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like for a gatling munition depot, being able to write something like
Manual
NATO_25x184mm=10 -All
for having 10 boxes of munition and disallow any other object to be put in there, also therefor disallowing f.e. Ore overflow, for that one could say +Ore - All
if not too much work or boon on process cycles, then that might be a good addition to make the script more flexible and powerful.
MyObjectBuilder_Component/SteelPlate_t2;MyObjectBuilder_BlueprintDefinition/Plate_t2
MyObjectBuilder_AmmoMagazine/SmallRailgunAmmo;MyObjectBuilder_BlueprintDefinition/Sentis_SmallRailgun
MyObjectBuilder_AmmoMagazine/LargeRailgunAmmo;MyObjectBuilder_BlueprintDefinition/LargeRailgunAmmo
After rereading some of the description and seeing the tut vid again, did the script give out a raw
and/or ingot ressource demand to fullfill the quotas/filllevels ("allocate a fixed amount of items in a container:")of cargo containers?
{
{"Reactor", "ReactorComponent"},
{"Detector", "DetectorComponent"},
{"Thrust", "ThrusterComponent"},
};
public getMappedSubTypeId(name as string){
if(!subTypeIdMapping.ContainsKey(name))
return name;
else return subTypeIdMapping[name];
}
later replacing when using Contains.
Maybe you can implement a Name Mapper for SubTypeId and Manual Values in your script.
Thanks in advance.
So if you have for example have an item "ReactorChip" which has the name "Reactor" in his name and do Manual -> ReactorChip then it will sort Reactor components (subTypeId Reactor) and the chips in the same container. I solved it by implementing a nameMapping Dictionary at top of your script body and replacing Contains Value:
Just edit the Custom Data of the PB, and you'll see the font size specs.
autocraftingfontSize = 0.8
fontSize = 0.8
debugfontSize = 0.6
debugFont == debugLCD font
autocraft... == Autocraft LCD
fontSize == Stock LCD
just change it to your liking and recompile the script.
hope it helps o7
Just have one question, H2 gennies, I see the option to control reactors, and noticed that there's a display option for Hydro, but didn't see any reference to the H2 gennies control portion of the script. Are they also included in the power mgmt logic? As in, priority wise, kick H2Gen 1st, then reactors for last? Just want to know if I can ditch my other power mngmt script, and consolidate all into to one. The less cpu cycles the more my server can do something else.
Much obliged o7
at Program.Ę(IMyInventory J, MyInventoryItem A)
at Program.<ó>d__178.MoveNext()
at Program.Main(String ǐ, UpdateType Ǒ)
at Sandbox.Game.Entities.Blocks.MyProgrammableBlock.<>c__DisplayClass42_0.<ExecuteCode>b__0(IMyGridProgram program)
at Sandbox.Game.Entities.Blocks.MyProgrammableBlock.RunSandboxedProgramActionCore(Action`1 action, String& response)
the Sjript it cool, but it chrash
How can I display the ammunition via an LCD.
I cant find something in the config.
Is that something you are doing within your script`? Now i am not convinced the way i described is the best possible way, as the logic might bring other problems i am currently not aware of and your script from what i gathered sofar seems stable so no need for drastic changes because of a lucid dream ^^.
Less so again the case of the carrier where on the carrier itself fighter, drones and other ships maybe docked. What i liked there was the approach of TIM(Taledens Inventory Manger) which allowed for flexible tags [Carrier Drone] or [Carrier Station] [Station] [Carrier] all connectors/rotors/hinges/pistons which f.e. have station in their name, therefor that Station recognmizs them and is allowed to handle them. That is even a simple form of security system of sorts :)
100"
the base would put 100 of the accepted ammo in that gun
It does not balance the ammo (yet) but that's a good idea to add to a future update
I honestly didn't think about and check how it behaves when 2 grids running this script connect, will implement and test this in a future update too, what would be the optimal wanted behavior?
@Rant StellPlate =/= SteelPlate
Manual
StellPlate =5000
Caught exception during execution of script:Attempted to divide by zero.
at Program.N(IMyInventory a, MyInventoryItem B, MyFixedPoint Á)
at Program.<A>d__156.MoveNext()
at Program.Main(String ƹ, UpdateType ƺ)
at Sandbox.Game.Entities.Blocks.MyProgrammableBlock.<>c__DisplayClass42_0.<ExecuteCode>b__0(IMyGridProgram program)
at Sandbox.Game.Entities.Blocks.MyProgrammableBlock.RunSandboxedProgramActionCore(Action`1 action, String& response)