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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