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The reason this happened for already existing nodes for me was that I copied the config of not yet broken nodes via config card to the new node.
A log where I just logged in after adding the mod and opened the UI for a node: https://pastebin.com/DHvnge7h
Also is it possible to make the recipe get autoselected when you click the craft/upgrade button?
Awesome mod btw.
I'm not sure. What about you?
You're right, sorry. Anyway this is not a problem of this mod. Adding selling vendors is beyond scope of this mod too.
You can use pixel printer - you literally can buy any item there)
there is another problem - I guess you noticed large delay when opening terminal after installing new item pack? this is because there are new items appeared and mod need to reparse whole asset file. Now imagine this one big mod updates, because there are new items appared in one mod (or new mod was added), and no matter if you have that mod with new items installed - you will get unnecessary update and lag.
Anyway, I need to monitor all those mod changes for new items. Luckily, most of them get updates very rare.
В общем, чтобы обновить мод мне надо запустить пару скриптов, дел на пару секунд. А в случае с одним - все обновляться будут по каждому чиху.
it's not a good idea to parse such amount of recipes on client. it will lag badly, as init called everytime you try to open terminal. That's why parsing is done on server context - it's done only on world/ship load.
Unfortunately, StarExtensions is windows only and cannot bu used under linux. And I believe this cannot be used on server side...
/eval local recipes, outputs = root.assetsByExtension("recipe"), {} for i = 1, #recipes do local output = root.assetJson(recipes[i]).output outputs[#outputs+1] = output.item or output[1] or output end recipes = "\n" for i = 1, #outputs do recipes = recipes.."\""..outputs[i].."\""..(i ~= #outputs and ",\n" or "") end return recipes
this will print to the log the output of every recipe file in the game, including recipes from mods. you'll have to sort through all the vanilla recipes though (or you could make a mod that removes all vanilla recipes)
Well, I've made such packs for mods I'm playing with/ Those are : FU (already published), Arcana, RPGGrowth, Knightfall, Project Redemtion, Hull Plated Blocks, XS Mechs, XS Weapons, Shellguard, BetaBound, Small Improvements, WTM, More Ouptost Objects, More Teleporters, Starforge, BlackArmory, More Canned Food, NostOS race and some other smaller mods