Sensors and Motors

All active blocks can have both inputs and outputs, but they can be divided conceptually into Sensors and Actuators/Motors.

It is part of the gameplay to learn about the different active blocks available in the world and their behaviour, and new technology might be added or discovered as the game is developed, so the lists below are not meant to be conclusive but just give some examples and spark interest.

Generally, I/O is confined to -1 to +1.

Sensors

  • Push-buttons: trigger one pulse on output #1, when Operated on by the player
  • Radar sensor: one continuous value on output #1, which gives a distance to the nearest target from its front. Outputs a negative value if nothing solid is in its range.
  • Gyro/Tilt sensor: two outputs, #1 and #2, giving the amount of tilt detected compared to the horizontal plane in each of the two dimensions something can tilt in
  • Pressure sensor: one output #1 which is proportional to the atmospheric pressure – this can be used as a height measurement

Motors

  • Rotation/angular motor: when unconnected, lets any attached block rotate freely. When a Connection is made to input #1, it will act as a target angular position from 0 to 1 (0 and 1 being the same angle).
  • Linear/displacement motor: when unconnected, lets any attached block translate freely along its side, within some set limits. Even though this is not yet rendered graphically, you could imagine that the attached blocks move by a rail system along the motor’s side. When a Connection is made to input #1, it will act as a target linear position from -1 to +1.
  • Air turbine thruster: when connected to input #1, controls the thrust level of an air turbine. 0 means off and 1 is full blast.
  • Rocket thruster: when connected to input #1, controls the thrust level of a rocket engine. 0 means off and 1 is REALLY full blast!