Starbound

Starbound

NyaaTech - Keypads
125 Comments
Friunt 23 Dec, 2021 @ 6:25pm 
Well you are not wrong tbh xD

I thought you were still playing the game.
Regardless, it works fine.
😼  [author] 23 Dec, 2021 @ 6:19pm 
These were never intended to be a one piece solution and were designed to be used with the various wire gates. The FPS issues if memory serves correct have to do with changes Chucklefish made post 1.0 and I haven't touched this game since it went 1.0 and don't really feel the need to rewrite this mod for a game that is more or less dead. xD
Friunt 23 Dec, 2021 @ 5:57pm 
Yea I did play with it, I haven't checked with the screen yet.
But I did experience the fps issues when I took quite a while to enter the keys.
Not that significant but it's there.

Really works well with the backdoors, although it functions as immediately so I just have to support it with a delay gate.
😼  [author] 23 Dec, 2021 @ 4:03pm 
The issue with moving it around the screen not working? Or is there another issue with the keypad GUI?
Friunt 21 Dec, 2021 @ 4:12pm 
Idk if you are still working on this but, could you make a 1 block version of the keypad?
Oh, and just curious but unnecessary, is the keypad GUI fixed?
😼  [author] 15 Mar, 2020 @ 1:27pm 
It only supports 5
GamePlay 9 Mar, 2020 @ 3:28am 
how to use only 3 symbols?
i don't wanna using 5 symbols!
😼  [author] 13 Feb, 2020 @ 11:48pm 
Well steam notifications suck :winter2019neutralyul:
KaiserFlame 13 Feb, 2020 @ 4:19pm 
Wow, that took a long time to reply huh lol
😼  [author] 13 Feb, 2020 @ 2:10am 
Probably because drawing UI's like this is a big semi hacky mess to start with.
Okwam 30 Dec, 2019 @ 1:24pm 
How come the longer you stay in the keypad ui the game starts to slow down?
😼  [author] 3 May, 2019 @ 5:38pm 
Break the keypad and place it again
Quip™ 2 May, 2019 @ 5:02pm 
how do i change the code?
😼  [author] 8 Feb, 2018 @ 4:35am 
The wrong code output was intended to stay on so that a security ssytem could stay on in an error state through server restarts and chunk unloading, I would handle the trap door logic to not dump all your lava outside of the keypad itself by making a timer circuit.
KaiserFlame 7 Feb, 2018 @ 5:04pm 
I'm currently using Buttonpad V2 and making a trap door. But it seems like the activation after three bad attempt with buttonpadv2's output does not stop, which is weird because I'm trying to make a lava trap which after three bad attempt, lava will process to drop on top of the player while locking both door shut leaving them with no way to survive(Beside beam up). But the secret door doesn't close up so it used up all my lava while the door is still open. Can you make it so the button actually does what a button do and not toggle it?
😼  [author] 1 Jan, 2018 @ 4:12pm 
Should be in the wire crafting station
HorrifyingMonkey 31 Dec, 2017 @ 8:09am 
how do you get the keypad
😼  [author] 19 Dec, 2017 @ 9:31pm 
All of the security measures put into the keypads to avoid spoofing and tampering go out the window without tile protection
😼  [author] 19 Dec, 2017 @ 9:30pm 
As for "Add A Mecha Locking System For Multiplayer Servers", just build a garage for it and put down some sort of tile protection generator so no one can tamper with the keypad. Putting a keypad on a mech or w/e wouldn't negate the need for a tile protection system of some sort anyway as the keypads can be tampered with unless protected.
indeepj 19 Dec, 2017 @ 10:19am 
Oh.
😼  [author] 19 Dec, 2017 @ 12:11am 
That can't be done with how the keypads function, the keypads require an actual interaction from your character.
indeepj 18 Dec, 2017 @ 10:15pm 
As In, If Your In A Mecha You Can Still Access Keypads. This Could Also Add A Mecha Locking System For Multiplayer Servers Where Your Mecha Could Be Locked With The Usual 5 Digit Code.
😼  [author] 18 Dec, 2017 @ 9:56pm 
"One That Lets Mechas Use Keypads" How you mean?
indeepj 18 Dec, 2017 @ 8:26pm 
Is The Space Station System (In Starbound Nowadays) Potentially Enough For An Update? One That Lets Mechas Use Keypads Or Something.
😼  [author] 25 Aug, 2017 @ 8:23pm 
@Geek, replied about this earlier, heres the quote "Possibly, capturing keyboard events breaks some of the built in starbound UI stuff that results in canvas windows getting stuck open sometimes in the event someones connection to the server is dodgy and they loose the "window close" packet and the window times out on the server but is still stuck on the peoples screen clientside and so on, not an overall good day for those people :/ I haven't had time to go over the new canvas window changes made in 1.3 with a fine tooth comb to see if this is still a problem, but a total rewrite of this mod is in the works in my spare time to make it easier to update between versions and simpler to keep up with Chucklefish's updates and tweaks to the Lua API."

