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games:sc13:guides:assemblies

Guide to Assemblies

Assemblies, the base for all cool contraptions. For a description of all assemblies, go here. Here we will explain ALL simple (2 assemblies) connections along with some designs and general ideas. All assemblies work if hidden on a plant.

Contents 1 Assembly Interactions 1.1 Mouse Traps 1.1.1 Mouse Trap-Mouse Trap 1.1.2 Mouse Trap-Igniter 1.1.3 Mouse Trap-Speaker 1.1.4 Mouse Trap-Timer 1.1.5 Mouse Trap-Signaler 1.2 Igniters 1.2.1 Igniter-Igniter 1.2.2 Igniter-Signaler 1.2.3 Igniter-Timer 1.2.4 Igniter-Proximity Sensor 1.2.5 Igniter-Infrared Emitter 1.2.6 Igniter-Speaker 1.2.7 Igniter-Voice Analyzer 1.2.8 Igniter-Mouse Trap 1.3 Remote Signaler Devices 1.3.1 Signaler-Signaler 1.3.2 Signaler-Igniter 1.3.3 Signaler-Timer 1.3.4 Signaler-Proximity Sensor 1.3.5 Signaler-Infrared Emitter 1.3.6 Signaler-Speaker 1.3.7 Signaler-Voice Analyzer 1.3.8 Mouse Trap-Signaler 1.4 Infrared Emitter 1.4.1 Infrared Emitter-Infrared Emitter 1.4.2 Infrared Emitter-Igniter 1.4.3 Infrared Emitter-Signaler 1.4.4 Infrared Emitter-Timer 1.4.5 Infrared Emitter-Speaker 1.5 Timer 1.5.1 Timer-Timer 1.5.2 Timer-Igniter 1.5.3 Timer-Signaler 1.5.4 Timer-Infrared Emitter 1.5.5 Timer-Speaker 1.5.6 Timer-Voice Analyzer 1.5.7 Timer-Proximity Sensor 1.5.8 Timer-Mouse Trap 1.6 Voice Analyzer 1.6.1 Voice Analyzer-Igniter 1.6.2 Voice Analyzer-Signaler 1.6.3 Voice Analyzer-Speaker 1.7 Proximity Sensor 1.7.1 Proximity Sensor-Igniter 1.7.2 Proximity Sensor-Signaler 1.7.3 Proximity Sensor-Speaker 1.8 Speaker 1.8.1 Speaker-Igniter 1.8.2 Speaker-Signaler 1.8.3 Infrared Emitter-Speaker 1.8.4 Speaker-Mouse Trap 1.9 Useless but has reaction 1.9.1 Emitter-Proximity Sensor 1.9.2 Voice Analyzer-Proximity Sensor 1.9.3 Proximity Sensor-Proximity Sensor 1.9.4 Mouse Trap-Proximity Sensor 2 Assembly Designs 2.1 Basic Designs 2.1.1 Logistic Signalers 2.1.2 Basic Loop 2.1.3 Voice Grenade Backpack 2.1.4 Remote Door Bolting 2.2 Advanced Designs 2.2.1 Stable Loop 2.2.2 Remote Reader Assembly Interactions Redundancy on lists for ease of search/understanding. Assemblies with no reaction or interaction will be skipped. Assemblies with some reaction but no use will be separate. Images coming soon.

Mouse Traps The humble mouse trap. Bane of rodents and the underdog of assembly designs. Mouse Traps have the neat quirk of activating when touched or stepped. A Mouse Trap assembly placed inside a bag will go off the moment the bag is opened. All Mouse Trap assemblies need to be armed before working.

Mouse Trap-Mouse Trap The simplest Mouse Trap assembly possible, if only because the Mouse Traps come in bundles. If both sides are armed, it serves for a nasty prank on anyone opening the bag it is inside, possibly breaking a finger. Stepping on this assembly barefooted is sure to cause some pain.

