Starbound

Starbound

Macrochip
circuits sharing
a couple of my circuits if people like :
a simple 100s timer
http://steamcommunity.com/id/whispershill/screenshot/876371551000211028
a power cycler between 5 outputs.
http://steamcommunity.com/id/whispershill/screenshot/876371551000225262
Last edited by [DBH].Whismerhill.{SSgt}; Oct 3, 2017 @ 1:55pm
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Showing 1-8 of 8 comments
Jace ∅ Ethaniel May 26, 2018 @ 10:27pm 
It is a shame that more people are not posting circuits. I will be providing a circuit I made for my ship. It is a "security console" which controls when/if the doors open and has multiple lock out methods. As a note, I play with FU and also have a mod that provides an FTL drive that has three nodes that turn on/off based on the state of travel for the ship (eg, node one is on during sub light, node two is on during the speedup/slowdown phases, and nodes three and one are on during FTL travel). With that in mind, I have my doors set to lock with in-console toggle switches so that each door can be individually toggled, I have a "master" switch in my cockpit that locks all doors, and the doors also lock during sublight/FTL travel (for saftey reasons, of course ;) ). When I get it polished and pretty I will post it for you guys if you want (or even if you don't, hah! MWAHAHAHA).
P.S. it is for the Macrochip (4 in 4 out), not the mini/mega/remote macrochip.
Last edited by Jace ∅ Ethaniel; May 27, 2018 @ 1:43am
go ahead :)
Jace ∅ Ethaniel May 27, 2018 @ 2:09am 
Here it is, still a WIP since I am going to add WAY more doors (and perhaps a few other features...) but it is a nice little security console. (I am linking it to my google docs page, since the command is a bit... large. And that makes it easy for me to update!) Security Console[docs.google.com]
Here is a list of stuff!
---------
-All four input/output nodes are placed on the console and have the master lock wired up already.
-All four output nodes are mapped to functions, with three of the input nodes being mapped as well.

-Input 1 & output 5 are currently for the server room door.
-Input 2 & output 6 are currently used for FTL effects and is set on a NOT gate.
++If input 2 is TRUE, all output nodes will return FALSE.
-Input 3 & output 7 are used for alarmed doors.
-Input 4 is used to toggle output 8 manually, output 8 will return TRUE on its own when the doors are locked (EG during FTL or if the master switch has be toggled to FALSE).
++

-A "Master lock" toggle is set up that allows for local and remote locking of the output nodes
++The remote toggling of the "master lock" can be toggled on/off, and if it is toggled off then only pressing the built in button will toggle the lock.
-Each node pair has a dedicated switch as well, for selective locking.
----

The reason I used node 7 for alarms instead of another remote node is because the server room should be alarmed (with the cockpit being secured/alarmed as well).
Node pairs that are side by side are for multiple doors to/from the same room.

Note: It is recomended to use a button for remote lock toggling, otherwise you will have to flip the switch twice everytime you need to toggle the lock.


Obviously this doesn't only have to be for doors, but that is what I am using it for.

PS thanks (to the creator) for making the wiring be able to have different colours! :D

PPS I am going to add any other circuits I make to this comment, instead of making more comments.
Last edited by Jace ∅ Ethaniel; Jun 5, 2018 @ 4:14pm
looks really interesting, which mod provides this FTL state thing ?
Last edited by [DBH].Whismerhill.{SSgt}; May 27, 2018 @ 9:38am
Jace ∅ Ethaniel May 27, 2018 @ 5:55pm 
It is the Placeable Dynamic FTL Drive. There is also a patch for it that adds a working BYOS copy for people who use Frackin Universe.
Jace ∅ Ethaniel Jun 25, 2019 @ 1:16pm 
I have an updated version of my Security console that is... significantly less complex. I will upload it later.
YellowApple Dec 8, 2019 @ 5:16am 
Originally posted by JaceEthaniel:
It is a shame that more people are not posting circuits.

Indeed it is. Here's to doing my (small) part to turn that around :)

Went ahead and annotated Woa There's airlock circuit a bit, in the hopes of helping out anyone else looking to learn the ropes: https://steamcommunity.com/sharedfiles/filedetails/?id=1931733571

In particular, I labelled the inputs and outputs, and also added some notes around why certain groups of components are necessary / what they do.

Also whipped up a simplified version, omitting the "Clear?" check (good enough for asteroid/moon bases where the airlock's just for looks; for underwater bases, you'll probably want that sensor input): https://steamcommunity.com/sharedfiles/filedetails/?id=1931836019
great contribution !
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