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One of these days I might go rewrite it so I'm happier with the code, but the bits and pieces all seem to be working fine.
Does this script still work?
https://spaceengineers.mod.io/isys-inventory-manager-from-steam
Thanks,
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2019885241
The script is still working in my test world, so I think you can just skip that step.
I havent actually gone into creative to fully test this, but its the only way I can think of to explain why my laser antenna relay setup actually works. If true, its a real win for relays!
If that works but has some tricks or gotchas, feel free to let me know and I'll update the description with the info.
I'll keep my eye open for that happening to see if there's anything better I can do with it.
Any idea ?
You could add a LCD on the sending and receiving grids and then set a line in the PB's custom data to get some status messages. If you put config::broadcastLogPanelName::PanelNameHere (and recompile the PB), it will log messages about what commands it sends and receives.
That might help identify which side has stopped working as expected.
I use the Tx/Rx function to remotely open my hangar doors. The PB on the ships is set to Tx only = true and on the base the PB is set to Rx only = true. I have not changed the name of the associated timer block, which still works fine if you start it directly, so I am not sure where the problem has arisen.
I will try the updated version that removes the compile warnings to see if that makes a difference and will report back.
So for anything with only one LCD, it will work as normal (plus you can have multiple matching displays now) and for anything with more than one LCD, the first LCD in the block will receive the text.
Unfortunately supporting the cockpit LCDs and the regular LCDs require different code (why Keen, why!) so that no promises as to when I'll get to that. I'd like it too though, so at least I have motivation for it :)
When you trigger the Programmable block on the sending ship, you have to put in the name of the Timer block.
The name of the programmable blocks do not matter.
So if you are trying to trigger it from the cockpit's toolbar, for instance, you would pick the Programmable block with this script on the sending ship and pick "Run" and in the window that pops up, you type the name of the remote Timer block.
If that doesn't help, I'll see if I can figure out some screenshots to illustrate.
I try to do a remote hangar door but I can't find where does the problem comes from. I did name the Prog block in the ship as the Timer block in the base and assigned both Antennas their respective prog block. I tried many different things. I don't understand how the Prog block and the timer that will open the doors are connected by the script or the game. Can you help me?
I based that on the tutorial made by Splitsie
Like all the configuration variables defined in the script, you can do the config from the PB Custom Data
For example, to allow 8000 characters, you'd use
config::maxMessageLogLength::8000
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1692255820
So lcd:myChannelName::lcdName should work now and should allow multiple lines of text.
On the receiving side, if you have an exactly matching LCD, it will receive the content (otherwise it will go to the generic one configured for text: messages).
It seems like a very common request, so I may take a look at adding another sub-command on the sending side where you can pass an LCD name.