Circuitry & Soldering

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This page/section is under construction and is likely missing large pieces of information,
contains confusing/ambiguous descriptions, etc.
We believe it is correct as far as it goes, but even that isn't assured.
We're working to clean it up.



"Hot" is indicated by an orange color in the wires and circuitry. Also, if you're not doing so already, you can use the "Eyeball" button inside the robot to allow you to see both the farm and the robot-interior at the same time, so you can watch the wires change, live.

Gate Name Logic Comments
The six basic "gates" The-six-gates.png Using these 6 gates, one can make an entire computer!

(Actually, one can make a Latch out of the others but, for game-play, we include the complete latch as a whole unit)

AND And-gate.png Has a flat bottom
OR Or-gate.png Has a curved bottom
XOR Xor-gate.png Has a curved bottom like OR, but with an extra band
NOT Not-gate.png Triangular. The "ball" on top is the electrical "not" symbol
NODE Node-gate.png A basic 1-to-4 "Y" connector.
LATCH Latch-ping-pong.png A latch always has power on one side or the other, as represented by the orange-ness of that side.

When the input (on the bottom) of one side goes hot, the circuit switches to that side -- and here's the important bit -- stays hot even if the input goes cold.
Hence, in the ping-pong circuit shown, when the bumper bumps one side, that side goes hot, supplying power to the thruster that points away from whatever was bumped.


Wire paths go horizontal first, then vertical. All of the permanent connectors in the robot are out-of-alignment, so you can't get overlapping wires connecting things that don't move. For things that you place inside the robot, you have to adjust them to prevent crossed wires, as desired.

Similarly, gates have offset legs, to avoid overlapping wires.