Machinations Documentation
  • What is Machinations?
  • ☉Getting Started
    • Explore
    • Interface
    • Framework Basics
    • How-To Videos
  • ▷ Simulations
    • Run Modes
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  • ⦽ Basic Nodes
    • Pools
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  • ⇢ Connections
    • Resource Connections
    • State Connections
      • Label Modifiers
      • Node Modifiers
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  • ⧰ Advanced Nodes
  • Converters & Traders
  • Gates
    • Sorting Gates
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    • Mixed Gates
  • Registers
    • Math.js Functions
  • Delays & Queues
  • End Conditions
  • Artificial Player
  • ✑ Nodes Properties
    • Activation Modes
    • Pulling & Pushing Resources
    • Filter (Colour Coding)
  • ⚯ Collaboration
    • Live Collaborative Editing
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  • ☆ Tips
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  • ⚙️Unity Plugin (UP) & API
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      • Game-Aware Analytics
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  • ≏ Evolution
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  • 〄 Localisations
  • 🇷🇺 RU by Lev "evlko" Kobelev
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  1. ⦽ Basic Nodes

Sources

create Resources

PreviousPoolsNextDrains

Last updated 4 years ago

Sources (triangles pointing upwards) are Nodes that create Resources.

As any other Node in a Machinations diagram, Sources can be automatic (the default), interactive, passive, or activated once before a diagram starts, depending on its .

An example of an Automatic Source is the steady regeneration of the protective shields of the player’s star fighter in Star Wars: X-Wing Alliance. The action to build armies in Risk would be modeled as an Interactive Source of armies, and passing Go in Monopoly would be a Passive Source of money that is triggered by a game event.

The rate at which a Source produces Resources is a fundamental property of a Source, and is indicated by the flow rates of its outputs.

At this point, you may want to read about

In many ways, a Source acts just like a Pool without inputs that starts with a sufficiently large (or even infinite) supply of Resources. However, to model limited Sources, it is better to use a Pool with a specified number of Resources in it.

Activation Mode
Unlimited vs limited Source