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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
"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]"
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
Now, To Continue My Search For Craftable Labels Where You Dont Need To Go To The Damn Outpost (Its, For Convenience)
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.)
This mod: You wanna make a microchip?
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.
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?
Go find a Crafting Table.
/s
It is found in the wiring table in the same tab as the Drain.
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.
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
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.
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.)
thanks!
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.