Rework is still happening when I get bored with other projects and just want to derp about with some LUA stuff, no ETA, The key capture still as far as I could tell still acts wonky.
Cipher 25 Aug, 2017 @ 8:23pm 
@MeowMixalot Thank you very much for the fast reply. And no worries hopefuly it can become a thing in the future, but it's still a wonderful mod. Keep up the hard work :)
Cipher 25 Aug, 2017 @ 8:08pm 
Not sure if it would be hard to do or not. Could you mkae it possible that the keypads can detect the number keys? So you could input the code via keyboard or mouse. Love this mod btw thank you very much :)
BlowedUp 23 Aug, 2017 @ 5:30am 
The best. Thanks for that so cool mod. :caster_happy:
Nordman 16 Jul, 2017 @ 6:28am 
@meowmixalot ok :)
😼  [author] 15 Jul, 2017 @ 4:10pm 
@Bjomolf thats how it was designed to work
Nordman 14 Jul, 2017 @ 7:14pm 
@meowmixalot the second output from the button v2
😼  [author] 14 Jul, 2017 @ 10:05am 
@Bjomolf What stays on when 3 false codes?
Nordman 14 Jul, 2017 @ 3:48am 
@MeowMixalot ah ok :) can you pls update the button keypad cause it switch perma on when 3 flase :/ like the toggle pad you know...
Tobi 13 Jul, 2017 @ 6:59pm 
Ah.
😼  [author] 13 Jul, 2017 @ 5:11pm 
@Karate Sniper the mod won't work at all. The server-side scripts control everything, including the initiation of the interface script to show the keypad. If the interface appears without the server-side scripts, the keycode you give them would not be saved.
Tobi 13 Jul, 2017 @ 2:23am 
What would happen if I were to place it on a server that doesn't have the mod, or if I placed it in the same place where there are players that didn't have the mod?
😼  [author] 13 Jul, 2017 @ 1:29am 
@Karate Sniper: It's a combination, the pop up interface runs clientside, the object scripts that store the keycode and initiate the interface action are serverside.
Tobi 12 Jul, 2017 @ 11:44pm 
This is probably a real stupid question, but this isn't client-side right?
😼  [author] 10 Jul, 2017 @ 10:29pm 
@Bjomolf Inventory items store all their state in a json config, that can be viewed and read by clients. So no I won't be adding keycards, the long answer as to why is below :LIS_pixel_heart:

In the current state, the Keypads when placed, have a script state that runs on the server, then they do some (somewhat, thx LUA) random communication bits between the keypad and interface, and the keycode is then stored on the server, so it removes the prospect of a client brute forcing their way into the keypads without having to spend a lot of time profiling the LUA environment on the server to predict the random numbers that are generated. We put a lot of time into making this difficult to exploit so it wasn't just some pointless security device that can be easily ignored on a public multiplayer server.

Also the whole point of this mod is to use the keypads with a shield generator type device that adds block protection to the base the keypad is protecting, otherwise it is useless.
Nordman 10 Jul, 2017 @ 10:16am 
@MeowMixalot make a card code like the keypad but as card just for fun :D
😼  [author] 9 Jul, 2017 @ 2:35pm 
@Bjomolf that would provide absolutely 0 security as the cards can just be force spawned with the right object parameters by anyone clever enough.
Nordman 9 Jul, 2017 @ 9:01am 
can you make card pad with 5 secruity cards ? :D
DarkSide1305 19 Jun, 2017 @ 3:31am 
Ok. Thanks for the Response!
😼  [author] 18 Jun, 2017 @ 2:48pm 
Possibly, capturing keyboard events breaks some of the built in starbound UI stuff that results in canvas windows getting stuck open sometimes in the event someones connection to the server is dodgy and they loose the "window close" packet and the window times out on the server but is still stuck on the peoples screen clientside and so on, not an overall good day for those people :/ I haven't had time to go over the new canvas window changes made in 1.3 with a fine tooth comb to see if this is still a problem, but a total rewrite of this mod is in the works in my spare time to make it easier to update between versions and simpler to keep up with Chucklefish's updates and tweaks to the Lua API.
DarkSide1305 18 Jun, 2017 @ 10:00am 
Hello! Would it be possible to add Numpad Support? Then it would be far Easier to Input the Code!
😼  [author] 10 Jun, 2017 @ 4:40pm 
This was updated days ago to 1.3, forgot to mention it here xD
😼  [author] 8 Jun, 2017 @ 9:17pm 
Yeah they changed and removed a handful of the lua bindings I used in this x.x
😼  [author] 8 Jun, 2017 @ 6:39pm 
Appears they changed a fundamental part of what made this mod even work in the first place so this may be broken for a bit.
Kyo21943 8 Jun, 2017 @ 12:32pm 
Confirmed, i unsuscribed to all mods but this one and it crashes upon use and displays "You were disconnected from the server for the following reason: Incoming client packet has caused exception" even if it's a singleplayer game.
mikypoo 8 Jun, 2017 @ 11:50am 
The 1.3 update that just hit the game today, has made it so interacting with keypads it crashes your game. https://pastebin.com/d2gWreLK
Notable error message is.
[19:48:05.131] [Info] UniverseServer: Client 'Eradem' <1> (local) disconnected for reason: Incoming client packet has caused exception
[19:48:05.131] [Info] UniverseServer: Stopping idle world CelestialWorld:948110415:282818040:37002752:10
[19:48:05.232] [Error] You were disconnected from the server for the following reason:
Incoming client packet has caused exception
[19:48:05.483] [Error] Fatal Error: Access violation detected at 00007FF73D522D53 (Read of address 0000000000000148)