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Outdated Starfoundry v1.3.2

Automation megamod including energy, pipes, magnets, data transmission and more!

  1. AliceTheGorgon

    AliceTheGorgon Void-Bound Voyager

    Thanks. In hindsight, I really should have looked at the github link, instead of just going "'GitHub issue tracker'? Clearly that wouldn't be the actual github for the mod."

    Also: Huzzah! It's an open source license of one form or another!
     
  2. Healthire

    Healthire Can't Most Program the Least

    The original idea of the mod was to allow others to expand upon it with their own mods, and be able to help out, so an open source license seemed like the obvious choice. Also there's really no way to hide the source anyway, and open source is awesome.

    The redistribution settings in the description are more about what you can do with the mod on this website. To be honest, we wouldn't really hunt anyone down for breaking those rules, but it's nice to have the possibility of saying something about it if someone does something blatantly bad.
     
    AliceTheGorgon likes this.
  3. zachmartinez

    zachmartinez Yeah, You!

    Where's the quarry marker? I can't find it's blueprint and interacting with the quarry without the marker causes all kinds of glitches and crashing
     
  4. Healthire

    Healthire Can't Most Program the Least

    We forgot to put the quarry marker in the foundry, you'll need tabula rasa to get it.

    But using the quarry without it shouldn't be any different. Just make sure you have enough open space and it should be placed properly. It definitely shouldn't be crashing.
     
    zachmartinez likes this.
  5. Spatial_Pioneer

    Spatial_Pioneer Void-Bound Voyager

    Too be quite honest the marker is really only good if you want to make a *small* mine. Being anything smaller than its regular settings. But with careful planning you can do the same with a regular block; just throw some dirt in the right place and the quarry will shorten.

    But there really is nothing quite like having a quarry dig a 2 block hole straight down!
     
  6. Relydukno

    Relydukno Subatomic Cosmonaut

    I searched and did not find some one asking about this problem i have.
    So when I tried the jump pad , levitate pad they worked fine and the last killed me, but the gravity elevator did nothing just turned on and off.
    I got the magnetic tech upgrade but nothing so I placed and second just above it and nothing is there some sort of other part other than power,
    I have 5 battery holders powering it and it just sits there and glows.

    Nevermind did not know you have to have them less than 10 spaces apart .
    Also you have to jump as they are glowing added the entity sensor in front of it so I just have to jump now.

    On another note could you guys add a way to feed the TOTAL amount of several tanks linked together to a
    modular display.
    The only way I have make it even part work is to have a banks of memory cells, counters, and calculator work together with a liquid counter fro added and subtracted values but then starts to get out of hand and spams numbers.
     
    Last edited: Jul 9, 2014
  7. zachmartinez

    zachmartinez Yeah, You!

    Thanks a lot it's working now. :D
     
  8. Dhs92

    Dhs92 Phantasmal Quasar

    So uhm.. The quarry only seems to dig down to this point and go back up, even with enough energy. Help?
    [​IMG]
     
  9. Spatial_Pioneer

    Spatial_Pioneer Void-Bound Voyager

    Vines. Cut em and try again.
     
  10. Dhs92

    Dhs92 Phantasmal Quasar

    What do I do if it's past death depth? ._.
     
  11. Spatial_Pioneer

    Spatial_Pioneer Void-Bound Voyager

    Like...you'll die if you fall?
    Build a little staricase out of regular blocks, and then use them to get back up. The quarry will take care of them, or you can just clean up behind you
     
    Dhs92 likes this.
  12. Dhs92

    Dhs92 Phantasmal Quasar

    So, I made this system to bring water into my base, so that I can Pump water into my quarry to clear it of vines. (I jump into the water and don't get hurt).
    [​IMG]
    Does anyone know how to make this turn the Combustion Gens turn on automatically when it's full?
     
  13. Healthire

    Healthire Can't Most Program the Least

    You should be able to craft a liquid sensor. This will output a wire signal when the water reaches the level of the sensor. Wire it to the combustion engines, or the pumps.
     
    Dhs92 likes this.
  14. Spatial_Pioneer

    Spatial_Pioneer Void-Bound Voyager

    Now you're thinking with Foundries!
     
    Dhs92 likes this.
  15. Spatial_Pioneer

    Spatial_Pioneer Void-Bound Voyager

    Speaking of this, if you have a 9×2 (or more 9 high is minimum) landing pool of water- you can jump from space to the core without any damage.

    [Meaning simply any height]
     
    Dhs92 likes this.
  16. Spatial_Pioneer

    Spatial_Pioneer Void-Bound Voyager

    So I hatr to just have a negative post, but I've never had any luck with the grav elevator. I just ended up using the mod of the same name.

    Also as far as the logic gates go I think you have the most reliable method as of now...you can try the "even more logic gates" mod, but I don't know if it'll help or just make a mess :/

    I know this isn't really helpful-i just wanted to let you know I was listening
    :/
     
  17. Spatial_Pioneer

    Spatial_Pioneer Void-Bound Voyager

    However if a high speed elevator is your desire I strongly recommend messing with the magnets, both powered and static. Before I got lazy and did the elevators, my worlds were filled with mag cannons that made the game feel more like Sonic than Starbound!

    Seriously fun and fairly challenging.

    (Hope this was more helpful)
     
    Dhs92 likes this.
  18. Dhs92

    Dhs92 Phantasmal Quasar

    Now, how does one make one generator turn on when the other runs out of fuel?
     
  19. Spatial_Pioneer

    Spatial_Pioneer Void-Bound Voyager

    I've attempted this and have not found an easy solution...not saying it's impossible.

    I'd start with ACTIVATORS and definitely a logic gate or two. *i could be wrong but pipe chest adapters should work here*
     
  20. AndrewSeven

    AndrewSeven Void-Bound Voyager

    I haven't found a direct way to do this. It would be nice if there was an output on the generator to tell you the fuel level they way a battery does**.

    I use a battery and a comparator: I compare the two outputs of the battery, if the bottom (uncharged) input is greater than the top (charged) input, then it turns on my generators.

    To keep my generators fueled, I have a filter pipe and an ejector that ejects ores near the gens. There is a hopper under the gens to catch the ores and send them back to the chest. The ores get get ejected every tenth tick of a timer; about every 30 seconds. You could do it with the simple timer, but it ticks pretty often and every time you walk too close, you pick up the ores instead of them going into the hopper :p

    I use a timer, a counter, a memory, an activator and a comparator to do things every 10th click of the timer.

    Complicated, attaching screenshots ;)

    I use base in a box to move this mining base from planet to planet.

    **It would be nice to get more info from several of the foundry tools, such as the the generator's fuel level even if it was with a sensor of some kind.
     

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