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Macrochip and Logic Upgrades V4.11

Virtual Circuitry

Tags:
  1. Storm_UK

    macrochip.png
    MACROCHIP
    Can also be found on Steam Workshop!

    The Macrochip is a virtual circuit board object, in which you can construct circuits of logic gates and other components and connect them through the Macrochips external Input and Output nodes to other objects with your trusty Matter Manipulator. It (like the other objects in this mod) is available from the Wiring Station.

    Interacting with it will bring up the Macrochips Console:

    boardS.png
    It is from here that you can select and insert components, wire them, write and place labels, and connect it all together with the Macrochips nodes and the outside world.

    The virtual circuit board can be dragged about by clicking and holding the Left Mouse Button whilst in several of its modes, by the cursor keys, or by hovering the mouse over one of the four arrow pointers located at the edges of the console window. Holding down left or right [Shift] will make the board scroll faster. The [Home] key centers the board back at position 0,0.

    The Mode icons on the left - Component Mode, Wire Mode, Move Mode, Label Mode, Inspect Node and Delete Mode - can also be set via the shortcuts [C], [W], [M], [L], [N] and [Delete] resepectively.

    An Options menu [O] or the icon to the top right of the console can be used to name/rename the virtual circuit, toggle the Wizard hints on/off (also possible with the [H] key), hide, camoflague and change the appearance 'skin' of the Macrochip (Default, Service Panel, Foundry, Apex Cool, Avian Temple and Avali Tech styles currently available.)

    Four sizes of Macrochip are available: the standard (2x4 tiles in size) with 4 input nodes and 4 output nodes, a Minimacrochip (2x2 tiles in size) with 2 inputs and 2 outputs, a Megamacrochip (8x4 tiles in size) with 12 inputs and 12 outputs, and a Remote Macrochip (1 tile in size) with 1 input node. These shouldn't be considered limiting though: see also Remote Nodes, further below.

    Inspect Mode provides tooltips on placed components you mouse over, some of which are further detailed within the Macrochip Users Manual.

    Macrochip Users Manual? Yes! included on the Macrochip itself, pressing [F1] will bring up the Manual for further guidance:

    manualS.png
    The [X] key exits the manual back to the virtual board - note that [Escape] will close the Macrochip console completely.

    DATA STORAGE
    A Macrochip will retain its virtual circuit board data when taken down (becoming a Programmed Macrochip) as an inventory item. Its tooltip will also show the circuit name of that Macrochip, should you have given it one through the options menu.



    macrochipworkstationpic.png
    MACROCHIP WORKSTATION

    For ease of duplicating created circuit boards, you can use the Macrochip Workstation, which can be made at a fully upgraded Inventors Table.

    banana.png

    This can store up to 20 virtual circuits which you can upload from an inserted Macrochip or a read-only Datastick (an item which can be created by pressing [E] within the Macrochips virtual circuit console causing it to be ejected from that macrochip.)

    The workstation will also allow you to rename or deleted stored circuits or download them to the inserted Macrochip(s), or completely erase the data on them.


    BUT WAIT!
    Thats not all! (it wasn't enough?!)

    This mod also includes Remote Input and Remote Output objects for use with the Macrochip, four new logic gate objects (Relay, NAND, XOR, and XNOR), two sizes of binary to Hexidecimal Display objects and an Item Sensor.

    The various vanilla game logic gates, delay, timers and countdown timer objects can be interacted with to change their appearance whilst they are unwired. As an example, the AND gate is shown below with its alternate available visible skins.

    andstyles.png
    There is also a 'hidden' skin to make such objects invisible if desired.

    The Item Sensor scans for a particular item in close proximity and if detected sets its output to high. Placing a suitable item within its receptacle causes it to scan that item and eject it, at which point the Item Sensor becomes 'locked' to scanning for that particular item. Items dropped, held or placed within a small radius of the sensor will be detected.

    ADDITIONAL NOTES

    Please use the discussion thread for any problems or bugs that you encounter. Due to its large scope and the subject of circuit boards, I probably have made some mistakes - testing is still being done and any advice will be taken constructively!

    If anyone with more experience with circuits and coding would care to help with this mods scripting, I would be happy to have the assistance.
    Mod Pack Permissions:
    You must get the author's consent before including this mod in a compilation.
    Mod Assets Permissions:
    Anyone can alter/redistribute the mod's assets without the author's consent.

Recent Updates

  1. Small fixes
  2. Challengeroom Timers
  3. V4.09

Recent Reviews

  1. -bugi-
    -bugi-
    5/5,
    Version: V4.11
    splendid
    simply delicious
  2. Alepod
    Alepod
    5/5,
    Version: V4.11
    Mod's fantastic!
  3. JT`
    JT`
    5/5,
    Version: V4.11
    Utterly fantastic. I'm no electrical engineer, but it was eminently satisfying creating a lighting system for a room that automatically shut off the lights after 30 seconds if no one was detected inside with a proximity scanner -- just like the new energy-saving switches in real life. While some of the electrical components offered are astoundingly complex, a small subset of the population thrives on being able to emulate full computers in video games for some reason, and that certainly caters to them. For the rest of us, latches, timers, and counters are as complex as we need, and yes, those are in too!
  4. Sock_Bunny
    Sock_Bunny
    5/5,
    Version: V4.11
    Why isn't this in vanilla Starbound? It fits in with Starbound PERFECTLY!
  5. stardusk9
    stardusk9
    5/5,
    Version: V4.1
    how to give 10 stars?
  6. Pilchenstein
    Pilchenstein
    5/5,
    Version: V4.1
    The amount of work that has gone into this is, quite frankly, staggering. If you do a lot of wiring, then you *need* to get this mod, it's an absolute game-changer.
  7. Nate McCloud
    Nate McCloud
    5/5,
    Version: V4.02
    Why is this not in vanilla? Seriously, I suggested this as a vanilla update a few years ago. This mod is a godsend, no ifs, ands, or buts.

    Now if I could just think of a practical use for it in single-player, since none of the people I play with will use mods...
  8. SeekoDestroyer
    SeekoDestroyer
    5/5,
    Version: V4.02
    gud
  9. Tini_weni
    Tini_weni
    5/5,
    Version: V3.32
    10/5 stars, just perfect.

    The Updated Window Settings Are Fantastic.
    Author Responds to comments = Bonus.
    It's Easy to be overwhelmed So F1 for the manual should Help.

    Still don't know what Some of the Advanced Stuff dose but i love this mod and will spend days on end building.

    Thanks.
    1. Storm_UK
      Author's Response
      Thanks, always nice to receive kind words.
  10. Katorone
    Katorone
    5/5,
    Version: V3.3
    Thank you for all your work, constantly updating and improving this mod. No matter what kind of pack I compose for myself, this mod always finds its way in it.
    1. Storm_UK
      Author's Response
      Thank you. :)