It should work on stable, I don't believe there are any differences between them script wise at present. I've been working from nightly/unstable for a long time, will check! Edit: Apparently not. Hopefully it won't be long before whatever script API differences are involved move to Stable.
Doesn't work on stable, since it crashes immediately after interacting... however... also the toggle FlipFlop seems to have a bug, if i set one on the canvas, the canvas becomes black Is it also possible to keep the circuit if you grab the object and maaaaaybe some station to copy the circuit to a new chip? Beside of that it is a very great and useful tool PS: also a little checkbox in the interface, that says "save on break" would be good, so one can select which behaviour they want.
I'm looking into ways of storing circuit data on a Macrochip that is taken down, though persistant storage from placed objects to item drops seems generally to involve spawning invisible monsters. Getting a placed Macrochip to clone anothers data shouldn't be that difficult to implement. Thanks for the T flip-flop bug report, I missed an entry in my components script for one of its outbound node initial levels. I should have an update ready soon so that'll be included.
Storm_UK updated Macrochip (Unstable) with a new update entry: Bug fixes / extra features Read the rest of this update entry...
Storm_UK updated Macrochip (Unstable) with a new update entry: Persistant data storage! Read the rest of this update entry...
Storm_UK updated Macrochip (Nightly) with a new update entry: Pleased Giraffe update Read the rest of this update entry...
Storm_UK updated Macrochip (Nightly) with a new update entry: Script update Read the rest of this update entry...
Storm_UK updated Macrochip (Nightly) with a new update entry: Recipe fix Read the rest of this update entry...
Found more. Not working: 1.Hexidecimal Display, from wiring station 2. Item sensor. 3. Delay. Can't change time of delay. Default 1sec working.
Thanks. More outbound/inbound script fixes to do. Note that Delay components in a Macrochip cannot currently be changed once placed though, as I have used a string to store their timer data for ease.
Storm_UK updated Macrochip (Nightly) with a new update entry: More script fixes Read the rest of this update entry...
Sorry, but Hexadecimal display need a little fix. And how about "Delay"? Description in manual says that time can be changed.
@LoneSlider: It can in the inspect mode... or it should... Edit: okay... setting the delay works while placing, but not in inspect @Storm_UK: Can we have a cloning tool (with 2 slots) to transfer the logic from one coded macrochip to an empty one? Also being able, to give a macrochip an optional name when a logic is on it, would be great. That way you could see by the Macrochips name what Logic is imprinted. For example: when not named and with logic throw the item with name "Macrochip (coded)" or if a name is given "Macrochip (flood control)", or what ever comes in mind. Would just be a great extra feature
Storm_UK updated Macrochip (Nightly) with a new update entry: More script fixes Read the rest of this update entry...
Zoomah - not sure its possible to specifically name an object (activeitems like randomized guns take their names from scripted tables.) A cloning tool of some kind should be possible though, or perhaps a way to upload straight to the Macrochip from a spawnable datacard or such. I'll play around with that.
Dont you already spawn the Macrochip as "Programmed Macrochip" already? But i can see the difficulties Edit: Took a closer look at that part of the script and see it now... well... then lets cry at the devs to make it possible