Mouse Trap-Igniter Activates when stepping on the Mouse Trap. You can make mines with this design. If connected to a grenade, it will trigger upon touching the grenade, stepping on it or opening the bag it's in (if inside a bag). Can set off Plasma Fires/Oxygen Fires in the room if the atmospheric conditions apply. Very useful.

Mouse Trap-Speaker Outputs the prerecorded message when triggered. Can work as a single use message delivery system, if a bit cumbersome.

Mouse Trap-Timer By itself, this design has NO effective use. But if the Timer is set to a long time (10 minutes, for example), it can work as a way to tell when was the first time someone enter an area if placed on an entrance.

Mouse Trap-Signaler Activates the Signaler when being triggered. Useful for sending a single signal down the Signaler system when something steps on it. Best used with extra Signaler assemblies.

Igniters The bread and butter, the real thing, the bees knees. The unsung hero and villain of the station. Igniters, as the name implies, ignite the nearby system. Igniters and their assemblies can activate grenades/ignite welding tanks and start fires. Do not subestimate the power of simplicity.

Igniter-Igniter Mostly useless. It can be used to make instant activation grenades, but not much else.

Igniter-Signaler Allows for remote activation of Igniters. Sends a signal upon being used. Remote activated grenades, bombs, etc.

Igniter-Timer The quintessential Igniter design. Activates the Igniter upon Timer reaching zero. Time bombs, grenade Timers, etc.

Igniter-Proximity Sensor A variant on the Igniter-Timer design, once activated, a Timer counts down. Once it reaches zero, the sensor starts sensing within the configured area. Movement within this area activates the Igniter. Motion Grenades.

Igniter-Infrared Emitter Activates the Igniter when the emitter laser is interrupted. Useful for tripwire-like designs. Tripwire activated grenades, tripwire activated plasmafires.

Igniter-Speaker Allows for a prerecorded message to be outputted at the same time the Igniter goes off. Instant detonation if on a grenade.

Igniter-Voice Analyzer Who needs syndicate voice grenades when you can make one yourself? Activates the Igniter upon hearing the set codeword/codephrase. Voice activated traps, grenades, etc.

Igniter-Mouse Trap Activates when stepping on the Mouse Trap. You can make mines with this design. If connected to a grenade, it will trigger upon touching the grenade, stepping on it or opening the bag it's in (if inside a bag). Can set off Plasma Fires/Oxygen Fires in the room if the atmospheric conditions apply. Very useful.

Remote Signaler Devices THE most useful simple assembly. With 195 Frequencies (from 120.1 to 159.9) and 100 codes for a total combination of 1950 pairs, impossibly complex designs can be made using Signalers and their assemblies.

Signaler-Signaler INCREDIBLY useful. Can recieve and output signals, effectively acting as a relay. Used in more complex assembly designs for coordination.

Signaler-Igniter Allows for remote activation of Igniters. Sends a signal upon being used. Remote activated grenades, bombs, etc.

Signaler-Timer Sends a signal when the set time has passed. Deactivates if it recieves a pulse from the Signaler.

Signaler-Proximity Sensor Sends a signal whenever motion within the specified radius is sensed. If a signal is recieved, however, the sensor activates/deactivates.

Signaler-Infrared Emitter Sends a signal pulse when the laser senses movement. Useful for remote, tripwire assemblies. You can't activate nor deactivate the emitter with a signal.

Signaler-Speaker Very useful for remote targeted communication. When the signal is recieved, the speaker outputs its message (around 3 lines of text). Can be part of the most unholy of assemblies. Careful.

Signaler-Voice Analyzer Sends a signal whenever the registered voice command is recieved. Useful for voice activated designs.

Mouse Trap-Signaler Activates the Signaler when being triggered. Useful for sending a single signal down the Signaler system when something steps on it. Best used with extra Signaler assemblies.

Infrared Emitter Sends a harmless visible or infrared laser to one cardinal direction. If said laser gets interrupted at any one point after activation a pulse is sent.

Infrared Emitter-Infrared Emitter Useless as an assembly. The dual visible lasers can help set a visual area, however.

