The Atoms of Gimkit -- Further Exploration

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So I don’t know what I was thinking when I made this; not a good way to start a guide lol.

I think we all know that I am not a device person. I enjoy art and simple mechanics more than I do abstract work. But then I found this topic. One of those “Good Ol’ Discussions”:

I scrolled through the topic and its replies, then compiled a list of all the devices that can be broken down into other existing ones. Those that can be broken down are to be called ‘Constructables’. Those that the constructables are broken down into are the ‘Atoms’ of GKC Devices.

THE PLAN: Make a list of all the ‘Atoms’ and how the other devices (Constructables) can be made from them.


As far as I know, there are 52 released devices in Gimkit Creative, and the discussion in ClicClac’s older topic named 11 of them as “atoms”.

The Atoms

Item granter – Only device that can remove or grant items to a player. This plays a crucial role in most games. Memory: 35

Image

Inventory Item Manager – Works with the ‘Item Granter’ to interact with the player’s inventory; again, it’s the only device that can do what it does. Memory: 215

Image

Button – It’s a unique device that lets you interact and serves almost something close to a GUI if you count blocks, channels, and properties as the real workings behind the game. Memory: 50

Image

[image]

Text – The only convenient way to display words. Memory: 60

Image

[image]

Popup – This one I’m not sure about, because it could actually be a notification with different choices, but as that is impractical (a word I will use instead of impossible) to recreate, I will include the Popup as an atom for now. Memory: 50

Image

[image]

Notification – Sends alerts in-game and can carry block code. It might not be an atom as it is interchangeable with the popup, but it’s more useful as it can carry code. Memory: 15

Image

[image]

Trigger – We love triggers. Honestly my favorite device, it can do almost anything and is way better than a repeater. Memory: 40

Image

Property – Stores data in numerical or word form, and also can be used to update the score in a game instead of knockouts or in-game time. Memory: TBD

Image

[image]

Damager – Deals damage to a player. It can be used instead of something like a laser. Memory: 10

Image

[image]

Questioner – Introduces questions to a game. This one is special because it’s the only one that has some sort of access to the bigger web–if GKC as we know it is a small section of the whole Gimkit website, the questioner is sort of a thin link to the bigger Gimkit website as it accesses sets you can create or borrow from other people. Memory: 250

Image

[image]

Barrier – Blocks off areas and doesn’t let you enter. This one’s a little questionable as you can approximate it with some triggers or just use props, so I may edit it out later. Memory: 20

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[image]

Camera Point – Allows players to “detach” the camera from pointing at the player to a different location. Because this can’t be constructed with other atoms, it is an atom itself. Memory: 100

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[image]

There is also one backward compatible atom (in which a constructable can also be an atom and be made by atoms):

Zone – Detects wether player(s) are entering or leaving a specific area. This is the only backward compatible atom so far; it is backwards compatible with a trigger. You can see the recipe for a zone in the Constructables section. Memory: 30

Image

[image]

Constructables

This section is a list of all the “constructable” devices–kind of like composite numbers in math, they can be made from the atoms. This concept may be useful as there is a chance a setup using the atoms will be less memory intensive than the actual device. Just check the memory comparisons at the end of each line - the atoms’ memories have been added together for convenience. I’ll add setup and how to do it if I have time. [1]

Wire repeater → trigger Memory: 5 vs. 40

Steps

Pretty simple to recreate a wire repeater with a trigger:

  1. Grab a trigger. The settings should look like this:

  2. Wire your input device to the trigger
    When something --> Trigger
  3. Wire your output device to the trigger
    When triggered --> Something
    Note that you can use the delay pulse function from the wire repeater in the trigger as well, just use the trigger delay function.
    LESS MEMORY EFFICIENT

Movement meter → timer[2] + item granter Memory: 400 vs. 100

Steps

To be written

Starting Inventory → Global property + item granter Memory: 10 vs. ≥35[3]

