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Jul 22, 2016 @ 10:40am
Jan 1 @ 11:30am
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Create 'virtual circuits' inside Macrochips, saving footprint space in game world. Interact with one to open its console/circuit board where you can place a wide variety of components and labels.

Amongst the large number of components available for circuit building are logic gates, timers, flip-flops, shift registers and encoders/decoders.

The standard Macrochip uses 4 input and 4 output nodes.

The smaller Minimacrochip uses 2 input and 2 output nodes.

The tiny Remote Macrochip has a single Input node.

Also available are Megamacrochips with 24 - TWENTY FOUR - nodes, a dozen each of input and output!

Main Input and Output components are placed on a circuit to correspond to the objects own nodes.

Each size of Macrochip can also utilize Remote Input and Remote Output Nodes, which can be renamed, hidden or camoflagued as foreground blocks similar to those behind them. Remote nodes can transmit / receive from anywhere on the same world.

Macrochips in Disguise
Macrochips, Minimacrochips and Remote Macrochips are wall-mounted, whilst Megamacrochips are contained in larger cabinet-like cases placed on the floor.

Any macrochip can be hidden or camoflagued via its Options menu (opened with [O] key or the Cog icon at top right of its console window.) They also can have their 'skin' outer casings freely changed to better fit certain decors: the six currently available skin styles are Default, Foundry, Service, Apex Cool, Avian Temple, and Avali Tech. (Feel free to suggest more!)

Circuit Data retention
Macrochips retain their circuit data from being placed objects when they are returned to being inventory items and can easily be identified in your inventory by being named Programmed Macrochips (or the equivalent for the Remote Macrochip and Megamacrochip versions) and also noting the circuit name, if you have assigned one, in the items description.

Built-in Manual and Wizard
Includes a manual opened with F1 from the Macrochips console and a Wizard whose tips can be toggled on/off with [H] or via the options menu.

Macrochip Workstation
The Macrochip Workstation can be made from a fully upgraded Inventors Table.

With this you can upload/download/rename circuits from inserted macrochips or upload from read-only datasticks (which are obtained by pressing [E] in a macrochips virtual circuit console, causing them to eject a datastick item), allowing you to quickly copy virtual circuitry. Also allows you to erase the data on a macrochip.

Note: Alt E will eject a datastick and also write the necessary /spawnitem command to the starbound.log file for use in admin mode. This may be handy for passing circuit data to other players/characters.

Additional objects
Also includes NAND, NOR, and XNOR Gates and a Relay to complement the logic objects already in vanilla game.

An Item Sensor which detects whether a particular item or object is nearby (including if contained in a players inventory.) Place an item into the sensors single slot to initially set it.

Hexidecimal Display objects. Whilst unwired the hexidecimal display objects can be interacted with to change their color.

A Definable Button. Whilst unwired interaction with this button opens a window in which you can alter the buttons active signal output duration and depress duration, as well as its appearance for on and off states in multiple colors and available decals. Once wired up it acts like, well, a button - or switch, if you want it to. :)

A Tintable Spotlight. This spotlight has six inputs. The top three set its facing direction to Left, On/off, and facing to Right (if neither or both the Left/Right inputs are true, the spotlight points down.) The bottom three are to set the Red, Green and Blue light tint on/off. Not really a logic object but added as a bit of fun.

The Macrochips, remote nodes and these other new objects can all be found at your Wiring Station.

Revised vanilla game wire objects
The vanilla logic gates, Delay, Dlatch, Countdown Timer and the various set Timers (along with the added logic gate objects mentioned above) can all be interacted with whilst they are unwired to change their appearance, cycling through Default, Service, Apex Cool, Avian Temple and Avali Tech variant styles. (Note the Foundry style is not included as they exist as seperate objects in game) and a final 'skin' which hides them from sight fully.

Bug Reports WIP Version now available, for those willing to chance the bugs and help me test.

This mod is pretty complicated, so some bugs will slip through from time to time as I update with changes or additions to it - hopefully these will be caught at the WIP stage. If you encounter one, please provide a link to a copy of your last starbound.log file (which can be found in your Starbound storage folder) prior to the game crash/console blackscreen at pastebin .com or similar site, which should help me in tracking down and resolving such issues. Hopefully such bugs will now be restricted to the WIP version of course.

Thank you for your support of this mod!

Mod User examples
I'd like to see how you folks out there are using this mod! Feel free to take/post some screenshots and give me the links, and you can show off your wiring work.

A 3-level elevator[] from Sarkanthonier.
An elevator[] system from didi-wang (external site in chinese.)
An Airlock from BillyBobson.
In-chip LED banner text scroller; with an animated look at it in action, by

From asus349, some youtube tutorials on Macrochips.
Popular Discussions View All (3)
Feb 25, 2017 @ 10:43am
Circuit Export (EDIT: and other wierd save handling feature things)
May 27 @ 5:55pm
circuits sharing
Feb 27, 2017 @ 7:36am
Window size
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CarlZalph Oct 18 @ 12:15pm 
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 Oct 18 @ 12:12pm 
Is there a manual on 16*4 memory chip? I've found non in the game
Yanazake Oct 10 @ 6:56am 
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 Jun 1 @ 6:08pm 
@ Lone Wolf
Go find a Crafting Table. :steamfacepalm:
It is found in the wiring table in the same tab as the Drain.
snowfox Jun 1 @ 4:25am 
how to craft
JaceEthaniel May 26 @ 10:07pm 
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  [author] May 26 @ 7:12am 
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.
JaceEthaniel May 23 @ 12:07am 
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.
Cy May 2 @ 9:15pm 
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 There Mar 29 @ 1:54pm