Discuss the massively-multiplayer home defense game.
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I've seen this trick a few times, and haven't worked out how the trap doors are still being powered:
Is this something to do with how house damage saving works? Or perhaps some clever tricks with pulsing and the 16 substep limit? If I were to guess I'd say that the electric floors above and below are alternating on and off through clocks, keeping the trapdoors lowest seen state as powered when the game settles down the wiring.
Last edited by colorfusion (2014-02-15 06:06:23)
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Most probably, each row of grid is "half-powered" by some paradox circuits with reversed periods, for example: http://castledraft.com/editor/w07SjK. Each row of grids is powered one step out of two alternatively so each appears unpowered, while the trapdoors are constantly powered, from north/south grids alternatively.
Last edited by arakira (2014-02-15 06:14:22)
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This is a very neat interaction. I'm going to have to remember to experiment with it next time I'm successfully robbed.
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I don't really see the purpose, when saws are just as expensive as wire cutters. It may seem scary, but really doesn't do much that couldn't be done with regular walls.
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I don't really see the purpose, when saws are just as expensive as wire cutters. It may seem scary, but really doesn't do much that couldn't be done with regular walls.
walls cant kill you if you screw up.
It's a trap!
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scary looking is not without it's own virtues, too.
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I don't really see the purpose, when saws are just as expensive as wire cutters. It may seem scary, but really doesn't do much that couldn't be done with regular walls.
I haven't had a chance to test a design yet, but I was thinking of using powered doors instead of trapdoors, and making it look like cutting the electric floor wouldn't open the door when it actually would.
If there's an "unpowered" electric floor leading up to a door a robber wouldn't think that they needed to cut it to open the door, they'd think it must be powered from the other side.
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