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Gadget Ridiculosity (Click to enlarge)
Gadget Ridiculosity   Screenshots   Geek2Nurse | 5/5/2012  log in to like post

When I started dabbling with C3/DS I decided the gadgetry was sorely under-used, and set out to build a ridiculously huge machine I dreamed up in the middle of the night one night. The idea was to regulate all of the aquatic populations simultaneously while having a minimal amount of machinery actually in the aquarium, triggered by radio transmitter. It *almost* worked, too. Unfortunately the pulse signal just couldn't make it all the way to the end of the circuit, and there aren't any signal booster gadgets in the game!

Most of what you see is the "sender" circuitry. The only part that had to actually be in the aquarium were the two parts in the lower right corner.
 
 
Geek2Nurse | 5/6/2012  log in to like post

Go for it, Vulcan! I'm into plants at the moment. The epic non-working aquatic population monitoring monster machine kinda sucked all the engineer juice out of me for a while!

Grendel_Man, now that I've discovered how to get into the inner workings of agents, that's easy enough to fix. ;)
 
Amaikokonut | 5/5/2012  log in to like post

The gadgetry is indeed sadly underused... kind of a shame really, considering all the potential it has.

That is some nicely complex work with it though. I don't think I ever messed with the connectable agents beyond connecting a grendel detector to a sludge gun.
 
vulcan | 5/5/2012  log in to like post

I may try making a signal booster.. if it's OK with you, Geek2Nurse. :D
 
RisenAngel | 5/5/2012  log in to like post

The Aquatic Population Monitor uses "esee." So it has to be in the same room as the things it's monitoring to work right.
 
Geek2Nurse | 5/5/2012  log in to like post

Could be...that was one of the questions I had, and I didn't get far enough with it to find out for sure. One of these days I'll have to pull up the script and see. Who knows, maybe I'll create a signal booster and try again!
 
Horstj | 5/5/2012  log in to like post

Are the animalsensors (or whatever they're called) work over metaroom boundaryes? I allways thought they only get what is in the same room as them...


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