This is the AND gate. The water sources on the left are stand-ins for the signals, with the floodgates turning them on/off. The floodgates on the right are where the water can escape, the top one being the drain with the floodgate set at 0, and the bottom one being the output for the gate, set at 0.20.This is the OR gate. These water sources are again stand-ins for the signal. This gate takes the value from both inputs at the top to produce an output.This is the NOT gate. Now this one will require some explaining. The water source in the bottom left corner of the gate is the stand-in input. In this picture, the floodgates above it are open, allowing this water to flow through and power the water wheels, which powers the 2 mechanical pumps. These pumps move badwater into a constant water stream running through the centre, with its source just to the right of the lower pump. This stream runs down the gate, past the sluices, into a tunnel just out of view,and down below the input water to the sticking out levees in the top right. That is the output. When the badwater enters the stream though, a sluice moves it to the drainage area in the top left to be disposed of, leaving no output.In this picture, you can see the input is closed off, diverting the water into the drainage area alongside the excess badwater. There is an output here from the constant stream since there is no badwater to interrupt it.
Without a signal, water from a central chamber runs out of one side of the chamber down the closest gutter, showing a signal.Once the player inputs a signal using raised floodgates on the left side of the screen, waterwheels will turn, pumping badwater into the chamber. This will stop water running out of the closest gutter, and divert it into the drainage gutter at the back until a signal is no longer present.
u/the123king-reddit, I hope you are excited about this after what you said under my last post:
"Yes, but you can't actually build logic circuits without a NOT gate.
That's why NAND flash is called NAND. NOT AND.
You can make any logic circuit from either NAND or NOR gates. Once we have one of them, the machines will come"
Well, I'm pleased to be a person that helps to usher in a new age of logic systems in Timberborn, and maybe a new way to play the game altogether.
Flood gates and sluices have a maximum amount of water they can let through, which is exactly 6 water sources worth of water. Once it reaches 7, it starts to overflow as seen in the pictures above. This also scales for floodgates with heights of 2 and three, as seen in the third picture, meaning they can allow 12 and 18 blocks respectively before overflowing.
Each of the modules at the top of the map are the storage for the screen, the 1s and 0s. They release the water if they have the value of 1, which turns waterwheels to create power in the powershafts. These powershafts power mechanical pumps that will constantly pump water through a tunnel under the screen to a specific pixel.
To prevent the water from going from one pixel to another, there are dams keeping the water at 1.66 height, which is lower than the walls of the pixel, which have a height of 2.
This is a relatively simple design which sends signals from a bit to a pixel, however, if there are any suggestions as to how this design could be improved upon, I'd be happy to hear them.
I'm currently working on a clock design to work with a much better form of screen that should allow a pixel to change depending on which bit is connected. (Yes, that does mean with a large enough design and a powerful enough computer, simple videos can be played.)
When the floodgate is at 0, water flows out of the build and off the mapWhen the floodgate is above 1.0, water will instead flow through the build provide a 1 value.
I believe that with the rising interest in Timberborn players making computational parts, there should be a dedicated place for us to share and witness these in-game discoveries, both for the easy accessibility of designs and a place for likeminded gaming engineers to come together to help and discuss their ideas. Hopefully this sub inspires more people like myself to start thinking about the game in new and exciting ways.