Steps

To be written

Laser → Trigger + damager Memory: 250 or 75 vs. ≥70
Alternative: Zone + damager (Memory: 250 or 75 vs. 60)
Alt. 2: Damager + Barrier (set to no collision)[4] (Memory: 250 or 75 vs. 50 or 90 with trigger)

Steps

The following steps use the trigger recipe:

  1. Grab a trigger. The settings should look like this:


    You can change the Allowed Team setting if you want.
  2. Copy the trigger as many times as you need to “stretch” out the damage zone.
  3. Grab a damager. The settings should be like this:

The following steps use the zone recipe:

  1. Grab a zone. Under When Player Enters Zone, transmit a (or something else).
  2. Click the change size button in the zone settings, and stretch out the zone as much as you want.
  3. Grab a damager. The settings should be like this:

The following steps use the barrier recipe:
To be written


Finished Product:



[image]

[gif for damaging]

MORE MEMORY EFFICIENT

Counter → Text(w/ block code) + property Memory: 25 vs. ≥570

Steps

To be written

Checker → Trigger (if-do block code) Memory: 35 vs. 540

Steps

To be written

Item Spawner → Button + Item Granter Memory: 8 vs. 85

Steps

To be written

Knockout → Knockout Manager Memory: TBD vs. 10

Steps

To be written

Flag system → Barrier, button, item granter, zone, trigger (with if-do code) Memory: 450 vs. 945

Steps

To be written

Laser Manager → Damager + Trigger Memory: 32 vs. 70

Steps

To be written

Zone → At least 3 Triggers Memory: 30 vs. ≥60

Steps

For these steps I’ll use four triggers for a teeny-tiny zone, however you can change the amount of triggers to your liking when it comes to it. Also the recipe says three or more because you can do the following steps in platformer mode on the ground some terrain using three.

  1. Grab ONE trigger. Set player collision to on, and visible in-game to off.
  2. Copy the trigger, and place it to the top left or right of it, like this:

    (uh, name reveal)
  3. Repeat step two but with the bottom right/left and right/left of the original trigger.

(Optional: make the zone look like a zone with a barrier device with collision off, will cost you 20 additional memory)


FINISHED PRODUCT


With the terrain mentioned in the intro:

Maybe a bit bigger?

WAAAAAY LESS MEMORY EFFICIENT


Lifecycle(set to Game Start or Player Joins Late) → Trigger + Spawn Pad Memory: 50 vs. 50

Steps

The following steps are to recreate a lifecycle with Game Start setting:

  1. Grab a trigger. Make sure the player collision setting is on.

    Team Allowed and visibility settings are up to you. Make sure the trigger broadcasts something to put the “lifecycle” to use.
  2. Grab a spawn pad. Make sure the spawn pad is directly above the trigger.
    Optional: instead of channels, you can always use wires. However, that will cost +10 memory per wire. If you are using wires, make sure to wire the trigger to the output device.

Finished Product:

(Um what definitely not in playing mode :smiling_face_with_horns: )

End Game → Trigger (if-do block code) Memory: 10 vs. 540

Steps

To be written

Ball Capture Zone → trigger(w/ block code) + zone Memory: 200 vs. 540

Steps

To be written

Tag Zone → trigger(w/ block code) + zone + respawn Memory: 1500 vs. 850

Steps

To be written

Relay:

  • set to All Players → trigger(scope global) Memory: 20 vs. 40
  • set to All Players on My Team → trigger(scope team) Memory: 20 vs. 40
  • other options would require player count systems (will be added later when systems section is created)
Steps

To be written


Thanks to @eiqcrmeliutgwhc for the following:

Vending Machine = Button + Item Granter(s) Memory: 125 vs. ≥85

Steps

To be written

Item Spawner = Button + Item Image + Item Granter Memory: 8 vs. 85 (without image)

Steps

To be written

Repeater = Trigger Memory: 500 vs. 40[5]

Steps

To be written


In addition, I’m thinking the questioner could be a popup, but it forces the players to only answer from one question set.

This guide is honestly a massive WIP, but it’s interesting and I see some potential for this subject. I will need help from you amazing sleep-deprived forumers as I am not the best with devices. Thanks for reading and now I’m gonna go play some Minecraft bye!

