I just found one of the weirdest concepts in the game, yet one of the most useful.
Wires were added with channels to help simplify the game for those who didn’t want to deal with channels. They are in a simplified format that makes it easy to see what’s happening on each side. However, they come with a few… extra features.
The one we will focus on today has currently not been figured out. If you do know why this is happening, please let me know! For now, let’s get into the idea.
So, the problem with wires is that they ALWAYS send. In the screenshot above, no matter the state of the rest of the game, if the trigger is triggered, the counter will be incremented. There’s no question.
Or is there?
I’ve found a way to invalidate that statement and CANCEL a wire’s signal.
Here’s an incredibly simple system. When the counter hits target value, it sends to a repeater, which sends back to reset it. Now, we’re going to set up a trigger to increment it every second.
Bam. We start it up, and the counter will go 0, 1, 2, 0, 1, 2… etc.
BUT NOW, we get to the exciting part. Let’s put out this system:
THIS IS LITERALLY JUST A RECURSIVE TRIGGER WITH 4 OUTPUTS. THE WIRE REPEATERS DO NOTHING.
This is the first official wire cutter in Gimkit, I’m glad to say. If we press this trigger just as the counter is about to switch to 0, it will IGNORE the reset signal, and go straight to 3, which it SHOULD NOT BE ABLE TO DO.
While I’m not sure what exactly is happening here, I know it has something to do with the maximum wire recursion rate of 350 per tick, and the wires pressed hitting that and invalidating the counter signal.
This is groundbreaking technology that can be used to revolutionize the world of technical Gimkit, so I hope you all use this well.
If you like technical Gimkit, please help the cause, enable us to find new things to experiment with, make new breakthroughs, and more! Thank you for your support and we hope to see you in some technical topics soon!