Starbound
Macrochip
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Mis à jour le : 7 oct. 2016 à 14h16

Changes
The macrochips Timer component now functions in a fashion that more closely resembles the games vanilla timer objects.

The first cycle of the Timer component, once active, will now give a high Q output.

If it receives a high signal on its R (reset) input or when its E (enable) input is at a low state, the timer will have a low Q output and its timer is reset. A high signal on its P (pause) input will freeze the timer at its current output state (and partway through its cycle) until it is 'unpaused.'

The timer also requires a connection to its Q output before it can be active.

Mis à jour le : 1 oct. 2016 à 4h23

Added a SR Latch component (R-Dominant) to the macrochip.

Mis à jour le : 30 sept. 2016 à 7h27

Changes

The Countdown Timer component now displays its bar in the correct position and functions like its vanilla object version, outputting true when its input is true and over the set duration after that input changes to false.

Mis à jour le : 21 sept. 2016 à 13h22

The Avali tech skin for megamacrochip adjusted to better fit alongside other avali consoles.

Mis à jour le : 10 sept. 2016 à 6h57

Fix for some foundry object animations/interactions.

Mis à jour le : 7 sept. 2016 à 3h56

Remote input/output node object GUI fix.

Mis à jour le : 6 sept. 2016 à 3h47

Avali Tech style also now added to logic gates/timer objects etc.

Mis à jour le : 5 sept. 2016 à 14h35

Added Datasticks: pressing the [E] key whilst on the macrochip virtual circuit console will cause the macrochip to eject a datastick containing its data (if there is at least one component present.) These can be inserted and read by the Workstations, saving you needing to dismantle a macrochip to copy its circuitry.

Added an Avali hologram/tech style skin to those available in macrochip options.

Mis à jour le : 4 sept. 2016 à 13h41

Mis à jour le : 4 sept. 2016 à 12h40

A few rapid-fire updates bug fixing little things I missed. Apologies.