Credits

@ClicClac for the original research topic
@ars3nic for this research topic
Contributors:
@Boss_1s [note from ars3nic: HUGE shout-out to him for contributing so much to this guide! I appreciate it.]
@Dungeonmaster
@eiqcrmeliutgwhc
@getrithekd
@Blackjack
@Toothless
@Kingo

To-Do list

hack cough
Uh this is for me or whoever wants to edit this guide. My memory’s trash so yeah

  • List devices by function and memory usage
  • Tweak and refine formatting
  • Check accuracy or practicality of constructables
  • How-to section for constructables
  • Add systems, i.e Player I/O or Turing Machines
  • Figuring out which of the 41 constructables are impossible impractical to be built with atoms (post #46)

  1. Note: some constructables have zone as an atom, this is the actual zone device, even though the zone itself is backwards compatible with a trigger (see posts #64~#67) ↩︎

  2. counter + trigger ↩︎

  3. A definitive value cannot be determined as there are multiple other devices that can be used to do the Global Property and activate the item granters. Hence I’ll do the minimum of 35 ↩︎

  4. + Trigger (possibly) ↩︎

  5. This is why we don’t use repeaters…sigh ↩︎

16 Likes

I’m not sure about this one. I would switch out the global property with a lifecycle.

This is very interesting! I wonder if there’s more we could make :thinking:

1 Like

It means using the changed when game start setting.

Wow, I can’t read. The words are swimming in front of me, blame the school for having a picnic in 80 degree weather…

Anyhoo, what do you think of making this a wiki? I mean, it is a massive WIP[1],and you’re gonna need all the help you can get…
Idk just a suggestion


  1. you know what else is massive?.. ↩︎

2 Likes

Wiki-fied, because I really do need help on this :skull:
Feel free to add anything that may help or try to construct devices out of the atoms.
Side note I fixed the format because the wall of text nearly killed my ADHD brain lol

That what im saying!~

Problem is, the lifecycle isn’t an atom - i’d say whatever atoms make a life cycle + item granter

1 Like

The lifecycle wasn’t discussed in the topic, so I think it is either an atom that was missed or can be approximated.

I believe the lifecycle is a trigger, I was gonna add that when I hopped onto my computer (I’m on my phone rn)

1 Like

I’ll test it.
Edit: Unless I’m dumb, I don’t think it’ll work unless you place the trigger right below spawn so it’s triggered by the player spawning on it in game start.

1 Like

Hopefuly I didn’t do too much editing…
Just bolded the constructables, added credits, and the very much needed checkbox (I didn’t @ cause I didn’t want to ping, but you can change that if you think it should be @)

Edit: nvm Ima @ for the sake of links

Interesting idea..
A few things:
I’m not sure about movement meter, timers can’t exactly detect movement, and coord device by its own take much more memory
You should put functions of devices in constructables, instead of entire devices, for instance, the function of lifecycle listening to gadget fire cannot be detected by trigger+spawn pad and thus should be put elsewhere separately from lifecycle game start

2 Likes

Idk abt this one, you’ll have to ask ars3nic when they get back

Done for the lifecycle, will get to the others when i have time

Just read everyone’s replies.
About the ping stuff by the way, I don’t really care if you ping me because it means there’s something I have to fix. Some people don’t like them but they exist for a reason.
Anyhow @Dungeonmaster that’s a good idea, I’ll recategorize it by function and maybe a list of devices/device combos that have the same function. Or someone could help me do it ._. please

1 Like

I gotchu!!!..
maybe tmrw tho…

1 Like

I might add more to the to-do list later, idk, just a heads-up

1 Like

Don’t have to reply, just type in that little “info” thingy why you made the change.

Devices for Turing machine + player i/o devices

Turing machine?
And I don’t know abbreviations sorry lol
What’s i/o

I/o is Input output, and a Turing machine is the minimal stuff needed to do the computations any computer can do

2 Likes

So I would think for a Turing machine maybe properties, triggers – anything that has block code?