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Thats what is so great about macrochip, try to put as much of the wiring inside the virtual breadboard as you possibly can.
even if you have to use more than 1 macrochip with wireless remote nodes to join up your circuits, I see you wanted 72 direct I/O ports,
remember Remote Nodes are unlimited.
I have a lighting system with 108 remote outputs for 18+ tintable lgihts for such things as Art Galleries, Club lights all with 24 different lighting modes using a self made JK Flipflop Switch-Selectable 6x4 - 24 bit Synchronous up counter, with on/off, Timed Auto Run, Manual Toggle, or set a specific Light Mode. all from 1 MiniMacroChip. only wireing seen from outside is RemoteNodes right next to the lgihts & buttons.
I hope the wire length reduction will help. Thanks for the heads up^^
Like wiring to remote outputs, which are connected to remote inputs going into the next Remote Macrochip, leaving you with a nice range bridge as a bonus (250+250 tiles).
Building your Ele-Control modulary you could just copy the extension module for a virtually endless elevator. It's mostly a matter of indexing the input and output nodes then and with that the range limit could even help.
New Virtual Switch Art.
There are a few bugs:
1: Remote Inputs on the breadboard can be placed but not moved, so delete and place another one or will cause black screen. All other I/O seem to function correctly.
2:Buffer Gate Output may sometimes cause a black screen when deleteing the wire.
again just delete the buffer and place a new one. unaware if other logics do the same.
May have been my own error
Happy wiring.
That's just a matter of renaming/re-indexing the nodes though and categories will help to keep track of that. Speaking of that, it would be nice maybe to be able to restrain a remote macrochip (the control unit) to a certain category to avoid accidental naming conflicts (or is that a thing already?)
Name: Switch1
Category: Controll
Plus you have Multi-Node & Single Node I/O via the Virtual MacroChip.
http://s64.photobucket.com/user/pitbull6669er/media/Stuff/Working%20Breadboard..jpg.html
[21:01:50.170] [Error] Could not load image asset '/objects/wired/chips/megamacrochip/megamacrochip.png:default.1', using placeholder default.
(AssetException) No such frame default.1 in frames spec /objects/wired/chips/megamacrochip/megamacrochip.frames
[21:01:50.179] [Error] Could not load image asset '/objects/wired/chips/megamacrochip/megamacrochiplit.png:default', using placeholder default.
(AssetException) No such frame default in frames spec /objects/wired/chips/megamacrochip/megamacrochiplit.frames
[21:02:52.489] [Error] Exception caught in client main-loop
(JsonException) Cannot call get with key on Json type array, must be Object type
[0] 13f894403 Star::captureStack
[1] 13f89318e Star::StarException::StarException
[2] 13f82d2da Star::JsonException::format<Star::String>
[3] 13f838732 Star::Json::ptr
[4] 13f8356c1 Star::Json::get
[5] 140083610 Star::ScriptConsole::ScriptConsole
[6] 14003b1e1 std::_Ref_count_obj<Star::ScriptConsole>::_Ref_count_obj<Star::ScriptConsole><std::shared_ptr<Star::UniverseClient> & __ptr64,int & __ptr64,Star::Json & __ptr64>
[7] 140040a9b std::make_shared<Star::ScriptConsole,std::shared_ptr<Star::UniverseClient> & __ptr64,int & __ptr64,Star::Json & __p
stack traceback:
[C]: in ?
[C]: in field 'loadUniqueEntity'
[string "/objects/wired/remoteoutput/remoteoutput.lua"]:65: in global 'introduce'
[string "/objects/wired/remoteoutput/remoteoutput.lua"]:47: in function <[string "/objects/wired/remoteoutput/remoteoutput.lua"]:3>
Looks like Storms taking the night off though.
[16:36:49.690] [Info] UniverseServer: Warping player 1 to ClientShipWorld:dfce65e366d4c4fea8f73f4f516fcc2a=964.75.1042.75
[16:37:54.350] [Info] UniverseServer: Loading celestial world 61740983:-991300670:-257301254:9
[16:37:55.910] [Info] UniverseServer: Warping player 1 to CelestialWorld:61740983:-991300670:-257301254:9=0bfcfcf2075b385545d784cb0eac10dd
[16:37:56.760] [Info] Client received world stop packet, leaving: Removed
[16:37:57.857] [Info] MChip2715,732
[16:37:57.872] [Info] MChip2718,710
[16:48:34.233] [Info] Root: Writing runtime configuration to '..\storage\starbound.config'
[17:04:59.298] [Error] Exception while calling script init: (LuaInstructionLimitReached)
[0] 13fd84403 Star::captureStack
[1] 13fd8318e Star::StarException::StarException
[2] 13fd578cd Star::LuaEngine::handleError
[3] 13ff2683d Star::LuaEngine::callFunction<>
[4] 13ff29ee1 Star::LuaFunction::invoke<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> >
[5] 14036f413 Star::LuaContext::invokePath<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> >
[6] 140370e57 Star::LuaBaseComponent::init
[7] 13fffb4be Star::Object::init
[8] 14027188a Star::WorldGenerator::initEntity
[9] 1402ee94c Star::WorldStorage::loadSectorToLevel
[10] 1402ee1a3 Star::WorldStorage::loadSector
[11] 1402eec26 Star::WorldStorage::loadUniqueEntity
[12] 1403ec5c3 <lambda_1844ddae174ee01f3038da91ef881d2f>::operator()
[13] 1403c02bf std::_Invoker_functor::_Call<<lambda_1844ddae174ee01f3038da91ef881d2f> & __ptr64,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>
[14] 1403d5660 std::invoke<<lambda_1844ddae174ee01f3038da91ef881d2f> & __ptr64,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>
[15] 1403c7ba9 std::_Invoke_ret<Star::Variant<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,Star::LuaVariadic<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> > >,<lambda_1844ddae174ee01f3038da91ef881d2f> & __ptr64,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>
[16] 1403f8b8b std::_Func_impl<<lambda_1844ddae174ee01f3038da91ef881d2f>,std::allocator<int>,Star::Variant<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,Star::LuaVariadic<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> > >,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>::_Do_call
[17] 13fd51e8d std::_Func_class<Star::Variant<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,Star::LuaVariadic<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> > >,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>::operator()
[18] 13fd50f24 <lambda_a03bcae4599b53751a446949639a4d5e>::operator()
[19] 13fcdb6a8 luaD_precall
[20] 13fcf4451 luaV_execute
[21] 13fcdb1b3 luaD_call
[22] 13fcdb98b luaD_rawrunprotected
[23] 13fcdb3c0 luaD_pcall
[24] 13fcd18d4 lua_pcallk
repeats with the same data from line 0-24 i think 100 times +
ive not installed the current Version of Wip.
ill grab it now and check it out.