Starbound

Starbound

Extended Logic
45 Comments
Zaxabock 20 Sep, 2021 @ 6:19am 
I am seriously impressed with the queue and stack gates, is this only possible because of lua code or can you build something like this with logic gates in-game?
illAligned 1 Dec, 2020 @ 3:45pm 
Why does this need Minimaterials? It seems completely unrelated, are they for crafting?
namelessclone 6 Oct, 2019 @ 9:21pm 
Spotted errors in description for Stack and Queue gates: you describe a stack as FIFO, and a queue as FILO (?). In fact, a stack is LIFO (last in, first out), a queue is FIFO. Always have been, still are, and hopefully will be forever ;)
Tilimantu 22 Mar, 2019 @ 1:43pm 
Hey, sorry for the silly question but I can't tell from the description, does this mod allow me to make the logic gates/switches invisible?
Dydimos 21 Mar, 2018 @ 9:13pm 
Add a armor switch reset please.
Eluem 29 Sep, 2017 @ 7:24pm 
Awesome mod so far!

The GUI based keybad object is the thing I want most.

Also, it'd be AMAZING if you could make some form of "computer" object. This would have 10 inputs and 10 outputs. When you interact with it, it would open up a menu (or teleport you to a pocket dimension) where you have a large amount of space to work with gates and make all kinds of circuits that link between the inputs and the outputs.

On the outside, you'd just be linking things to the inputs and outputs and all the logic would be compressed into this small "computer" device.

Bonus: The computer has a built in keypad and light grid that act as additional hardcoded inputs and outputs which can be referenced inside the circuitry.

Double Bonus: The computer can have a remote control linked to it. When you use it, it opens up a keypad that acts as if you're pressing the keypad at the computer.
Xaplomian 14 Jan, 2017 @ 1:52pm 
Can you give a link to a non-steam version.
13thWolfLord 11 Nov, 2016 @ 5:25pm 
You are a wiring genius!
Kappa 29 Oct, 2016 @ 8:43am 
Me and my friends just started using mods, and we love ThinkInvisible's mods. They are very useful.
Annabelle Kirumei 3 Oct, 2016 @ 8:34pm 
this whole mod is a headache






















for an amatuer
swefpifh 18 Aug, 2016 @ 11:45am 
I have 34 mods installed yes, but only this who bug :(
ThinkInvisible  [author] 18 Aug, 2016 @ 11:34am 
I've had several reports from friends that this mod, Wired Industry, and Minimaterials all work perfectly, and a doublecheck of all important files that could have caused this issue revealed no errors. I've also personally started starbound with only WI/MM and only EL/MM running with no issues. It's likely that you have another mod that's causing these issues, whether directly or through a conflict with one of my mods; Steam may have also failed to properly update a mod somehow. Try unsubscribing and resubscribing to any mods that you recently subscribed to, and make sure you're subscribed to Minimaterials if you're also subscribed to either WI or EL.
swefpifh 18 Aug, 2016 @ 11:15am 
New problem, watch the screenshot error ^^ http://img4.hostingpics.net/pics/598203i37cimgpshorig.png
Мессмеро 18 Aug, 2016 @ 11:13am 
Don't do this any more, please =) I thought that the problem in the game client, and wanted to write in Steam support xD
ThinkInvisible  [author] 18 Aug, 2016 @ 10:57am 
Apparently, Steam doesn't like the "require" tag being used with its mods. Should be fixed now.
swefpifh 18 Aug, 2016 @ 10:34am 
yes, same problem. if i delete this mod and minimaterials, it's good.
swefpifh 18 Aug, 2016 @ 10:22am 
I have a problem with your mod. When i unistall it, all is good. http://img4.hostingpics.net/pics/873853i36cimgpshorig.png
Thundercraft 18 Aug, 2016 @ 9:59am 
@ ThinkInvisible [author]
I do not object to splitting this into separate mods. It sounds like a good idea. But, please provide links in your description to these other mods. I'd like to subscribe to them without having to search.
ThinkInvisible  [author] 18 Aug, 2016 @ 9:54am 
This mod has now been split into three separate mods. Extended Logic will now focus solely on logic gates and other such wiring objects, while Wired Industry will take over the world interaction objects. Minimaterials, which now contains the new crafting materials that Extended Logic did previously, is a support-type mod meant to be used as part of any number of other mods.
Exaelitus 12 Aug, 2016 @ 4:51pm 
@John Aqua, thanks! That is probably what I want (I already have liquid pumps, and item collector mods). Though, that one you linked to seems to have problems with multiplayer as-is. Perhaps if this mod included that too, it would help people who'd like to just have one mod for all that. Anyway, thanks!
Exaelitus 12 Aug, 2016 @ 1:48pm 
Request: Can you also add a "Proximity Detector"? The vanilla ones are two short range (either right on it, or only 1-2 blocks away). Maybe add some with 5, 10. or ?? block radii? Also, maybe ones that only detect player, only hostile, or any (moving-capable) entity? If so, that would be SUPER FANTASTIC!
Reverendhongry 11 Aug, 2016 @ 8:35pm 
the fluid and item collectors cause an immediate crash for me.
Tiniebla 9 Aug, 2016 @ 12:11pm 
Maybe I can help some people.

