Portal 2

Portal 2

Basic Calculator
23 Comments
N-Sunderland  [author] 8 Aug, 2018 @ 6:05pm 
Thanks! This is actually relatively simple to design (behind the scenes it's doing stuff like "if 6 and 1 are pressed, or 5 and 2 are pressed, or 4 and 3 are pressed, then output 7"), but it was fun to make and I'm glad you liked it :)
Melody 4 Aug, 2018 @ 4:44am 
this is really cool, like REALLY cool. Kudos to you creator
N-Sunderland  [author] 22 Aug, 2012 @ 2:42pm 
Minor Update: I just made a quick edit and published the map again, since it wasn't showing up in my queue. Thank you SO much for the latest update, Valve -_-
cyron43 14 Aug, 2012 @ 7:51am 
Thanks for the Info, Nick. :-)
N-Sunderland  [author] 14 Aug, 2012 @ 7:42am 
Ben is now working on fixing the NOT glitch.
N-Sunderland  [author] 14 Aug, 2012 @ 5:57am 
@Geneosis: I'll try fiddling around and seeing if different things work. I know it's not the doors, though, as this happened with several other things.
N-Sunderland  [author] 14 Aug, 2012 @ 5:56am 
@cyron43: Not trying to diminish Ben's effort at all. He's done an incredible job with this mod. It's just a bit annoying that I still have to use makeshift NOT gates instead of proper ones. And I was having this NOT gate problem even after update 1.02, so it hasn't been fixed yet. I've mentioned it to Ben, he'll take a look into it soon.
cyron43 13 Aug, 2012 @ 2:42pm 
BTW Ben works really hard on it and by the fact that he released the second update already so short after the initial release is a clear sign we should visit the download site daily.
cyron43 13 Aug, 2012 @ 2:40pm 
Cough BEEmod has been updated. V1.02 has the NOT gate fixed now. Cough
Geneosis 13 Aug, 2012 @ 12:48pm 
Well that's may only works if you set the door to "start closed"... Oh and I don't know if that changes anything but try to connect the inputs of the NOT gate before the outputs... But maybe the problem comes simply from the BEE Doors : I was able to remove a cube of a button linked to a door, and the door stayed opened... It seems that Doors are a bit glitchy when you command them quickly ^^"
N-Sunderland  [author] 13 Aug, 2012 @ 11:44am 
Yeah, I know all that stuff about NOT gates. Try this, and you'll understand my problem:

-Connect a button to a door
-Connect a NOT gate to the door
-Connect a trigger_once behind the door to the NOT gate

So here's what should happen: You enter the room, the door is closed. You put a cube on the button, and the door opens. You walk through the door, and it closes.

Here's what happens with a BeeMod NOT gate: You enter the room, and the door's already open. You put the cube on the button, and it doesn't move. When you take the cube off, the door closes. From then on, the door starts acting normally.

Everything works perfectly with a laser-based NOT gate.
Geneosis 13 Aug, 2012 @ 11:40am 
The NOT gate is mainly to combine with other gates and make advanced logics... But you can almost all the time avoid it when you have to activate only one object ^^
And well triggers are always usefull to avoid placing pedestal buttons to "force" the player to activate something ;)
N-Sunderland  [author] 13 Aug, 2012 @ 11:36am 
Yeah, I agree now that I've had the time to think about it. Triggers will definitely help a lot, though. Not entirely sure about these new logic gates... The OR and AND gates work well, but the NOT gate is awful, even with version 1.02. I also tried fitting this chamber with the OR and AND gates, but due to the nature of the mechanism, they ended up costing more entities than my laser logic gates.
Geneosis 13 Aug, 2012 @ 11:29am 
Well, better to understand after reading the description X)
Anyway I don't think High Energy Pellet will add a lot of new mechanisms... They are an easy way to make a "trig once" mechanism, but don't see many other uses ^^"
N-Sunderland  [author] 9 Aug, 2012 @ 7:27am 
Don't have any experience with Pakrat... Whatever, I'll figure it out.

Energy balls could potentially allow for much more interesting mechanisms :)
cyron43 9 Aug, 2012 @ 7:16am 
Yep. :-)
However have you read about the Portal 1 energy ball system? If you make maps with it you have to include the resource pack with pakrat (will be released with the mod).
N-Sunderland  [author] 9 Aug, 2012 @ 7:05am 
Oh... my god. I've been wanting something like that for a while now. But these "triggers", do those have the same effect as the mechanisms we make, but without the mechanisms themselves?
cyron43 9 Aug, 2012 @ 6:43am 
Yep I don't like the new style either.
Heck I can't wait for the BeeMod! The developer says it will be released before the 10th.
http://forums.steampowered.com/forums/showthread.php?t=2766111
N-Sunderland  [author] 9 Aug, 2012 @ 6:35am 
Correction: will check that OUT (not our).
N-Sunderland  [author] 9 Aug, 2012 @ 6:35am 
Will check that our ASAP :) Have you noticed the new "Owner Stats" thing on the side? I hate it. It drives me crazy not knowing the number of total unique subscribers.
cyron43 9 Aug, 2012 @ 3:38am 
Yes but it's the ideas that matter. :-)
Oh while we're at ideas, I need testers:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=88079210
N-Sunderland  [author] 8 Aug, 2012 @ 3:38pm 
Thanks :) It's not like this one is revolutionary, though. Just a question of stringing together OR gates.
cyron43 8 Aug, 2012 @ 10:47am 
Your maps amaze me. :-)