Tell me, gents, am i doing something wrong, or loops don't work/need to be updated after version 30? I made a loop, as described in second example in colorfusion's post, but it won't work
Everything should still work in V31. Keep in mind the second example doesn't alternate or anything, it's just to show that electronics can receive the mid-turn pulses. You should have a look at the clocks thread if you want something that loops/repeats.
]]>To use any of the clocks, just plug your traps into the wires connected to the top of the lights.
]]>I'm having trouble figuring out clocks and such when loops (understandably) die and everything reverts to 'off'... Anyone have any examples?
The simplest circuit that loops is this:
Initially power can get through, as the inverted voltage switch is in its Off state. By letting power through, however, the power reaches back up and turns itself On which extends the arm and stops power getting through. This once again turns it Off, which lets power through, which turns it On, which turns it Off, &c..
The game wants all all electrical components to be settled after 16 sub-steps like this. If it detects tiles that are still looping, it sets each one individually to its lowest seen state. That's usually (I think always) its unpowered/off state. This circuit will settle down to how it looks in the picture. Even though it looks like power should be getting through, the game has forcefully decided that the wires should be unpowered, and the switch should also be off so that they can stop looping.
This will still be recalculated each turn, but overall it will appear to stay off. Also to note is that death is calculated after wiring is done settling, so standing on an electric floor connected to this circuit is completely safe, because (although it technically turns on and off in between turns) it settles down to off before death is tested.
Although these mid-turn pulses can't be seen and traps don't really react to them, other wiring still receives them:
The second part added on here will start off, but stay on as soon as it receives any signal. This is because the signal will power the voltage trigger which then lets power through for itself. The small sub-turn signals will still trip this component on the first turn wiring is simulated, thus fully powering the whole circuit.
That's pretty much all the trickery that you need to know to understand clocks, so long as you already know basic wiring.
The first main component of a clock is a pulser that lets out a signal every turn, like the first circuit shown above (although more controlled), this is fairly simple.
The next parts are counters. The logic behind them is basically if they receive a pulse, activate a gate like the second component above which keeps themselves powered. However if that part is already tripped and powered, unpower it in some way and pass the pulse onto the next counter. They toggle on and off every pulse, and if they went from high to low they pass the pulse along to the next one.
In a chain of these, each one is triggered half as often as the one before. The ones at the end will most rarely get a pulse going all the way through. This actually creates a binary counter.
That's the basics of what clocks do. The exact wiring differs by design.
]]>It is just a wiring example, in yours they can spend $1600 and know the combo. My house in the competition took something like $15,000 to know the combo. It takes something like $25,000 now. This is of course if you know the optimal path already .
With the term brute force I meant trying lots of different keys, not tools. Your house does not improve that. You would want the door out of sight of all buttons and behind commit gates that take over $2,000 in tools to escape.
If you look at my example, they actually cannot cut the wire either. The door is powered from inside, and opened by sending power IN. If they cut the wire, they will not be able to open it with a combo
Huh, I dunno how I didn't notice that power in the back. I should do that for future traps that need to be turned "off". Learning new things from every post.
]]>You need to change the horizontal wiring into a wired wall, or else they can break the wooden wall above and look at the combination.
Just as a variant that prevents brute force, here's a compact version of what I've used before.http://i.imgur.com/lUaOT6S.png
The lock is the same, but they can't simply cut the power for the electric floors or doors due to the powered trap doors also losing power.
electric floors and powered doors are interchangeable, just changes the necessary tools to brute force.
Also, having it against the wall would prevent breaking the wall from the other side for the code.
It is just a wiring example, in yours they can spend $1600 and know the combo. My house in the competition took something like $15,000 to know the combo. It takes something like $25,000 now. This is of course if you know the optimal path already .
With the term brute force I meant trying lots of different keys, not tools. Your house does not improve that. You would want the door out of sight of all buttons and behind commit gates that take over $2,000 in tools to escape.
If you look at my example, they actually cannot cut the wire either. The door is powered from inside, and opened by sending power IN. If they cut the wire, they will not be able to open it with a combo
]]>I believe the wiring description for the xor is incorrect on the wiki. Exclusive or is one or the other but not both. Now if I can remember how digital logic math works I can start designing some interesting traps.
Fixed the description. Also noticed that the top pictures in OR and AND were backwards, so I fixed those.
Doh! good catch. I noticed the OR image was wrong just before adding the "safe" version, but must have forgotten to go back and fix the others.
I have no excuse for the XOR goof, other than it's been +15 years since I learned logic gates in school.
]]>There have been a few people asking about how to do a combo/pin lock. Here is a very basic example:
http://castlefortify.com/c/968930e
The pin here is 1, 3, 5. If they are pressed and 2, 4, 6 are not pressed, there is a signal sent that cuts power to the door. 1, 3, 5 can be entered in any order, as long as they are pressed before 2, 4, 6. To brute force this type of lock it will take at most (2^n)-1 attempts. So this example will be solved in 63 attempts or less. You will want to have traps to prevent people from viewing the door more than once after entering the code or else up to 6 attempts can be made in one house visit (1 | 1,2 | 1,2,3| 1,2,3,4| 1,2,3,4,5| 1,2,3,4,5,6).
You can make locks that need buttons pressed in order, or have the same button pressed multiple times as well. These become much more difficult to brute force, but also require more difficult electronics that take up valuable space.
You need to change the horizontal wiring into a wired wall, or else they can break the wooden wall above and look at the combination.
Just as a variant that prevents brute force, here's a compact version of what I've used before.
The lock is the same, but they can't simply cut the power for the electric floors or doors due to the powered trap doors also losing power.
electric floors and powered doors are interchangeable, just changes the necessary tools to brute force.
Also, having it against the wall would prevent breaking the wall from the other side for the code.
http://castlefortify.com/c/968930e
The pin here is 1, 3, 5. If they are pressed and 2, 4, 6 are not pressed, there is a signal sent that cuts power to the door. 1, 3, 5 can be entered in any order, as long as they are pressed before 2, 4, 6. To brute force this type of lock it will take at most (2^n)-1 attempts. So this example will be solved in 63 attempts or less. You will want to have traps to prevent people from viewing the door more than once after entering the code or else up to 6 attempts can be made in one house visit (1 | 1,2 | 1,2,3| 1,2,3,4| 1,2,3,4,5| 1,2,3,4,5,6).
You can make locks that need buttons pressed in order, or have the same button pressed multiple times as well. These become much more difficult to brute force, but also require more difficult electronics that take up valuable space.
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