Machinations Documentation
  • What is Machinations?
  • ☉Getting Started
    • Explore
    • Interface
    • Framework Basics
    • How-To Videos
  • ▷ Simulations
    • Run Modes
    • Charts
  • ⦽ Basic Nodes
    • Pools
    • Sources
    • Drains
  • ⇢ Connections
    • Resource Connections
    • State Connections
      • Label Modifiers
      • Node Modifiers
      • Triggers
      • Activators
    • Labels
  • ⧰ Advanced Nodes
  • Converters & Traders
  • Gates
    • Sorting Gates
    • Trigger Gates
    • 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
    • Public Diagrams
    • Google Sheets
    • Tags
  • ♔ Accounts
    • User Profile
    • Pricing
    • Billing Policy
    • Team Management
  • ☆ Tips
    • Shortcuts
    • Best Practices
  • ⚙️Unity Plugin (UP) & API
    • Game Engine Plugin
    • Quick Start
    • Main Concepts
    • Real-Time Sync
    • Unity Integration Guide
    • Known Issues
    • Key Features
      • Game-Aware Analytics
      • Local Cache
      • Game State Awareness
      • Data Formats & Handoff
  • ≏ Evolution
    • Changelog
    • Framework Diff Log
  • 〄 Localisations
  • 🇷🇺 RU by Lev "evlko" Kobelev
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  1. ✑ Nodes Properties

Activation Modes

Automatic, Interactive, OnStart, Passive

PreviousArtificial PlayerNextPulling & Pushing Resources

Last updated 4 years ago

Nodes have 4 Activation Modes, according to which Resources get redistributed.

Set the Activation Mode of a Node in its Properties menu, under Activation.

When a Node fires it along the that are connected to it. Whether a Node fires depends on its Activation Mode.

A Node in a Machinations diagram can be in one of 4 different Activation Modes:

  1. Automatically - fires every Time Step. All automatic Nodes fire simultaneously.

  2. Interactive - fires only when the you click it during Run time.

  3. Starting Action - fires only once, immediately after you click the Run button.

  4. Passive - can fire only in response to a trigger generated by another element.

All 4 Activation Modes apply to ALL types of Nodes!

Interactive Nodes fire after being clicked only when the next Time Step begins. This may make it seem as if the Node didn't receive the input or that there's a delay.

  1. The green Pool is Automatic, and will push 1 Resource every time step, until there are no more Resources available.

  2. The orange Pool will push a Resource once, when you hit the Play button.

  3. The blue one is Interactive, and will only push a Resource when the Player/User clicks on it.

  4. The red Pool is passive, and it will not react in this case.

You may want to check out:

Here's a video example of 4 Pools, having different Activation Modes, and their actions (or lack thereof).

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pushes or pulls Resources
Resource Connections
Activation Modes symbols