Oxygen Not Included

Oxygen Not Included

29 ratings
D-FlipFlop
   
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Compatibility: Base Game, Spaced Out!
File Size
Posted
Updated
366.066 KB
1 Jan, 2020 @ 12:11pm
19 Jul, 2023 @ 5:13am
10 Change Notes ( view )

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D-FlipFlop

Description
Clocked D-FlipFlop automation logic gate. This mod is based on the in-game Memory Toggle automation gate - but adds an actual clocked register implementation in addition to the games own SR-Latch. Available with the "Computing" research tier.

The clocked D-FlipFlop simplifies complicated control logic, such as state-machines that has to update states based on incoming signals.

Source code is included as part of the mod-installation (see sources directory). There is a readme.txt with some info and a couple of links to get started with ONI modding. Try it… modding this game is based on C# coding, if you know just a little bit of C then it will be breeze.
13 Comments
Fedtegreven  [author] 19 Jul, 2023 @ 5:27am 
Ok, I got back to playing ONI, I updated the FlipFlop mod to newest release of game & DLC. I actually do not own the DLC myself, but I see not reason it should not work for DLC.
Fedtegreven  [author] 11 Jun, 2021 @ 12:37pm 
Hi Swoop, that is unlikely - I have not played this game for a very long time and I do not even have it installed anymore. If anyone is interested in overtaking the mod they are most welcome. The source code and description is included inside the mod.
Swoop 8 Jun, 2021 @ 11:33pm 
would you update it for the dlc ??
QuartzBear 22 Nov, 2020 @ 7:40pm 
Oh, this thing is beautiful. The clock input is edge activated, so I don't even need to buffer the output when making clock dividers and binary counters. A 4-bit binary counter only took 4 of these things, and another 4 to synchronize the output. Bravo!
ReaderNo31142 13 Apr, 2020 @ 1:30pm 
OMG. Thank you :)
It is such a pain to craft those babies with regular logic components :D

Can't wait to check it out.
Fedtegreven  [author] 7 Mar, 2020 @ 6:31am 
Sorry for the late fix. The mod has been updated to use .Net 4.0 and should work again. Let me know if you still have problems.
esj94 6 Mar, 2020 @ 12:21pm 
obvisly broken with the new update, please fix
Casey 18 Feb, 2020 @ 4:42pm 
@MeerkatMuffins Just FYI, this seems to be broken in the new beta branch, "crashing" on load:
MissingMethodException: void GeneratedBuildings.RegisterLogicPorts(UnityEngine.GameObject,LogicPorts/Port[],LogicPorts/Port[])
at BuildingConfigManager.RegisterBuilding (IBuildingConfig config) [0x00156] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\Buildings\BuildingConfigManager.cs:110
at (wrapper dynamic-method) GeneratedBuildings.LoadGeneratedBuildings_Patch4(System.Collections.Generic.List`1<System.Type>)
at LegacyModMain.LoadBuildings (System.Collections.Generic.List`1[T] types) [0x00055] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\Mods\LegacyModMain.cs:141
at LegacyModMain.Load () [0x00058] in
fiziologus 7 Feb, 2020 @ 8:34am 
>> The FlipFlop adds something that is not easily reproduced with existing logic functions
Any flip-flop possibly realise in game. Just use buffer gate (set up to 0) for compensating logic gate lag.
But anyway separate flip-flop is good for players with no programmer skills.
BlackAeronaut 5 Jan, 2020 @ 8:15pm 
*Googles Monostable Circuit*
Huh. That could be useful. Especially for memory toggles.