Starbound

Starbound

Wiring Service Panels
48 Comments
MithranArkanere 28 May @ 2:47pm 
Oh, this is absolutely great for immersion.

I'm working on a mod to make the vanilla invisible wiring craftable in the wiring station (there's one that adds them to the teleshop which I found annoying).
Hopefully I'll also figure out a way to make them visible under certain conditions (either while using the scanner or holding the wiring tool, whatever is possible).
GasmisenFeik 9 Jan, 2023 @ 9:07pm 
Sheeeeesh dude this is awesome, have any plans for other things like the proximity sensors on the such? The red and green sweeping line really fucks with my ship builds and just look gaudy like the gates
Schockocraft 28 Feb, 2021 @ 7:59pm 
Can we get a Retexture for the persistent Switch that fits to the style of the other logic components?
Skiewolve 21 Jan, 2021 @ 6:39pm 
Sooo I love this, can we also get a re-texture for the Foundry versions as well?
Qbi Wan 8 Jun, 2020 @ 8:20am 
Looks cool :) But does it add something? Can you add mode that just change sprites of gates? I'd totally subscribe that.
Rhumald 10 Apr, 2020 @ 6:30pm 
@Ondrugs The wiring is already as simple as it can be. You don't need to study electricity to learn them, just know that blue is an input node, and red is an output node. Most of what you'd need wiring to do can be accomplished by hooking a button, switch, or sensor directly into the blue input node of the thing you want it to affect. You run signals from red to blue. Mess up a connection?; right click on a node to break all of the connections to it.

If you want to play with the wiring panels, play with them. Make a light, two wall switches and two wall buttons. Connect the red output from whichever panel you want to figure out how to use to the light, and either a switch or button to each of it's blue inputs (I recommend a switch for most of them, try wiring one two both inputs as well). Every object with a blue input node has an on and off state, and the wiring panels simply change how those states are turned on or off.
Ondrugs 6 Feb, 2020 @ 11:05am 
How about making wiring systems more simple? Would like to use them, instead of learning or studying electricity before able to.....
Fuyuno 10 Oct, 2019 @ 9:39pm 
has the interaction between this mod and macrochip been fixed yet?
작은 고양이ツ 6 Feb, 2019 @ 2:15pm 
Фигня мод, только модельки ломает.
k0nsaii 6 Feb, 2019 @ 2:14pm 
Создатель еблан, текстурки блоков крашнулись и не отображаются адекватно даже после переустановки. Гори воду, чертов дурень
Boltte man 2 Feb, 2019 @ 5:59am 
oh i see it clashes with macrochip which i also commented by another user below me.....can u make it compatiple with macrochip please?
Boltte man 2 Feb, 2019 @ 5:57am 
....doesn't seem to work anymore.... :/
Tea 17 Oct, 2017 @ 8:59am 
Service Panel looks like an Orb
Dragon_Tom 7 May, 2017 @ 4:50am 
And maybe a retexturing for the foundry versions too? :happy_creep:
Dragon_Tom 4 May, 2017 @ 1:37pm 
is it possible you could change the sprites for the timer and the count-down timer? the way these better-looking service pannels are beside them, they don't fit in as well.
Raderg 28 Apr, 2017 @ 11:46am 
Will this work in 1.2.2?
BloodyRain2k 20 Apr, 2017 @ 1:08am 
Any chance you could also add a matching NAND and NOR?
I already tried to get them to add these before release but the answer was always the same "not needed, just use 3 gates" BS <.<
BloodyRain2k 15 Apr, 2017 @ 6:56pm 
This is what CF should have gone with, these look SOOO much better and beg way less for being off screen'd due to their appearance.
Storm_UK 6 Feb, 2017 @ 3:43am 
@ThatApeGuy| My Macrochip mod does conflict with this one unfortunately, although you should find that one of the 'skins' available for the logic gate objects is a close match to these.

