Starbound
Macrochip
635 comentarios
VariableVixen 26 NOV 2023 a las 19:30 
Be careful when using remote outputs in a macrochip, because as far as I can tell if you place multi-remote-output components in the chip then change the output nodes in the worldspace and re-open the chip, it crashes you. This has happened to me twice so far, in the last hour or so of wiring up some stuff on my ship.
Alejvip 17 SEP 2023 a las 13:03 
I never tought i would use my engineering class knowledge into something, cool mod
n3uva 18 JUN 2022 a las 6:09 
How do I craft the chips?
A-Vladimir 16 MAR 2022 a las 7:06 
@The Savage OJM Yes
The Savage OJM 15 MAR 2022 a las 13:41 
Is this compatible with Frackin Universe?
Dylldophlo 22 FEB 2022 a las 8:48 
The best MOD I've seen.
Even if this exceeds my electrical knowledge insanely, it is also suitable for people who can just connect a cable. (well, you can sit in front of a chip for a few hours).
It's a pity that you are now busy with other things and have not developed the MOD further, but you can not expect that someone plays the same game for so many years.
After many hours I have now finished my first microchip, but as I said... is with me more "trial and error".
Thanks a lot
Zaxabock 20 SEP 2021 a las 3:55 
A www, okay, thanks for the amazing mod, it still works really well. and good luck with any future projects :)
Storm_UK  [autor] 20 SEP 2021 a las 3:23 
Sorry but I'm no longer updating this, as stopped playing Starbound a long time back. Feel free to tinker though with the scripts.
Zaxabock 19 SEP 2021 a las 23:32 
I tried finding a config in the unpacked mod and found something interesting, rom, prom, pla chips? And switch banks? Those aren't in-game yet I think? I'd love to use those :)
Zaxabock 19 SEP 2021 a las 9:18 
Heya, loving the mod but I'm on a laptop with numpad and I'm not finding a way to rotate components with PageUp / PageDown keys at all. That's the 9 and 3 keys on the pad. Is it possible to rebind this in the mod config or something?
Dekrosna 17 DIC 2019 a las 15:59 
I like the idea and concept of this mod having the function of ten (or twenty) different components in one 2x4 item... I just wish that the information on each of the pieces was more clear... I'm trying to set up one of these so that it is activated by 4 switches that turns on a shield generator. the only way to disable the generator being through a multi key confirmation system that would activate alarms when the generator gets shut off... also having traps (I have the trap table mod) to be active while the generator is active. (no I don't play on a server I just want to be able to figure out how this mod works for if I do end up on a server with this and other mods that I have.) purpose? 1: keeping my ship safe, 2: keeping any colony that I build safe, 3: keeping those other players who are thieves out of my stuff.
Bonberjean 12 DIC 2019 a las 12:36 
is there an item sensor that only detects a type of item instead of a particular item in a player's inventory? like if it detects only food, junk or weapons in general but not a particular one
mathgeniuszach 29 NOV 2019 a las 11:23 
An Update to the ALU, I just posted a mod patch called "Macrochip Patch" which solves this problem. You need to look up those exact words in the workshop if you want to find it.
mathgeniuszach 24 NOV 2019 a las 22:21 
ALU S0-S3 input is reversed, and literally spent hours debugging this. This can easily be fixed (though sort of nievely) by replacing
"local s0,s1,s2,s3 = levels[10],levels[11],levels[12],levels[13]"
in logicgates.lua with
"local s3,s2,s1,s0 = levels[10],levels[11],levels[12],levels[13]"
Pretender6 23 NOV 2019 a las 7:15 
Dont know about resetting the chip, is it erasing everything you worked before saving?
I have not even got starbound installed atm, and not planning to play it for some time.

Otherwise i dont have experience that before myself

The general question is also, what application does the chip need to be?
Switchboard? To specificlly operate doors and lights from a central point?
Event controller? To provide specific action tied to activators, for a story reason?