Infrared Emitter-Igniter Activates the Igniter when the emitter laser is interrupted. Useful for tripwire-like designs. Tripwire activated grenades, tripwire activated plasmafires.

Infrared Emitter-Signaler Sends a signal pulse when the laser senses movement. Useful for remote, tripwire assemblies. You can't activate nor deactivate the emitter with a signal.

Infrared Emitter-Timer Activates/deactivates the Timer when the Emitter laser gets cut. If the Timer is set to a long time, it can work as a rudimentary way of knowing how long someone was in an area.

Infrared Emitter-Speaker Says the programmed phrase when the laser gets cut. Can work as a way to output messages to people when they cross the laser.

Timer A basic, but powerful assembly.Sends a pulse when a certain time has gone by. Once at 0, it will return to a predetermined time that can be configured.

Timer-Timer Can be used as a pointless looping mechanism. One Timer activates the other. If set to the same specific time on both, it can work as a rudimentary way of telling time.

Timer-Igniter The quintessential Timer design. Activates the Igniter upon Timer reaching zero. Time bombs, grenade Timers, etc.

Timer-Signaler Sends a signal when the set time has passed. Deactivates if it recieves a pulse from the Signaler.

Timer-Infrared Emitter Activates/deactivates the Timer when the Emitter laser gets cut. If the Timer is set to a long time, it can work as a rudimentary way of knowing how long someone was in an area.

Timer-Speaker Says the preconfigured phrase once the Timer runs out.

Timer-Voice Analyzer Activates the Timer once the codephrase has been said. Can work as a way to tell if people said a particular phrase on a given time period if the Timer has been set high.

Timer-Proximity Sensor Sensor activates the Timer, Timer activates the sensor. Looping system that can work as a rudimentary way of telling if people passed through an area if the Timer is set high.

Timer-Mouse Trap By itself, this design has NO effective use. But if the Timer is set to a long time (10 minutes, for example), it can work as a way to tell when was the first time someone enter an area if placed on an entrance.

Voice Analyzer Sends a pulse whenever a prerecorded codephrase/codeword is said next to it. Doesn't react to speakers. Codeword/Codephrase MUST be set before attaching.

Voice Analyzer-Igniter Who needs syndicate voice grenades when you can make one yourself? Activates the Igniter upon hearing the set codeword/codephrase. Voice activated traps, grenades, etc.

Voice Analyzer-Signaler Sends a signal whenever the registered voice command is recieved. Useful for voice activated designs.

Voice Analyzer-Speaker Outputs a phrase once a prerecorded one is said. Can work as either a manual macro or a quick way to answer/annoy on the radio. Basically a configurable single answer roganbot.

Proximity Sensor Sends a pulse whenever something is near the determined range of the sensor. Has a configurable Timer before it senses proximity.

Proximity Sensor-Igniter A variant on the Igniter-Timer design, once activated, a Timer counts down. Once it reaches zero, the sensor starts sensing within the configured area. Movement within this area activates the Igniter. Motion Grenades.

Proximity Sensor-Signaler Sends a signal whenever motion within the specified radius is sensed. If a signal is recieved, however, the sensor activates/deactivates.

Proximity Sensor-Speaker Outputs a prerecorded phrase whenever someone approaches the sensor.

Speaker Speaks the prerecorded phrase upon being activated.

Speaker-Igniter Allows for a prerecorded message to be outputted at the same time the Igniter goes off. Instant detonation if on a grenade.

Speaker-Signaler Very useful for remote targeted communication. When the signal is recieved, the speaker outputs its message (around 3 lines of text). Can be part of the most unholy of assemblies. Careful.

Infrared Emitter-Speaker Says the programmed phrase when the laser gets cut. Can work as a way to output messages to people when they cross the laser.

Speaker-Mouse Trap Outputs the prerecorded message when triggered. Can work as a single use message delivery system, if a bit cumbersome.

Useless but has reaction What it says on the tin.

Emitter-Proximity Sensor Emitter activates sensor, no interaction otherwise.

