Stationeers

Stationeers

Advanced Computing
53 Comments
tom_is_unlucky  [author] 23 Oct @ 11:47am 
@Vaitage It was something I decided to skip on the first version since it would be a bit more work to integrate it with that. It is on the todo list
Vaitage | Vollversion!! 22 Oct @ 1:15pm 
@Tom_is_Lucky :D

I have one more question for you.
IC chips can be programmed with a housing and a computer or laptop. I have noticed that it is not possible to write to a chip stacker or export the program. Is this intentional, or will you perhaps adjust this? Thank you very much for your help. Great work so far.
tom_is_unlucky  [author] 21 Oct @ 5:46pm 
@Vaitage all chips in the stack use the same set of pins, so your d0-d11 will be the same on each chip. you can still use device id or batch instructions to talk to other devices
Vaitage | Vollversion!! 21 Oct @ 1:12pm 
I have a question: I placed the stacker.
Now I can use d0–d11 as inputs/outputs.
What addresses can I use for the next IC10, and for the ones after that?
tom_is_unlucky  [author] 18 Oct @ 9:59pm 
@Pch91 could you send me the server logs on discord? I'll need the full stack trace to debug this
Pch91 18 Oct @ 7:44pm 
in linux server has this erro when load game ...

NullReferenceException: Object reference not set to an instance of an object
Pch91 17 Oct @ 7:04am 
It would be interesting to create a Stack Base for Logical Units instead of only for ICs....
tom_is_unlucky  [author] 14 Oct @ 9:07am 
@WarPath are there any errors in the player log file at
%localappdata%low\Rocketwerkz\rocketstation\Player.log
WarPath 14 Oct @ 6:24am 
was stopping the game launching stuck in peadia loading
~Semir~ 12 Oct @ 4:49pm 
Thank you!
tom_is_unlucky  [author] 12 Oct @ 11:47am 
@Semir fixed in v0.2.6
tom_is_unlucky  [author] 12 Oct @ 9:06am 
@Semir yep i can reproduce that. i'll try to get a fix out later today
~Semir~ 12 Oct @ 7:40am 
Hello, about returning kits, constructing a base and extension rack on it costs 2 kits, but wen deconstructing extension first you have one, and after deconstruction of base another two which results in return of 3 kits, can you check it please.
tom_is_unlucky  [author] 11 Oct @ 11:36am 
v0.2.5 fixes the issue with structures added to the logic i/o kit not returning the kit on deconstruction. i just had a typo
Dad 9 Oct @ 8:10am 
In relation to the bug I was talking about, Specifically the Memory Reader & Writer logic Chips built using the vanilla Logic I/O kits. I would expect they give back a I/O kit when they are deconstructed but currently they just vanish and drop nothing
tom_is_unlucky  [author] 9 Oct @ 7:09am 
right now it doesn't support import/export from the ic10 editor into chip stacks. you'll have to move it to a regular housing to edit it
Dr. Grugon 9 Oct @ 6:27am 
I tried programming an IC10 chip with the Base Rack and it did not work. There were no errors and no bytes programed.
tom_is_unlucky  [author] 8 Oct @ 8:23am 
which items are you referring to? and they aren't giving anything back when you deconstruct them?
Dad 8 Oct @ 7:37am 
I think I found a bug with this mod. Removing any of the Logic I/Os does not return an item. It just erases the I/O in its entirety
Sukasa 5 Oct @ 1:55pm 
Suggestion for the Utility housing: a dual-ported version, allowing IC10s on separate networks to share data back and forth
BlatantDave 26 Sep @ 10:55am 
oooo maybe i get it now i just have to adjust my code to use the pins correctly? like chip one i can use like d1 d2 d3 then on the code for a second chip just set it so it use pins d4 d5 d6
tom_is_unlucky  [author] 25 Sep @ 10:25pm 
yeah exactly. thats the trade-off with the chip stack. you can fit more chips in a smaller space, but you only get 12 pins for all of them
BlatantDave 25 Sep @ 8:32pm 
hmm maybe i'm slow but if i set say a sensor for pin d0 on the base does that mean it's setting the sensor for d0 on all the ic housings in the stack?
tom_is_unlucky  [author] 25 Sep @ 4:29pm 
all the chips on the rack share the same set of pins on the base. they can also reference other chips on the same stack by d1XX (shown on the tooltip for each rack)
BlatantDave 25 Sep @ 1:58pm 
i'm sorry i completely missed to point i am trying to use the racks to stack ic chips so i don't see a way to set the pins for like d0 etc.
tom_is_unlucky  [author] 25 Sep @ 12:23pm 
what are you trying to set it to that isn't working?
BlatantDave 25 Sep @ 7:30am 
the ones on an ic housing
tom_is_unlucky  [author] 25 Sep @ 6:48am 
@BlatantDave what pins are you trying to set?
BlatantDave 25 Sep @ 6:38am 
ok so how am i suppose to assign pins to a device with an ic housing or is the only way it will work is via hash?
tom_is_unlucky  [author] 17 Sep @ 12:18pm 
@MaHuJa that is the previous version. there is a new version available (121856 bytes, crc32 573F639E). you might need to unsubscribe and resubscribe to force steam to download
MaHuJa 17 Sep @ 11:41am 
Loading only core and this, it fails to load.
missingmethodexception: method not found: void .worldmanager.addprefab(assets.scripts.objects.thing)
AdvancedComputingMod.dll is 121344 bytes CRC32 2e1fd6BB
tom_is_unlucky  [author] 14 Sep @ 2:56pm 
@DarkFNC are you still running into issues?
DarkFNC 11 Sep @ 4:43am 
Seen the newly pushed update but issues seem to still abound. Will have a closer look to make sure it's not an issue with another mod
Snowy 8 Sep @ 10:26am 
Hi, the latest beta build appears to have broken this mod. Looks like a bunch of things in WorldManager has been moved.