The little i have worked with, i just experience lag when dealing with a all encompassing circuit
A-Vladimir 22 NOV 2019 a las 22:03 
@Pretender6 A few times i had problems where it would just reset my whole setup, it would jut wipe the macrochip clean, i don't know why and how it happened though.
Pretender6 22 NOV 2019 a las 12:45 
Dont know if its smart, but its an idea i too had for awhile, so i am curious about
A-Vladimir 16 NOV 2019 a las 22:21 
Is it smart to save many different 'virtual circuits' in 1 macrochip, or should i make 1 separate for each 'virtual circuit' ?
indeepj 30 AGO 2019 a las 20:05 
This Is Going To Be Unbelievably Useful!
Now, To Continue My Search For Craftable Labels Where You Dont Need To Go To The Damn Outpost (Its, For Convenience)
Woa 5 AGO 2019 a las 0:27 
@SpartanWar118 the randomiser only picks from outputs that have wires connected to them. Make sure more than 1 of the outputs are used to get it to work properly.
SpartanWar118 4 AGO 2019 a las 14:48 
The randomizer component isn't working, it just selects 1 over and over again
argv 31 JUL 2019 a las 13:45 
I really wish this mod had programmable rail tram stops, so that rail trams could be controlled more precisely. A programmable rail tram stop would contain a macrochip, inputs for when the tram wants to go up/down/left/right and where the tram is, and outputs for sending the tram in a given direction.

With this, it would be possible to, for example, open a hatch that's right under the stop, and delay the tram until the hatch is open. (There is already an elevator circuit in the mod description that can do this, but NPCs don't know how to operate it, whereas they do know how to operate rail trams.)
I Darkstar X 20 JUL 2019 a las 8:09 
Nobody:

This mod: You wanna make a microchip?
JCM 18 JUL 2019 a las 9:22 
Do you have the source code available somewhere?

I would love if this was available at GitHub or something like that, so more people would contribute to it, adding new features and improving it even more.

Anyway, thanks for the really awesome mod.
argv 13 JUL 2019 a las 2:51 
It seems you have discovered the integrated circuit. My databanks tell me you are the 714 billionth person to do so. Well done! :steamhappy:
Jace ∅ Ethaniel 25 JUN 2019 a las 13:15 
Just a warning, when you put something in the item sensor it will return a -similar- item that does not have any special data. For example: Sticky notes put into the slot, regardless of what was written on them, will cause it to look for blank sticky notes and ignore sticky notes that have writing on them; you also receive a blank sticky note. Dyed items return un-dyed. Items that have had stats adjusted or were renamed with the Weapon Retrofitting Table (or other similar mods) return with their original stats and name.
Pretender6 7 FEB 2019 a las 14:00 
Is it possible to have for variation and/or a dynamic macro chips ( ex. standard Macrochip but with 7 input and 1 output nodes, or a remote macrochip with 1 output)

Or a sensor chip that gives off a signal that its tileprotected?

Or a object that works like a remote input node and a button/switch combined in one?

Or a way to secure the 'programming' screen that unlock with either master password or with a preprepared input signal?
CarlZalph 18 OCT 2018 a las 12:15 
Set address, read or write to address- reading outputs data and writing inputs data. Data stored internally for access later, can change address and have a new 'slot' to store data in.
Cera Ralaz 18 OCT 2018 a las 12:12 
Is there a manual on 16*4 memory chip? I've found non in the game
Azuli-Bluespots 10 OCT 2018 a las 6:56 
Normal wiring is hard, this is even harder, but the possibilities... I kinda wanted to make use of it with some of the Frackin Universe stuff, just not sure how... yet.
stormageddon 1 JUN 2018 a las 18:08 
@ Lone Wolf
Go find a Crafting Table. :steamfacepalm:
/s
It is found in the wiring table in the same tab as the Drain.
oddballThaumaturgist 1 JUN 2018 a las 4:25 
how to craft
Jace ∅ Ethaniel 26 MAY 2018 a las 22:07 
Okie dokie, have fun in your hiatus; wish you well :). Also you cant spoof item network connections (which is a good thing IMO).
Storm_UK  [autor] 26 MAY 2018 a las 7:12 
I'm taking a hiatus from Starbound/modding for the time being, so combining the item network with macrochips isn't something I intend to delve into anytime soon myself. It may well be something doable though.
Jace ∅ Ethaniel 23 MAY 2018 a las 0:07 
I second Cy's question. I am not sure how item network works, but seeing as it is using wires in the game it is more than likely a transfer of data through a variying signal. The only issue I could see with that though is the possibility to create a circuit that sends false/fake item network data in order to get items illegetimately (assuming that is how it works, which I dont know). Speaking of though, I think I will take a peek at the code to see how it works, and see if I can break it with a macrochip to cause it to dupe items... If I can, I will let ya know. If not, I will let ya know as well.
Cy64 2 MAY 2018 a las 21:15 
I know this is an insane ask, but any chance of adding Frackin Universe item network support? I dont know if that even possible without FU having changes of its own, but the two of these coupled would be the best thing to hit starbound since macrochip itself.
Woa 29 MAR 2018 a las 13:54 
No.
Attikitty 29 MAR 2018 a las 10:04 
Is this a client side mod?
CarlZalph 23 MAR 2018 a las 12:41 
Steam comment limitations, had to split into two. Apologies.