Voice Analyzer-Proximity Sensor Codephrase activates the sensor, no feedback otherwise.

Proximity Sensor-Proximity Sensor Activates one sensor when the other detects movement. Useless.

Mouse Trap-Proximity Sensor Pulses the sensor upon being stepped on/touched.

Assembly Designs A design is a set of assemblies acting in a specific order for a specific purpose, like a Proximity Sensor-Signaler sending a signal that bolts a door. Here we will list a few designs and ideas, try and find new, exotic uses to the assemblies. Use at your own fault/risk.

Basic Designs Logistic Signalers An essential tool to coordinate signals and make sure output comes in the order you want. Connect 2 Signalers and give them different codes/frequencies. Once your original signal reaches this assembly, the first Signaler pulses the second, which sends a new signal with a new code/frequency. The effect would be: Signaler pulse→ What you wanted to happen first AND Signalers Left side → Signalers Right side → Whatever you wanted to happen after the first pulse.

While you CAN make somewhat coordinated signals without logistic Signalers, larger designs NEED logistic Signalers to ensure proper order.

Basic Loop A way to ensure constant output of signals without human intervention. This design can break if a signal is received while the Timers are online, though there is a very small chance for it to happen. Due to the way Timers work 2 independent pulses received within the same tick can break the loop as well, then again, the chance is very low. Make 2 Timer-Signaler assemblies on the same signal. Set the reset Timer of both to different lengths (3 and 5, for example). Manually activate one of the Timers. You now have a loop. Connect it to whatever design you want to see on repeat.

Voice Grenade Backpack Make a Mouse Trap-Speaker Assembly and a Mouse Trap-Igniter Grenade. Place both inside a bag. Whomever opens the bag gets the message and the explosive gift.

Remote Door Bolting If you have found the bolt cable on a door, you can attach a signaler to it. Send a pulse down the same signal to bolt the door.

Advanced Designs Stable Loop If for some reason, you NEED a loop that wont break, ever, here's the thing for you. Make a Signaler-Timer and set it to a signal (Here referred as Signal 0). Make 3 Logistic Signalers and set them to signals 0-1, 1-2, 2-0. It will not ever break on external pulse.

Remote Reader While a speaker, human or assembly can output virtually limitless amounts of words, only 511 characters are sent via radio before the being cut. One can bypass this limit by using Speakers with remote Signalers.

For each 511 chunk you want to say on the radio, you will need a Speaker-Signaler and 1 Logistic Signaler assembly. As a rule of thumb, you will need 1 Logistic assembly less than chunks being read (meaning you won't need one if you only plan on reading one chunk of text). For example, say you want to read 2000 characters on the radio (For reference, the original WGW script is around 1600 characters). You will need 3 logistic Signaler assemblies, 4 Speaker-Signaler assemblies and the handheld Signaler to activate the whole thing.

Set the handheld Signaler to a signal (From here on, reffered as signal 0). Divide the text into 500 character chunks. Input the first chunk to the first Speaker-Signaler and set it's Signaler to signal 0. Take a Logistic assembly, set the left side to signal 0 and the right side to signal 1. Input the second chunk of the text to the second Speaker-Signaler. Set it's Signaler to signal 1 Take another Logistic Assembly, set the left side to signal 1 and the right side to signal 2. Input the third chunk to a Speaker-Signaler, set its Signaler to signal 2. Take the final Logistic Assembly, set its left side to signal 2 and its right side to signal 3. Input the final chunk of text to the last Speaker-Assembly. With it's Signaler to signal 3. You should end up with: 3 Logistic Signalers, with Signals 0→1, 1→2 and 2→3. 4 Speaker-Signaler assemblies, with Signals 0, 1, 2 and 3. Once the setup is activated via signal 0, the entire 2000 character text is output, in order. The logistic Signalers are necessary to ensure correct order.

USE AT YOUR OWN PERIL IF YOU PLAN ON READING UNSAVOURY LITERATURE.

games/sc13/guides/assemblies.txt · Last modified: 2023/06/14 23:36 by wizardofaus_doku

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