Execution signals¶
Note
The game uses the term "Exec", but for the sake of simplicity, we will use the full word "Execution".
Execution signals can be used to trigger Execution-based gates and allow you to organize the order of those gates.
Execution-based gates output another execution signal once they're done running after they recieve an execution signal input.
All of this makes it possible to create a daisy chain of gates in a sequence:
graph LR
A["Gate A"]
B["Gate B"]
C["Gate C"]
A -- "Exec" --> B
B -- "Exec" --> C
| Tick # | Gate |
|---|---|
| 1 | Gate A |
| 2 | Gate B |
| 3 | Gate C |
How execution signals work¶
Value changes will trigger an outgoing execution signal that lasts one tick, provided the value being changed to must not be 0 in numerical form. This means that the following values for their respective data type:
- False
- 0
- 0.00
...will not trigger an outgoing execution signal.
Execution signals have a data type dedicated to them: Exec