Starbound

Starbound

Macrochip Patch
12 Comments
SFC-Daniel 12 Feb, 2023 @ 5:43pm 
Hello again,
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?
Xareas 10 Apr, 2022 @ 9:18pm 
@SailorJerrys

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! :)
makoaluveaux 20 Oct, 2021 @ 10:39pm 
Would you be able to create a smaller version of the numerical displays?
Like a 1x2 block?
SailorJerrys 16 Dec, 2020 @ 4:28pm 
Does this work with Frackin' and the latest Starbound..?
SFC-Daniel 22 Apr, 2020 @ 3:26am 
Subtraktion needs a seperate And-Gate für G and Cn+4 to work. not only the Triple And
SFC-Daniel 21 Apr, 2020 @ 2:42pm 
Sorry found the old build from Storm which explains the issue so you just need to Tripple-And G,P,Cn+4 to get the correct results from addition and subrtraktion when using combined ALUs

The 8bit Shift Register Issue remains though
SFC-Daniel 18 Apr, 2020 @ 11:25am 
Having also issues with the G and P connection to Cn when using 2 ALUs (8bit) first not sure which of them is actually used irl and they dont match the Situation sometimes.
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
SFC-Daniel 18 Apr, 2020 @ 8:07am 
Hello again^^
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)
mathgeniuszach  [author] 1 Dec, 2019 @ 3:16pm 
Unless macrochip or starbound reads functions in the table in a list-like format, reading the functions as numbers instead of by their names (which is highly unlikely), one of the two identical functions can indeed be removed. I fail to see a purpose in this though as it literally does nothing to change functionality and I don't really know if replacing the file has any improvements since its not in this patch already (the duplicated function is only 13KB). I'd make that change if there was another bug in the macrochip.lua file, but making that modification right now seems unnecessary.
SFC-Daniel 1 Dec, 2019 @ 1:43pm 
Btw the macrochip.lua contains 2 identical "function setMacrochipAnim()", one can be removed right?
mathgeniuszach  [author] 30 Nov, 2019 @ 8:06pm 
Seems like an easy fix. I believe the only reason this is happening is because the color is not updated in the init function. I'll patch that in a couple of minutes.
SFC-Daniel 30 Nov, 2019 @ 3:23am 
Hello and thanks^^
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.