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Assemblies

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Assemblies are tiny objects that can send signals, emit sparks or perform logical tasks, as well as trigger other assemblies. Any two assemblies can be connected together using nothing more than a screwdriver, and more complex contraptions can be built using assembly frames. They are also used in grenade construction.

List of assemblies

Remote Signaling Device

A basic assembly that, when activated, sends a radio signal at a set frequency, with a set code. Other remote signaling devices or machines can receive the signal and activate.

Igniter

An assembly that creates a bunch of sparks when activated, igniting any combustible gasses in the air. If it's activated while inside of a grenade, it will activate it, mixing the beakers inside. Also used as a key component in "welderbombs"- opened welder fuel tanks rigged with an igniter to act as a crude but effective bomb.

Speaker

An assembly that says something when activated. It can say nearly anything, ranging from a simple "INTRUDER ALERT" to the entirety of Woody's Got Wood.

Timer

A basic assembly. When activated, it starts counting down from a preset time to zero. When it reaches zero, it activates whatever it's connected to, and resets to a set time.

Proximity Sensor

An assembly very similar to the timer. When activated, it starts counting down from a preset time to zero. When it reaches zero, resets to a set time and starts scanning it surroundings, activating when it detects a living creature moving nearby.

Mousetrap

A simple assembly that can be primed. When it's primed, anybody who steps on it (or accidentally touches it, for example when emptying a bag) receives a nasty bruise, and the mousetrap activates whatever it's connected to (usually a bomb). It can also be used to prevent mice from eating your burgers.

Voice analyzer

An assembly with two modes - recording and scanning. While recording, it will remember the next phrase it hears and switch to the scanning mode. While in scanning mode, it activates whenever it hears the recorded phrase.

Light Tile Remote

An assembly that, when activated, changes colors of multiple light tiles at once.

Logic Assemblies

Completely useless without an assembly frame, these assemblies work with numbers, data and math.

Addition Circuit

A circuit with an internal counter that increases every time it receives a pulse. When it reaches a set value, the counter resets to 0 and the circuit emits a pulse.

Comparison Circuit

A circuit that compares numbers. When activated, it sends a pulse based on whether the equation is true or false. It can read numeric values of other assemblies, for example the time left on a timer or a voice analyzer's mode.

Randomizer Circuit

A circuit with two uses. One of them is pulsing a random assembly connected to it, which it does every time it receives a pulse. The second one is generating a random number, which it also does when receiving a pulse.

Math Circuit

A circuit that can perform a variety of mathematical operations, from simple addition to trigonometry functions. Like the comparison circuit, it can read numeric values of other assemblies. It's unique in the fact that it doesn't do anything when pulsed, nor it can send pulses - however its result can be accessed by other assemblies.

Read/Write Circuit

A circuit with a variety of uses. It can read and modify any assembly's value (be it numeric or text). It has two blocks of memory - the first is for numeric values, the second is for text values.

When pulsed, this circuit will first attempt to read an assembly's set value (like a math circuit's result, or a voice analyzer's activation message). If it successfully receives a value, it will store the value in its memory. Irregardless of the value type (be it text or numeric), both memory blocks will store the new value - if needed, text will be converted to a number and numbers will be converted to text.

After reading and storing the value, the circuit will attempt to write its stored values to another circuit. Keep in mind that both reading and writing is optional - it can only read values, or only write them if you want.

Assembly Frame

Assembly frame has the appearance of a large black box with wires and monitors sticking out of it. It can hold, manage and link together an infinite amount of assemblies, allowing a determined user to create various machines.

Interface

Assembly frame interface.
Assembly frame interface in-game.

You can access an assembly frame's interface by clicking on it while it's in your hand. Each assembly in the frame is listed here, along with some useful buttons.

  • [X] - clicking this button will immediately eject the assembly from the frame, removing any connections. Be careful!
  • [P] - clicking this button will send a pulse to the assembly, activating it.
  • (1) - number of the assembly in the frame.
  • The remote signaling device - name of the assembly. Clicking it will have the same effect as clicking the assembly while it's in your hands - for a remote signaler, this will bring up the menu where you can change its frequency and code.
  • sending signals to: 1-voice analyzer, - if this assembly is connected to any other assemblies, this part will list all connected assemblies and their numbers. Clicking an assembly here will sever the connection.
  • add more / connect - clicking this button will allow you to connect this assembly to a different assembly. See #Connections for more information about connections

Connections

Assembly frames allow you to establish connections between assemblies. While connecting two assemblies with a screwdriver results in a two-way connection (assembly A can both activate and be activated by assembly B), all connections in assembly frames are one-way (assembly A can only activate assembly B).

Order of connections matters in assembly frames - first connected assembly is the first to receive a pulse and activate, and so on.

Examples

Loop

A loop is a very basic element in assembly frame construction, and it's used very often. It's simply a timer and an addition circuit, connected together in a way to make the timer activate at a set interval (as low as 2 seconds).

Example of a loop.
Example of a loop. The speaker is activated every 2 seconds.

Creating a loop is as simple as connecting a timer to an addition circuit, and the addition circuit to the timer. Note that the addition circuit's limit must be set to 1 or less, or it won't work correctly. When the timer finishes counting down, it activates the addition circuit, which sends a pulse back to the timer, activating it again. To start the loop, pulse either the timer or the addition circuit.





Light Tiles

Light tiles can be added to the memory of light tile remotes. From there, using multiple light tile remotes and a simple loop as described can give you multi color flooring. The addition timer can be replaced by a proximity sensor, or by a remote signaller that is keyed with other remote signallers with any number of assemblies from timers to voice recognition to proximity sensors to control when your lights change colors. An example of this would be stashing a voice recognition-remote signaller assembly next to a radio or wall mounted speaker and have it recognize the key word "Captain" or "The". The remote signaller-voice recognition assembly will send a signal to 145.5 code 5 and the matching remote signaller inside the assembly box will trigger any linked light tile remote.

Light tiles using a loop.
Light tiles using a loop.

With a little practical knowledge, this can be shoehorned into existing assemblies. Put light tiles in the HoP line and have ringing the bell change the color of the tiles! The Head of Personnel will love all the strangers trying out the fancy new button and love you most of all. Likely with a gun.

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Guide to Admin Tools - Understanding SS13 Code - Guide to Git CLI - SS13 for Experienced Programmers - Guide to Spriting - Guide to Mapping - Guide to GitHub/Merging Upstream Changes - Getting Your Pull Accepted - DM/BYOND: Undocumented Stuff