GearBlocks
Steam News 8 December 20255mo ago

GearBlocks 0.7.9470

Hi all, time for another update. Thank you to those who gave feedback on the recent "logic" additions, there were a lot of requests and suggestions. I tried to address as many of these as I could, but there are probably…

Update log

Full GearBlocks update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes2 additions1 change0 removals
  • UI and audio
  • Gameplay
changedType ConversionWhen an implicit type conversion is available it is indicated by "TYPE CONVERSION" in the UI dropdown.
addedNumber Expression Comparison and ConditionalsSome of you have requested to add more inputs for the Number Expression, but I'm holding off on doing this for now to avoid making it too cluttered.
addedNumber Expression Comparison and ConditionalsAt some point I'd like to add support for data channels and tweakables of type Vector , at which point I'll probably add some Vector inputs to the Number Expression. I think this would be a cleaner way to get more input values in there.

Hi all, time for another update.

Thank you to those who gave feedback on the recent "logic" additions, there were a lot of requests and suggestions. I tried to address as many of these as I could, but there are probably still enough left over to fill up a whole other update (not even including Stage 2 or 3 - see GearBlocks 0.7.9398 blog post).

I will continue working on these logic features, but I think from now it'll probably be mixed in with other stuff, as I want to move on to other areas of the game that need work.

I'll expand briefly on the main changes now, but as always check out the release notes for a comprehensive list.

For some parts, it is now possible for a data link to be created between their own output and input nodes. These parts being the following logic modules:-

  • Boolean Operator & Multi-Operator.

  • Number Expression.

  • Number Operator.

This means that an output can be fed back as one of the inputs, creating a feedback loop.

Type Conversion

Data links can have channels of either Boolean or Number type. When overriding a part behaviour control or tweakable, only data channels of matching type could be used.

To override a Boolean value with a Number data channel, it would first have to be "converted" to Boolean using a Number Comparator. Conversely, to override a Number value with a Boolean data channel, a Number Selector would have to be used.

Now, implicit type conversion has been implemented, which allows for control or tweakable overrides by data channels of difference types. The conversion is done with the following mapping:-

  • Boolean to Number: true / false -> 1 / 0.

  • Number to Boolean: if non-zero, true, else false.

When an implicit type conversion is available it is indicated by "TYPE CONVERSION" in the UI dropdown.

Note that a Number Comparator or Number Selector is still necessary if you need more control over how the converted type values are mapped.

Also, in some cases when controlling parts with Number inputs (e.g. motors or brakes), you may want to ramp up from 0 to 1 (rather than an immediate jump), in which case a Number Selector and Number Smoother would be recommended.

Number Expression Comparison and Conditionals

Support for number comparison and "if / then" logic has been implemented:-

  • Comparison operators: ==, !=, <, <=, >, and >=. If the comparison is true, returns 1, else returns 0.

  • Conditional if(a, b, c) function. If a is non-zero, returns b, else returns c.

For example,

if(x > 5, y, z * 10)

would now be a valid expression.

Some of you have requested to add more inputs for the Number Expression, but I'm holding off on doing this for now to avoid making it too cluttered.

At some point I'd like to add support for data channels and tweakables of type Vector, at which point I'll probably add some Vector inputs to the Number Expression. I think this would be a cleaner way to get more input values in there.

New Logic Parts

Keyboard & Joystick Control

  • Keypads (1, 4, and 9 key). Up to nine Boolean outputs, triggered by keys and / or joystick buttons.

  • Joypad. Dual axis, with two Number outputs, controlled by keys and / or joystick axes.

Advanced Logic Modules

  • PID (Proportional-Integral-Derivative) Controller. Outputs a Number control value that can be

Source

Steam News / 8 December 2025

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