and ( and ( switch 1, switch 2 ), and (switch 3, switch 4) )
is same to
not ( not ( switch 1, switch 2, switch 3, switch 4 ) )
Wispborne 7 Aug, 2016 @ 5:03am 
@ThinkInvisible: I've just created an AND logic gate with three inputs (instead of two). It's available on github [github.com] and the workshop .
Feel free to include it in your mod if you wish.
Anime Sucks Eggs 5 Aug, 2016 @ 4:06pm 
hey man nice mod! i almost wanted to make it myself when i decided to check steam workshop first. (i got no clue how to mod starbound so im glad i found this :D) do you take suggestions to add to the mod? (do i need to get off my lazy bum and implement stuff myself is what im actually asking :P)
Cthonyxa 2 Aug, 2016 @ 7:08am 
Oh, whoops! I completely misread your numbers. Sorry! ^^;
ThinkInvisible  [author] 2 Aug, 2016 @ 5:30am 
That range doesn't include anything my mod uses or will use in the future. I claimed 49800-49999 , not 49000-49999; I doubt I'll need any more than 200 materialIds anytime soon.
Cthonyxa 2 Aug, 2016 @ 2:59am 
So, I completely forgot to register my material IDs on Starbounder when I uploaded my mod and when I went to do it today I realized that your reserved block includes IDs that I had already used in my mod. Could you do me a big favor and let me keep the following IDs: 49000, 49010, 49011, 49020, 49030? All my future additions will stay out of your terf, but I don't want to mess up any blocks that my subscribers have already placed.
Thundercraft 31 Jul, 2016 @ 8:29am 
I'm getting several errors directly related to this mod and I started discussions about these in your Discussions tab. Namely,
* "Objects nand & xnor defined twice"
* "Could not instantiate item 'drillstop', No such material id: 49800"
ThinkInvisible  [author] 31 Jul, 2016 @ 6:03am 
The claimed materialId range for all of my mods is now 49800-49999, established on the official Starbound wiki [starbounder.org]. The Drill Stop's ID has been changed to match this range; any Drill Stops you have already placed in the world may disappear or cause errors.
Scatterlogical 30 Jul, 2016 @ 6:03pm 
Heads up, seems there's also incompatibility with gtm.steamproxy.vip/sharedfiles/filedetails/?id=729444820&searchtext=remote+input

I've also notified that author. Sombody's made changes today that broke compatibility, coz I had both mods running happily together until I loaded SB today.

[10:46:29.197] [Error] Application: exception thrown, shutting down: (ObjectException) Error loading object '/objects/wired/remoteinput/remoteinput.object': (MaterialException) Error loading material file /tiles/ExtendedLogic/Interactors/drillstop.material
Caused by: (MaterialException) Duplicate material id 17500 found for material drillstop
ThinkInvisible  [author] 30 Jul, 2016 @ 3:19pm 
@Yoda: The Autodrill only needs to be powered by a switch or button to dig tiles. It only affects foreground tiles for the time being, not objects (crops and furniture) or backgrounds.
Yoda 30 Jul, 2016 @ 2:12pm 
How do you use you drill? do you use any other mode to make it movable?
Is there any way to gather crops with item collectors?
Theophany 30 Jul, 2016 @ 12:59pm 
@ThinkInvisible : Thank you kind sir, will do :)
ThinkInvisible  [author] 30 Jul, 2016 @ 12:57pm 
@Theophany: I took a look at the P&P3.5 files; it looks like it uses a completely unnecessary range of materialIDs spaced by 100s instead of 1s, including the one I'm using for the Drill Stop (17500). The entire 14010-19000 range is shown as unused by at least one source, http://starbounder.org/Modding:Materials:Mods (however, I haven't officially claimed them yet either). You should take this up with the author of that mod as well.
Theophany 30 Jul, 2016 @ 12:42pm 
Hi, just FYI your mod seems incompatible with "Print & Pack 3.5" http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=730686575
Riven is my waifu 30 Jul, 2016 @ 10:03am 
Holy crap, thank you so much, I really appreciate it!
ThinkInvisible  [author] 30 Jul, 2016 @ 9:56am 
Never mind, I figured it out! Fluid Pump Outputs will now send a signal when receiving, and this signal will be ignored by Inputs.
ThinkInvisible  [author] 30 Jul, 2016 @ 8:52am 
@cort: Sorry, I tried to implement that but it doesn't seem possible with 1-tile objects. You may be able to use a vanilla Liquid Sensor for the same purpose.
ThinkInvisible  [author] 30 Jul, 2016 @ 8:30am 
@*Yuki*: No, technically, it's not faster. The checks this mod runs are much more complicated than the default logic gates. However, it should appear just as fast to the human eye; vanilla logic is only so slow because there's a limit on how often objects can update built directly into the engine, and the actual code behind the logic gates can run a lot faster.

@CaptainFoxx: No, it was just a nonsense mod name based on my nonsense username. I just renamed it to something more descriptive.
CaptainFoxx 29 Jul, 2016 @ 6:35am 
The mod says Invisible Logic, does that mean you can make the logic gates invisible? Thats always the No. 1 issue I had with them, they're useful, but I dont like seeing them and hiding them is a pain
DaPhuuLz 28 Jul, 2016 @ 8:51am 
i've been wanting this since the day one of the Early Access!
Bad Mind 28 Jul, 2016 @ 2:05am 
It seems great, finally someone who put the damn liquid pipes! It should be a vanilla feature, glad someone thought of it!
Riven is my waifu 27 Jul, 2016 @ 11:15pm 
Hey! Great mod, love the pumps! Just wanted to ask if you could implement the output pumps outputting a signal when they're transferring liquids, like a door would output a signal while it's open! Thanks either way!
*Yuki* 27 Jul, 2016 @ 1:40pm 
is it faster, than vanilla's logic? (btw - water teleporting is 'should be in vanilla' feature)