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The latest update, 1.074, introduced Ice. If this gets into the system an exception is thrown because it has no idea how to handle it.
i assume you mean to do this for docking purposes. it is something that annoys me aswell but once merged or docked all containers belong to the same grid.. the only way is to index beforehand and compare the lists at dock to determine what belongs to whuich ship and which cargo pc. the thing about that is, that the cargo PCs have to be able to talk to eachother.. a functionality i hoped to have been released in last thursdays update already.. to my dissapointment however there was no such release and we're stuck with problems like this.
it'll even leave a 5% margin when filling up containers then jump to the next one on the grid, not sorted by name.
you can set the sorting "turns" to wait for an unclogg.
i like my sorting every minute and unclogging every 3rd itteration
if you want to localize the categories that's up to you :)
Or do I need to translate the categories to my loalization ?
luckily with the next update(or the one after that) the PBs will be able to talk to eachother and i can make that refueling part work as intended.
I've also planned a little statistics to be kept of your inventories to keep track of the ammounts of stuff refined/produced per day so you can better plan ahead and produce materials in advance before hitting a bottleneck. this will depend on the update with the persistent data storage and enums integration.
the adjustable interval independent of the timer and a little bugFix for items in a *random marked container have been implemented but not yet published.
Still do have to track docking ships, determine their type (miner, cargo, ect) and then load/unload based on their type. automatically.
i do currently have a few points on my todo list.:
- handle the sorting intervals internally and seperately so one timer can be used for multiple PBs at various intervals.
- report inventory fillState and ammount of items through antenna or beacon; use that beacon for error messages instead of throwing an error requiring a recompile.
also.. did you change the category map? since gravgenerator components are in the Components category by default.
if your container is full it's gonna complain
http://cloud-4.steamusercontent.com/ugc/532882215170291406/1E75996611B08D346A8E897CC26AA233884B1425/
otherwise just comment that category out :)
growing pains of a coding project hehe
I only renamed that one connector, do I have to rename all containers on the ship to have it work? Example: "$ores Drill", "$ores Cargo Container", and so on? If so you might want to put that in your description.
I take it this works just fine in your game, so I dont know what im doing wrong. Thanx for the help
btw for my next version i'm doing a complete overhaul, without any pesky nested dictionaries and arrays, propper oop this time :)
It says "Caught exception during execution of script: The given key was not present in the dictionary."
I might be doing something wrong but I dont know what. I have renamed a connector "$trash Connector" without the quotes and I tried to run the script both manualy and through a timer, and I get this error. I just want to move stone and throw it out while I mine.
I'm currently playing with refineries and assemblers and cleaning out their i/o inventories regularly/at the same time.. the tricky bit tho is staying "flat" enough in the way i construct my code so as to not make it too complex for the compiler to reject it.