Interacting with such objects whilst they are unconnected with any wires allows you to cycle thru the available skins.
ThatApeGuy 4 Feb, 2017 @ 3:07am 
would love to have these but it seems to be not working if you have http://sp.zhabite.com/sharedfiles/filedetails/?id=729444820 installed.
rip the dream
kebabthief 22 Dec, 2016 @ 2:17am 
double checking it needs one :P
Darth Biomech  [author] 22 Dec, 2016 @ 1:55am 
@kebabthief
Does it needs an update?
kebabthief 20 Dec, 2016 @ 9:43am 
any chance of a update?
ColdWolf 4 Sep, 2016 @ 2:53am 
@Darth Biomech

I just discovered: People who use the Macrochip mod are having their gate sprites overwritten by that. He changes them to make the descriptions fit with his own macrochip gate descriptions! :)
Darth Biomech  [author] 13 Aug, 2016 @ 10:40am 
Honestly, I have no idea why it would not work... It is literally just a bunch of png's without a single line of code in the mod.
Rhazak 12 Aug, 2016 @ 2:51pm 
Only have AND switches so far and the only other wiring mod I have is "Colony Deed Wiring", could be a conflict there I suppose. Can't be bothered check it right now.
Rhazak 11 Aug, 2016 @ 3:56pm 
Just trid it, graphics worked, but game crashes when switching to wiring mode.
Darth Biomech  [author] 10 Aug, 2016 @ 3:21am 
They still work on my game? Try to resubscribe to it.
The Stricken One 9 Aug, 2016 @ 11:45pm 
suddenly stopped working today
SilverSkies 7 Aug, 2016 @ 11:50am 
suddenly stopped working today
stormageddon 2 Aug, 2016 @ 9:40am 
@Darth Biomech
Perhaps it would be best to display it via a Bar Timer similar to the Progress bar seen when updating steam games.
Robby Magnus 1 Aug, 2016 @ 11:07pm 
Do you plan on making Starbound mods more frequently? I am familiar with your work on Space Engineers and would be excited to see you active on Starbound aswell
Darth Biomech  [author] 1 Aug, 2016 @ 1:35pm 
@Haseo
No, I conciously left it as it is. It at least have actual screen that shows the numbers. Besides, I couldn't think of a good way to hide it into a panel and still be readable.
@fuyu._
Well, I dunno. (My "style" is jus an vanila PowerOutlet block's sprite, slightly edited, really) I have no idea how Starbound handles conflicting files in mods and how to ensure that my version of sprites dominate said mod's ones (Or is "a mod for a mod" is possible at all). I won't just re-release that mod with my sprites in it, that's called "stealing"...
Lykonous Vokun'thur 1 Aug, 2016 @ 8:23am 
I think you might have forgotten to reskin the countdown timer (the one with a 5 on it on the crafting window)
Fuyuno 31 Jul, 2016 @ 9:32pm 
they do not - they add new sprites entirely... so i was curious if it'd be at all possible or if you were planning to.. you know. redraw them in your style xD since, let's be honest. your style is a lot better than vanilla-looking >.<
Darth Biomech  [author] 31 Jul, 2016 @ 6:55pm 
If these mods use vanila sprites, then they should be compatible.
Baleur 31 Jul, 2016 @ 7:00am 
Love it
I CAN EXPLAIN 30 Jul, 2016 @ 11:31am 
Neat mod! Love the look of the panels, as the annoying blue lights didn't fit well in a grayscale techbase.
energeticmouse 30 Jul, 2016 @ 11:17am 
Thank you for clearing that up. Keep up the great mods on SE and SB man
Darth Biomech  [author] 30 Jul, 2016 @ 11:14am 
@Mouseizure
This mod only changes .png sprites. Plust, there isn't even any remoteinput.animation in vanila files. So error must've come from something else.
energeticmouse 30 Jul, 2016 @ 9:52am 
I'm getting an error all of a sudden about "remoteinput.animation" I'm assuming it's something to do with this. Correct me if I'm wrong.
AerialKitsune 29 Jul, 2016 @ 9:14pm 
have you thought about working with Storm_UK to give his macrochips service panels as well?
Darth Biomech  [author] 29 Jul, 2016 @ 5:36pm 
@Egant981
Yes, that's exactly what it does. Simple reskin.
✮Kisuna✭ 29 Jul, 2016 @ 9:35am 
Does this just changes the textures like a texture mod?
Darkmatter1998 28 Jul, 2016 @ 12:41pm 
awsome i was looking for this, thank you
Tetra 28 Jul, 2016 @ 7:25am 
Very nice, lets you use the wiring stuff in view without being obtrusive.
Shurenai 28 Jul, 2016 @ 7:18am 
Love it, Very simple, but much more fitting. Might actually put them somewhere visible in my bases now..