Starbound

Starbound

Scripted Artificial Intelligence Lattice (Customisable A.I.!)
Azriel Jul 26, 2018 @ 2:01am
Functions of Chip Slots
So I have noticed there are 3 chip slots available. Putting certain ones in the first slot seem to override aspects of the other installed chips (such as the speech used or which A.I. is actually visible) and I think this is a rather interesting feature. But what I would like to know is, what is unique to each slot? Does anyone know exactly what each slot directly influences at all? I would love to understand this part a bit better if possible to maximize using them properly and to the fullest.
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🐱  [developer] Jul 26, 2018 @ 6:17am 
There's nothing specific to each slot except that, as the description says,
Each chip slot overwrites it's left neightbors, which allows for multiple chip combos
(Eg. A.V.I.A.N.'s dialogs with the Felin's visuals, or the old Hylotl A.I. with japanese dialogs)


This is shown on the 2nd gif (kinda too quickly I guess): https://i.imgur.com/E3qkZ2A.gif
The Avian A.I.'s nonstandard animation names are replaced by the default config chip, and then the animations are replaced by the Felin's A.I. chip, which results in S.A.I.L. having the Felin's visual with the Avian's dialogs.

Most A.I. chip only have animations so they generally never overwrite dialogs, but it's possible they only have dialogs (eg. the japanese dialogs one) or have both (A.V.I.A.N.)


I haven't thought about having one slot for one specific kind of thing to overwrite; at first I only had one slot and was thinking of having another computer-like interface where you could combine multiple chips's data into one following that overwrite pattern, but ended up building that into S.A.I.L. directly
Last edited by 🐱; Jul 26, 2018 @ 6:17am
Hopalongtom Oct 11, 2018 @ 6:56am 
Is there a way to overwrite the sounds any chip might use?
🐱  [developer] Oct 11, 2018 @ 10:43am 
Yes, by making a chip which sets a chatterSound in the aiData thingy; I'm too lazy to make a full-fleged item but here's a quick /spawnitem command:
/spawnitem defaultsettingsaichip 1 '{"shortdescription": "honk soundchip", "description": "This sound synthethiser chip was salvaged from a car.", "aiData": {"chatterSound": "/sfx/tech/honk.ogg"}}'
you could just change /sfx/tech/honk.ogg to any other sound file.

It doesn't have any sound-processing options tho; as the vanilla interface does, it'll only loop the sound for as long as the text is animated, at default volume and default pitch.

(It could be interesting to have more options (an array of random sounds, a startup / finish sound, per-word/character config...) but I'm not really into this project anymore (for now at least), so that'll stay in the idea box :momozzz:)
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