When you control something very complex (like the joints of a walking Mech), don't trust Timer Blocks to coordinate punctually by the second, and they certainly cannot handle any timings of less than a second. Note that the block is not accurate with the timings of delays, so rather add a little extra time. The start-up delay of a timer block can be set to any value between 1 second (0:00:01) and 1 hour (1:00:00). Make the second timer start the third, and so on.Configure the delay of the timer that needs to wait for the previous timer to finish.Split up the overlapping actions and put them into separate Timer blocks.A typical example is playing two sound alerts one after the other, or a docking sequence that waits for the hangar door to open. If you are automating a sequence of longer actions, you may need to enforce pauses in between. The actions inside one timer don't wait for each other's completion. You can assign the same "increase propulsion override" action to multiple toolbars, and they are all triggered together. Q: What if I want to set up the same action several times? Say, I want to 3X "increase propulsion override", but it doesn't let me add it three times?Ī: Remember that each Timer block can store 81 (nine times nine) actions? Press ctrl+1 to ctrl+9 to select another one of the nine toolbars. You can assign each action only once per toolbar. Go to the Timer block, click Set up Actions, then click block icons to select actions, and assign them to slots.Go to the Trigger (Sensor, Button Panel, etc.), click Set up Actions, and make it start the Timer block.Tip: If groups of actions are mutually exclusive, or only happen together some of the time, or have pauses between them, then build separate Timer blocks for them! Each Timer block executes a group of actions that belong together and should always happen together. Usage: Play actionsįirst, make sure you have a trigger block of your choice ready, and build your Timer block. Timers can play, pause&play, and loop „recorded“ actions. Neither can they connect through a remote terminal (use a mod instead), nor buy anything from a Store block, nor trade or emote or perform similar player actions. Timers are not precise by the millisecond - use Scripting instead.Timers cannot place blocks - use a projector instead. ![]() Timers cannot use handheld tools - use block tools instead.Timers cannot steer grids - use Autopilot instead.Timer blocks cannot perform any non-Terminal actions, this means: Triggered actions can be anything you can do through the terminal: extending or retracting pistons, turning rotors and hinges, opening or closing doors, switching on or off lights/thrusters/power/handbrake/turrets, (dis)arming a warhead, re- or depressurizing a room's vent, (de)activate grid grinders/welders/drills, (un)locking connectors or landing gear, highlight a block on the HUD, etc.Īvailable actions can also be selected from grids/subgrids that are connected through a connector, and the respective actions are only executed when the grid is connected. Timer blocks can be started by sensors, by Autopilots, by Button Panels, by another Timer (including themselves), or manually through the Terminal.Ĭhoose a button panel for manual control, and a sensor for automated control, and a Timer for loops. You can purposefully hide that side of the blocks, or place a whole set of them in plain sight for a techy, “blinking-lights control room” look. The block has a colored side that blinks while it’s active. When the block is on, it requires 0.1W of power, which is dismissable as it is almost nothing the small battery can power 500 000 Timers for an hour. Timer blocks exist in small-grid (1x1x1) and large-grid (1x1x1) variants, and they can attach to other blocks on all six sides.
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