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i found a limitation when a Makrochip contains too many pieces(maybe wires?)
mouse reaction will go down to several seconds/minutes per input until it moves
is it possible to fix this?
Yes, it does work with FU and the latest Starbound :)
@mathgeniuszach
I never made a comment on steam, I hope this somehow works.
Are you able to create another Macrochip, which is a big "more" than the "MegaMacrochip"?
Means; more than 24 in/outputs?
With my current projects, the 24 limitation handicaps me pretty heavily. :(
Greetings, Leliana! :)
Like a 1x2 block?
The 8bit Shift Register Issue remains though
for Example got the First Alu(1-4bit) all active and G activated the second Alu which then was A Plus B +1 so the Result was 31 instead of 15. Same Issue with P to Cn at 8-13 which triggers the A Plus B +1 and sets the 16 bit active
I tried a 8 Bit double ALU setup with F=A Minus B Subtraktion Mode( s1,s2,Cn active on both and P to Cn of the second Alu) A Input Bits 0 and 1 are active for ALU 1 and A Input Bit 0 for the second ALU = 19 total Value
I activated Bit3 (8) for the B Input and it added 8 to the sum instead of subtrakting it!
Bit2(4) even added 4 and 8
and both Bits active at the same time added 4 so it seems the 8 got added and removed at the same time in this case
can you confirm this behavior and maybe fix it?
(there are also some issues with functionallity of the 8 bit shift register that differ from the 4 bit version - Clear and S1/S2 behaviour)
Got another bug if you like to try to solve it:
both Displays don't save their color setting when logging from the game, the default skin always gets applied "on top" of the set nondefault color (testet with the order of the next color).
My workaround was to implement the old Displays again but the new ones are much faster.