Starbound

Starbound

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Macrochip
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Jul 22, 2016 @ 10:40am
Jan 1, 2018 @ 11:30am
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Macrochip

Description
Macrochips
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.

Nodes
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
http://steamcommunity.com/sharedfiles/filedetails/?id=876960122 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[imgur.com] from Sarkanthonier.
An elevator[tieba.baidu.com] 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 didi.wang.

From asus349, some youtube tutorials on Macrochips.
Popular Discussions View All (7)
16
Feb 25, 2017 @ 10:43am
Circuit Export (EDIT: and other wierd save handling feature things)
k5
8
Dec 8, 2019 @ 9:04am
circuits sharing
[DBH].Whismerhill.{SSgt}
3
Feb 27, 2017 @ 7:36am
Window size
MeHeliuM
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?