
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Tenevyk: It's not a normal switch, because when you're approaching to it - it closes a door, not open. :)
Button active = door closed.
Proximity active = door closed.

You tell me the difference. It's exactly the same.
Why not just build the holo-door and not worry about wiring the door and powering it? Tenevyk was on the right track above.

Price is/was cheap enough, 40 each pure ferrite and ionised cobalt.

Related to this is that there are occasions where door(s) disappear and this happened to me yesterday. Reloading the last save fixed this. I had saved just before this happened anyway as I was changing power around as a hot spot just happened to be located less than 300 away.
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ChewyWeAreNotHome: Why not just build the holo-door and not worry about wiring the door and powering it? Tenevyk was on the right track above.

Price is/was cheap enough, 40 each pure ferrite and ionised cobalt.

Related to this is that there are occasions where door(s) disappear and this happened to me yesterday. Reloading the last save fixed this. I had saved just before this happened anyway as I was changing power around as a hot spot just happened to be located less than 300 away.
Not only price in resources, but in salvaged data.