(Created page with "Taking volunteers to write short guides on putting together a few '''simple''' behaviors. Try not to add layers of complexity - creating a guide for something that can be improved upon will allow the student to reinforce the existing knowledge you have given them. We need roughly 5 good examples Good subjects may be: Utilizing Parameters for passing information into and out of a behavior Obtaining and utilizing a {{IL|Signal Reader}} or Read Signal for item delivery...") |
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Utilizing Parameters for passing information into and out of a behavior | ====== Utilizing Parameters for passing information into and out of a behavior ====== | ||
'''Registers''', '''parameters''' and '''variables''' are a key element to the game and especially so for making any good use of behaviors. | |||
In short, all three are essentially one and the same: a place to store and recall information. | |||
* A register is the inputs and outputs of components. When you assign a {{IL|Fabricator}} to produce {{IL|Metal Bars}}, you are interacting with the first register. The {{IL|Fabricator}} then assigns the second register to {{IL|Metal Ore}}. | |||
** Another example is the visual register on the unit registers interface below the component registers. | |||
* A parameter is created from within a behavior - on the top left of the editor, you will see a - and a + sign. You can create as many or as few as you deem necessary. The main benefit of doing so is so that you can pass information into and out of a behavior without using any unit registers. | |||
* A variable is exclusively for use inside a behavior and it serves as a quicker way of creating information storage that is visually recognizable at a glance. If you have any instruction with an output, you can create a new variable - they are alphanumeric, so the first is A, then B, etc. | |||
Obtaining and utilizing a {{IL|Signal Reader}} or Read Signal for item delivery or mining | Obtaining and utilizing a {{IL|Signal Reader}} or Read Signal for item delivery or mining | ||
Using Compare Number to determine outcomes | Using Compare Number to determine outcomes |
Revision as of 11:48, 19 August 2023
Taking volunteers to write short guides on putting together a few simple behaviors.
Try not to add layers of complexity - creating a guide for something that can be improved upon will allow the student to reinforce the existing knowledge you have given them.
We need roughly 5 good examples
Good subjects may be:
Utilizing Parameters for passing information into and out of a behavior
Registers, parameters and variables are a key element to the game and especially so for making any good use of behaviors. In short, all three are essentially one and the same: a place to store and recall information.
- A register is the inputs and outputs of components. When you assign a
Fabricator to produce File:Metal Bars.pngMetal Bars, you are interacting with the first register. The
Fabricator then assigns the second register to
Metal Ore.
- Another example is the visual register on the unit registers interface below the component registers.
- A parameter is created from within a behavior - on the top left of the editor, you will see a - and a + sign. You can create as many or as few as you deem necessary. The main benefit of doing so is so that you can pass information into and out of a behavior without using any unit registers.
- A variable is exclusively for use inside a behavior and it serves as a quicker way of creating information storage that is visually recognizable at a glance. If you have any instruction with an output, you can create a new variable - they are alphanumeric, so the first is A, then B, etc.
Obtaining and utilizing a Signal Reader or Read Signal for item delivery or mining
Using Compare Number to determine outcomes