安装 Steam						
					
				
				
									登录
											 | 
						语言
						
																																															繁體中文(繁体中文)
																													日本語(日语)
																													한국어(韩语)
																													ไทย(泰语)
																													български(保加利亚语)
																													Čeština(捷克语)
																													Dansk(丹麦语)
																													Deutsch(德语)
																													English(英语)
																													Español-España(西班牙语 - 西班牙)
																													Español - Latinoamérica(西班牙语 - 拉丁美洲)
																													Ελληνικά(希腊语)
																													Français(法语)
																													Italiano(意大利语)
																													Bahasa Indonesia(印度尼西亚语)
																													Magyar(匈牙利语)
																													Nederlands(荷兰语)
																													Norsk(挪威语)
																													Polski(波兰语)
																													Português(葡萄牙语 - 葡萄牙)
																													Português-Brasil(葡萄牙语 - 巴西)
																													Română(罗马尼亚语)
																													Русский(俄语)
																													Suomi(芬兰语)
																													Svenska(瑞典语)
																													Türkçe(土耳其语)
																													Tiếng Việt(越南语)
																													Українська(乌克兰语)
																									报告翻译问题
							
						
											




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?
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! :)
Like a 1x2 block?
The 8bit Shift Register Issue remains though
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
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)
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.