Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
''Script execution terminated, script is too complex. Please edit and rebuild script''
well i guess its broken then
One feature request I have, that is, if you are still supporting this script, would be a break down of independent conveyor areas/zone/etc . I like that you give an option to control isolated systems independently, but it would also be nice to see how much O2 is in each "zone" or conveyor system.
In my example, I have independent life support conveyor areas for redundancy that are separate from my main base conveyor and vent system. It would be nice to see how my life support areas are doing on Ice, O2, and H2 (Bottle refills) versus seeing the overall total for all system.
Thanks for the excellent script!
i have tried putting the seat name into different areas but still unable. I think i will just use it as information only.
If you want to use commands sitting in the control seat you have to use the command given in the readme section of the script followed by "~ H2O2ControlSeat", in your case.
H2 / O2 Control: Disabled
shifting ice: Disabled
argument "resetErrors"
deletes all error messages
ERROR: 1 of 1
command ignored
use "... ~ block name" to
select the control screen
I named my control seat as H2O2ControlSeat and i can't find anywhere to put it for the screens to work on the control seat. so where do i put H2O2ControlSeat command
Let's say you have a control seat showing the "H2O2ControlScreen" on one of its screen and the seat is named "H2O2ControlStation". The command should be:
select+ ~ H2O2ControlStation
Any command raises an error.
argument "resetErrors"
deletes all error messages
ERROR: 1 of 1
command ignored
use "... ~ block name" to
select the control screen
-------- H2/O2 Control Program --------
argument "resetErrors"
deletes all error messages
ERROR: 1 of 1
command ignored
use "... ~ block name" to
select the control screen
max. Conveyors available: 1
H2 / O2 Control: disabled
shifting ice: disabled
At the top of the script you have the commands listed you can use with the G-Menu of your control seat.
For example: "select=0 ~ BlockName"
BlockName is the custom name of the control seat.
With the control screen you can activate or deactivate the farm alignment.
I was thinking to get rid of the translations the users can make to the scipt output strings. If I make all scripts only in english language I could save a lot of characters. The output strings can't get compressed with the MDK mod, so there is a lot to gain.
All people reading this could help me to vote if the translation is used with my scripts. If nobody uses the translations I could easily remove them.
Does the error occurs even if you load the script and compile it without any changes?
Are there more infos at the info box of the programmable block than the one you posted?
If so, can you post the whole error message?
What did you entered at "const string maxCS=#"?
Any ideas? Tried reloading the PB and the game same error.
I'm worried about the first run of the script. When all blocks get read out of the grid and the cutom data fields are parsed needs a lot of performance. That's why I only checking one kind of block on one run of the script and seperated the boot up prozess into several runs.
You can try the option fastBoot=false to switch every bootup run from 10 ticks to each 100 ticks.
What would be easy to implement is a RunOnce option. Then the script would only run once and you can update everything with a timer block.
By the way, what about its performance cost (like average runtime)? Scripts that frequently move items within even a reasonably large conveyor system gave me a PTSD of performance impact (especially on servers). Maybe there could be an option that makes ice relocating, device control, solar alignment, and status refresh executes slower (i.e. ice relocated every 10 secs and status refreshed manually) in case of performance needed?
The issue with the hydrogen of the engines is not a bug, it's on purpose.
There is no way in the game to get the hydrogen out of the engines tank again. The value you see is the available amount of hydrogen. The amount you can use with your engines or thruster or bottles... The hydrogen stored in the engine isn't available anymore, but for the engine it is stored in.
Then I could add commands "pressurize airlock" and "depressurize airlock" to control these airlocks. After this all doors of the specific airlock would open, if the pressure of the other side is the same like inside the airlock.
Is this something you are thinking of?
Do you have any suggestions for the automatic control of the H2O2 Control Script working simular to the other one?
When shoueld the generators getting switched on?
I'm still struggeling with this because you can't control the generators if they are producing hydrogen or oxygen. At the beginning I was thinking about a lower limit of hydrogen and oxygen to start the generators, but as I said you can't control the gas generation. If there is enough storage available always both gases are produced. Then the script is waisting ice producing a gas your ship doesn't realy need.
Being put to good use in my updated ships reactor compartment
I understand what you mean by the jumps, but its the graphical images that jump as opposed to the title text when using sensors.
I'm trying to publish the next version of the script at the and of october.
Jumping sreens:
I'm not sure what you mean with jumpy screens. Is the alignment of the symbols jumping?
If you leave the sensor area the screens woun't be updated anymore. The last schown infos are freeezing, but the calculations in the background are still done. If you reenter the sensor area the screen will show the current data. This could be noteced as a jump, because the screen changes from the last update to the current status at once.
script throwing an exception:
The message you have written tells me, the script trying to add a block or screen to the saved data, which is allready saved or has the same name or EntityID as an allready saved one.
Could you tell me a little bit more informations of this message? Which method, list or dictionary is throwing this exception?