Reasoning: The clock wouldn't be needed to sync in parallel mode, since it happens when both S1 and S2 are high; it should be expected that the passthrough behaviour happens instantly. The shift register operating in this mode is very useful for large circuitry as a means of bus line management such that complex wires don't need to be remade during layout management- think of it like a chip in a chip construction with the shift registers acting as input/output node buffers. To enforce the 4-bit behaviour onto the 8-bit would be a loss of useful functionality that isn't cleanly found elsewhere, and would break current circuits using it as such.
CarlZalph 23 MAR 2018 a las 12:41 
Bug (v4.11):
Expectation: The 4-bit shift register uses the same mechanics as the 8-bit shift register.

Issue: The 8-bit shift register has a "feature" that is not the same on the 4-bit shift register.
Using the 8-bit as a series of buffers by having both S1+S2 high results in constant transference of input to output as expected. The 4-bit one, however, does not function as such and requires a clock rising edge to do the transfer.

In: /objects/wires/chips/scripts/logicgates.lua
Code (8-bit): if levels[12] and levels[13] then -- parallel mode
Code (4-bit): if levels[8] and levels[9] and risingEdge then -- parallel mode

Suggested change:
Code (4-bit): if levels[8] and levels[9] then -- parallel mode
CORIUM 9 FEB 2018 a las 14:54 
Its like MultiSIM in starbound, probably my favorite starbound mod
Amy 19 ENE 2018 a las 8:12 
does this mod change the appearance of the logic gate objects, other than the skins?
Ansible 6 ENE 2018 a las 14:59 
I bet someone could make a functioning computer with this! looks amazing, but im rly bad at circut stuff
Susurrus 1 ENE 2018 a las 14:27 
That was quick!

Thanks for all the work you've done on this.
This is absolutely the most amazing wiring mod, and opens up so many great options.
Definitely feels like the sort of dramatic extension and expansion of function that should be part of the core game.
Storm_UK  [autor] 1 ENE 2018 a las 11:31 
@Susurrus: Thanks, that should be fixed now!
Susurrus 1 ENE 2018 a las 6:23 
BUG:
The Giant Decimal Display seems too small.
Might want to double-check it.
(Looks like the visible portion is a small fraction of the size it should be.)
Amy 23 DIC 2017 a las 13:04 
@[DBH]*Whismerhill*{SSgt} oh, right, forgot i could do that :p
thanks!
[DBH].Whismerhill.{SSgt} 22 DIC 2017 a las 13:37 
@ sea pickle
that's like really easy to do
unpak the mod, put it in your "starbound\mods" folder
check the name of the folder matches the name of the mod (inside metadata)
then edit the recipes according, it's all JSON.
Amy 20 DIC 2017 a las 8:38 
could you make a addon for this that makes the logic gates free to craft? there's a mod for it, but i doubt it will work for the gates that you've added.
FireMario 11 DIC 2017 a las 16:49 
Never mind, I found it