Storm_UK updated Macrochip (Stable - Glad Giraffe) with a new update entry: V2.06 Read the rest of this update entry...
Storm_UK updated Macrochip (Stable - Glad Giraffe) with a new update entry: v2.07 Read the rest of this update entry...
the remote output still does not work, and now my game crashes when I try using it in the remote macrochip.
Well, now my game crashes even when I'm not using it, it just crashed during loading when I went back to my ship.
Storm, here's my instructions on how to access the starbound.log for newbies: http://pastebin.com/DZPSeXB0
Storm_UK updated Macrochip (Stable - Glad Giraffe) with a new update entry: v2.071 Read the rest of this update entry...
Vilfranal - Please make sure your Macrochip mod is up to date with the last release, which should remove all that spam from the Remote Output. No obvious error shown caused by it though (foundry objects not withstanding, as that is just noting they are redefined from their vanilla versions.) Have you removed any other mods which add any tiles which you have used? That will cause world loading problems I believe.
In fact, I never removed any mod, and I am using the steam workshop version of the mod, and I have the update with the macrochip wizard AI. Here's a new pastebin of the latest crash http://pastebin.com/tHLXc7JL. All the mods I am using are: -Tanz Lighting Overhaul -Macrochip (obviously) -Undertale Music Pack -CrazyFreak's Musical Collection -Compact Crops -Novaskin -Ground-Penetrating Radar Station -Starbound Except It Makes That Weird Tim Allen Noise When Monsters Die -Matter Manipulator Manipulator -Racial AI Restorer And like I said, I never uninstalled any of these mods, which are the only mods I ever downloaded for Starbound.
Is there a countdown component? I've been trying to recreate a messy wired room with the macrochip but I can't figure out if the countdown piece isn't available or if it's one of the new ones that's confusing my brain ^^;
Awesome mod. One thing though. is it possible to add more nodes to a normal microchip? i need 5 inputs for a project but the microchip only has 4
You can use an odd remote input node and put it next to the Macrochip. I suppose I could add another, larger, macrochip object (Megachip?) with a hod load of nodes, heh.
oh also a weird bug i am encountering. not sure if its caused by a mod conflict or something but when i try to delete an input node it goes black screen in the macro chip and doesn't delete it. i worked around this by spawning in a output node deleting that then deleting the node i want dead.
Getting a little bit worried over here, are you still looking into my problem? If you are, then it's fine I won't press you, I know it takes time.
Vilfranal, sorry but from your log pastebin nothing suggests that my mod is causing the problem. The only thing I can propose is to try removing the macrochip mod, which should allow you to return to your shipworld which will remove any of the mods objects there. If you find any 'invisible' solid blocks on your ship then, put down dirt or other tiles over those invisible blocks and remove again with your matter manipulator.
Storm_UK updated Macrochip (Stable - Glad Giraffe) with a new update entry: Megamacrochips?! Read the rest of this update entry...