With this mod loaded, the game fails to start and produces the following error:
MissingMethodException: Method not found: void .WorldManager.AddPrefab(Assets.Scripts.Objects.Thing)
MattSmith 28 Aug @ 11:57pm 
Sensor glasses with data network card doesn't seem to overlay anything for me.
WreckerRecreation 31 Jul @ 5:41pm 
Possible bug: when removing the chip stack, one get placed in the empty hand and a second gets dropped on the floor, doubling the quantity.
Shinoshi 29 Jul @ 10:01am 
i love how easy it is to interact with the utility/fpga within the ic10 code
Shinoshi 28 Jul @ 10:44am 
Would be Awesome if this could be a in-wall item, and an Open logic would extend the stack into or out of the wall (so the stack could be hidden).
Morpheus222cz 29 Jun @ 3:43pm 
I can't figure out how to program the ic chip that is in the rack. Or does it have to be programmed separately and then inserted?
Translated by google translator
tom_is_unlucky  [author] 23 Jun @ 9:07am 
@James unfortunately not right now. That's something I overlooked but can possibly add in an update. You should be able to read it from any device connected right now as a workaround.
e.g. if you set pin 0 to any device, `l d0:0 Channel0` should read from the cable connected to that device
James 23 Jun @ 4:05am 
Is there a way to get access to the network channels from the chip stack? So for example with an IC10 chip in the chip stack, referencing the power connection via `db:1 Channel0` doesn't work. Workaround I'm using currently is to proxy through a vanilla IC housing
tom_is_unlucky  [author] 9 May @ 12:15pm 
@Xetaxheb yep this adds a new connection type which breaks with the localization changes. i'll have a fix ready when those changes make it on stable, but for now this won't work on beta
Xetaxheb 8 May @ 10:41pm 
worked fine on, i believe, 0.2.5567.24813 or 0.2.5569.24816
and broke on 0.2.5570.24826 and still broken on 0.2.5571.24832
Xetaxheb 8 May @ 10:40pm 
broken loading to main menu on 05/08/25 beta with something to do with the new (chinese) translations stuff because

https://gist.github.com/Xetaxheb/e3355c9b209eaff68a3123772b3f6470
tom_is_unlucky  [author] 27 Apr @ 10:22am 
for anyone else getting that issue, its due to a conflict with an older version of the FPGA mod. unsubscribe from FPGA and resubscribe to force steam to download the newest version
intelic76 25 Apr @ 11:57am 
Posted, for what its worth, the error is,
[Exception] exception: could not find match for double advancedcomputing.fpgachipadapter::readmemory(int address, advancedcomputing.ifpgainput input).

I get stuck on currently Loading Stationpedia 0% at times just after that error, another attempt I think it was just loading at 0%.
tom_is_unlucky  [author] 25 Apr @ 11:41am 
@intelic76 could you post a screenshot of the error in the #modding channel of the stationeers discord? there aren't any mod conflicts that I know of, but if there is I can put a fix out
intelic76 25 Apr @ 6:06am 
Just an FYI, I couldn't load my game today with this mod installed. Not sure if it was conflicting with another one or not, but saw a comment/error or such fly by before I got one of the progress bars stuck at 0%.
Kyr 24 Apr @ 4:24pm 
I'd love to see CowsAreEvil do a video on this
-₪EPIC₪- Fail 16 Apr @ 4:07pm 
:broflex: