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Sorry for the delay. I'm working, studying, and moving at the same time.
On a separate note it seems that NDS has a problem with ProtoTech Scrap, all the others work, this one doesn't show up anywhere, but i think it get dismantled. I presume that is a conflict with the regular scrap ?
2. No
3. No
4. No
I just tested out to exclude the problem with Industrial Overhaul on a new world (NO MODS) and grid with only 1 cargo 1 basic refinery, and the result is that NDS did manage to detect the limit, but after a few minutes it puts back ores to the refinery, and that loop continues. So the problem could only occur in code.
Did you remove the // in front of the //Limit=0:ore:raw? Commented lines are ignored
Are there any sorters that may be pushing items into the smelter?
Do you have drills actively drilling? Drills push ores to the first inventory that accepts them
Do you have more instances of the manager or any other scripts that could move ores around?
^Type=MyObjectBuilder_Ore||Subtype=Cobalt||Blueprint=None||Refine=True||Fuel=False||Display=True
I don't believe there is a problem with naming.... even if we go with Limit=0:*:* its should logily never put anything inside the smelter but NDS does it anyway
Have you updated the names of the ores to use the prefixes I set up?
It will match all items with a display name of 'raw*' like 'raw cobalt'
If you left it on the defaults, then cobalt will remain 'cobalt' and will not match the search for 'raw cobalt'
Purified and crushed ores are prefixed with their respective states so they should work as expected without renaming them
The spread function ignores limits for speed purposes because spreading 10 ores between 15 refineries makes around 10^15 actions and checking the limits for that will nearly double the time it takes, hence the Options=NoSpreading for limited refineries, which may be causing the ores to reappear in the smelter
The matching system uses the custom names, not the Subtype ID, so the name you see on panels is the matching name
Matches are also stripped of spaces and capitalization so "Steel Plate" = "steelplate"
Typically Ores do not have much use beyond refining into Ingots, so there was not a system put in place to prevent refining all the Ore. What you can do is limit Refineries to specific Ores and toggle them on/off when their Ingots reach a specified amount using Limits and Logic
e.g. a Iron Ingot refinery
Options=NoSpread
Limit=0:ore:*|100000:ore:iron
LogicAnd=ingot:iron<quota
This will only allow Iron Ore into the Refinery, it will not spread to and from other Refineries, and it will turn on when Iron Ingots are below their set quota and off when they reach their quota
This can be extended with Timers and Cloning to apply to unlimited Refineries. You can engineer anything!
The one thing i can't figure out is if i can set a hard limit on refining ores, i only want a fixed amount of ingots and the rest still as ores. I am currently just trying things out and am using the craft-able ores mod, which i figured out how to have NDS craft, but so far it will enter and endless cycle of crafting and refining.
If you want to prevent an ore from going into specific refineries, use the limits e.g. Limit=0:ore:platinum
The spreading function ignores limits for speed, but can be disabled for the limited refineries with Options=NoSpreading
How to setup output panel in text mode ?
Yes set these three values by removing the // in front of them in the Custom Data of the panel
Text Color=0:0:0:255
Number Color=120:0:0:255
Back Color=255:255:255:0
It is in Red:Green:Blue:Alpha [RGBA] format
Accepts 0-255
Alpha controls opacity
An online RGB generator can make specific colors for you
Sure, I have the PasteBin here: https://pastebin.com/dyh37dQ7
I made a guide: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3331636081
This categorizes all consumables under Food and enables auto crafting Sparkling Water and Emergency Ration
Give the Mod Compatible assembler the Option for uniqueBluePrintsOnly
Options=Uniqueblueprintsonly
That way it will only assemble blueprints that can be made nowhere else
You can prevent any coal from going to refineries by giving them a limit of 0 coal
Limit=0:ore:coal
If you need to refine a certain amount of coal, but not all of it, then you can engineer a solution where specific refineries are dedicated to refining coal and to turn on/off when you need their product
Prevent rock crushers from getting any with a limit of 0 stone
Limit=0:ore:stone
Also stone crusher from IO for some reason keeps getting it fed to it even tho it's just producing useless gravel.
The LCD color schemes are random colors I set using the Panel's settings for Text Color, Number Color, and Back Color
The syntax is Color=Red:Green:Blue:Alpha
It accepts 0-255
Alpha controls the Opacity, useful for setting the background Transparent on see-through panels
It only applies to the Sprite version though
/Allow full control and prioritize the station cargo
-Set sameGridOnly=False
--Will control all connected blocks and grids
-Increase priority of Cargo Containers above all others e.g. Priority=100000
--Will move items stored in other grids to station
For a carrier to gobble drones
/Whitelist drone grids
-Set sameGridOnly=True
--Will enable whitelist
-Set includeGridKeyword=includeCarrierGrid
-Use Option=includeCarrierGrid on any one block on each drone such as the Connector
The quickest way to allow all scripts to populate all reactors/guns is to use the group inclusion, assuming all scripts use the same crossGridControlKeyword
/Whitelist blocks by group
-Group all guns in a group called "NDS CrossGrid Guns"
-Group all reactors in a group called "NDS CrossGrid Reactors"
(or group them all in "NDS CrossGrid")
A block containing these keywords in the Options sets the corresponding flag in each script for including the grid, excluding the grid, or including the block. The keyword can be changed so each script behaves differently
Enabling sameGridOnly on a script turns on a whitelist that initially only includes the grid the script is running on.
-It also enables including blocks by group using the syntax {nds 'crossGridKeyword'*} e.g. "NDS CrossGrid Cargo"
Excluding a grid prevents the script from controlling all blocks on that grid, no exception
Including a grid adds the included grid to the whitelist
Using the crossGrid Option or group adds the block(s) to a block whitelist
It will be added to the weapon list for automation
-Ammo distributed to weapons
-Add weapon/ammo entry to gunAmmoDictionary and add quota for ammo
-Balance ammo between guns
It will also prevent sorting from any weapon
could use an explanation for GunOverride too
I have 3 grids (a station, a carrier, and a droneship). right now my station and carrier both run nds, both have samegrid = true, i need to know which blocks need the above for station to gobble all, carrier to gobble drone, but reactors/guns to still get populated from whatever inventory currently contains ammo
I try to configure loadouts like this:
Loadout=100000:Ore:Ice
The effect is that everything is put here. If I add to this Options=None, Storage=None then nothing is moved into or from this container.
Perhaps I missed something or something is not documented but I can't make it work.
NickNDS had made this comment a lot and I think he mentiones it inside of his script and or documentation.
Sprite is single player, text is multiplayer, in fact a big red flag here on that is the link above at the very beginning stating " Multiplayer Text Version", go up and click that and you''ll be good to go.
I have 98 Assemblers and 95 of them are always idle, while I have long list of thing to make. why is it that not all of them are used?
world save is here
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2799433514
Sorry it took so long, I was trying to figure out how to make enough room in the script to fit in a function for cloning custom data
I managed to fit yet another feature into the script, Clone Groups
In one of your 20 Rock Crushers, use the setting 'Clone Groups=Rock Crushers'
Group up all 20 Rock Crushers in a group named 'Rock Crushers'
Changes to the original are cloned to all members of the group
This does not copy the Clone Group setting, clones cannot be originals
It ignores the original when setting the data so the original can be in the group too
I found a fix. I am working on implementing and testing it