Starbound

Starbound

Macrochip
635 Comments
VariableVixen Nov 26, 2023 @ 7:30pm 
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 Sep 17, 2023 @ 1:03pm 
I never tought i would use my engineering class knowledge into something, cool mod
n3uva Jun 18, 2022 @ 6:09am 
How do I craft the chips?
A-Vladimir Mar 16, 2022 @ 7:06am 
@The Savage OJM Yes
The Savage OJM Mar 15, 2022 @ 1:41pm 
Is this compatible with Frackin Universe?
Dylldophlo Feb 22, 2022 @ 8:48am 
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 Sep 20, 2021 @ 3:55am 
A www, okay, thanks for the amazing mod, it still works really well. and good luck with any future projects :)
Storm_UK  [author] Sep 20, 2021 @ 3:23am 
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 Sep 19, 2021 @ 11:32pm 
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 Sep 19, 2021 @ 9:18am 
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 Dec 17, 2019 @ 3:59pm 
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 Dec 12, 2019 @ 12:36pm 
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 Nov 29, 2019 @ 11:23am 
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 Nov 24, 2019 @ 10:21pm 
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 Nov 23, 2019 @ 7:15am 
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 Nov 22, 2019 @ 10:03pm 
@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 Nov 22, 2019 @ 12:45pm 
Dont know if its smart, but its an idea i too had for awhile, so i am curious about
A-Vladimir Nov 16, 2019 @ 10:21pm 
Is it smart to save many different 'virtual circuits' in 1 macrochip, or should i make 1 separate for each 'virtual circuit' ?
indeepj Aug 30, 2019 @ 8:05pm 
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 Aug 5, 2019 @ 12:27am 
@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 Aug 4, 2019 @ 2:48pm 
The randomizer component isn't working, it just selects 1 over and over again
argv Jul 31, 2019 @ 1:45pm 
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 Jul 20, 2019 @ 8:09am 
Nobody:

This mod: You wanna make a microchip?
JCM Jul 18, 2019 @ 9:22am 
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 Jul 13, 2019 @ 2:51am 
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 Jun 25, 2019 @ 1:15pm 
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 Feb 7, 2019 @ 2:00pm 
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 Oct 18, 2018 @ 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, 2018 @ 12:12pm 
Is there a manual on 16*4 memory chip? I've found non in the game
Azuli-Bluespots Oct 10, 2018 @ 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, 2018 @ 6:08pm 
@ Lone Wolf
Go find a Crafting Table. :steamfacepalm:
/s
It is found in the wiring table in the same tab as the Drain.
oddballThaumaturgist Jun 1, 2018 @ 4:25am 
how to craft
Jace ∅ Ethaniel May 26, 2018 @ 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, 2018 @ 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.
Jace ∅ Ethaniel May 23, 2018 @ 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.
Cy64 May 2, 2018 @ 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 Mar 29, 2018 @ 1:54pm 
No.
Attikitty Mar 29, 2018 @ 10:04am 
Is this a client side mod?
CarlZalph Mar 23, 2018 @ 12:41pm 
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 Mar 23, 2018 @ 12:41pm 
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 Feb 9, 2018 @ 2:54pm 
Its like MultiSIM in starbound, probably my favorite starbound mod
amyy Jan 19, 2018 @ 8:12am 
does this mod change the appearance of the logic gate objects, other than the skins?
Ansible Jan 6, 2018 @ 2:59pm 
I bet someone could make a functioning computer with this! looks amazing, but im rly bad at circut stuff
Susurrus Jan 1, 2018 @ 2:27pm 
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  [author] Jan 1, 2018 @ 11:31am 
@Susurrus: Thanks, that should be fixed now!
Susurrus Jan 1, 2018 @ 6:23am 
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.)
amyy Dec 23, 2017 @ 1:04pm 
@[DBH]*Whismerhill*{SSgt} oh, right, forgot i could do that :p
thanks!
[DBH].Whismerhill.{SSgt} Dec 22, 2017 @ 1:37pm 
@ 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.
amyy Dec 20, 2017 @ 8:38am 
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 Dec 11, 2017 @ 4:49pm 
Never mind, I found it