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- Reworked power code, taking into account transient sources of power such as wind and solar
- Added "critical power" crisis mode, which turns off all refineries and assemblers until power situation improves
- Stone is no longer thrown out automatically - only gravel is
- Reworked ore prioritization and rebalancing code, to account for stone producing more than just gravel
- Uranium shortage is no longer indicated unless you have nuclear reactors
- Readjusted material shortage thresholds to account for changes in balancing
- Added threshold multiplier to config, to adjust further adjust material thresholds
- Fixed a few small bugs
- Fixed crash on using survival kit to refine stone
- Fixed a bug in antenna scan
- Fixed text panels to set up their content type automatically.
New stuff:
- Added compatibility with latest API
- Added experimental support for checking assembler queues to count towards ore shortages
I'm currently using the 'Next' version and it handles the refining really well. Excelent work.
Have you updated this version? Or should I continue to use the 'Next' version for now?
I find that welding with a welding ship using a blueprint is always fraught with the ptoblem of uncompleted internal blocks, so I'm building the ship with the players welder - hence the need for increased storage. Bit of a cheat, but .....
A question: .. I have added a large reactor to my moon base (from the Easy Start Moon scenario) and though all the Uranium ore gets put into that reactor by BARABAS, and there is more than 1 ingots, the program reports a low ore/ingot warning of 0/0 for uranium. It has me a bit puzzled!
I've had to resort to some crude "minification" to make it under the char limit, which is why it's not in the release branch yet. In the meantime, i'll be familiarizing myself with Roslyn to make my minifier better.
Thanks for the compliments. I work as a full-time software developer so i like to see i'm good at it, however you can probably see that i'm not a C#-native, and a lot of it is basically C-style code that happens to be written in C#. I learned a lot of idiomatic C# while doing SE scripts, but i couldn't be arsed to fix what was already there, so i ended up with this weird C/C# hybrid :D
I love your coding style, its given me a lot of delight looking theough it. You really are a master at coding (and I thought I was good! lol).
long story short, it's doable but really ugly. there is no direct way to know which ingots are missing. instead, (and that's only theoretical, i haven't actually built code to do this) i can access assember's queue. from there, i can use a hardcoded table of which component requires which ingots (an enormous amount of work to compile, not to mention the fact that it can change, should devs decide to do a balancing pass again), and from there i can reprioritize ore based on this.
also, due to all the hardcoding of item definition id's, i might finally run out of space in my script.
i wanted to quickly get this in, but i'm afraid, there is no short-term solution for this problem.
This shouldn't be a problem once this huge lot of ore is finally processed. I put in 2 more refineries yesterday complete with modules, so that should speed things up.
It the moment both of my assembles are clogged due to a lack of the correct ingots, but BARABAS keeps moving the wrong ore into place in both refineries.
I have a huge stack of ore to be refined. The refineries are filled to the BARABAS Max atm.
Thanks for the followup.
Version 1.63 released, which fixed welder code.
NOTE: the daoors in my worlds close automatically and a re opened by proximity. You may like to have a look at my code for the. It's been around since about 2013, but i just updated it to remove the nessesity of a timing block. Timing blocks haven't been reliably starting on world load since the last major update.
"BARABAS Exception: State: 19 Error: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index"
This came from the block name (program block) but there was quite a bit more echoed to the status that I can't get a copy of!
The ship has 1 welder, 10 large ion engines, 1 large Gyro, 2 small containers, several conveyor junctions and 2 connectors.
Hope this helps!
I found the Easy Start Earth Scenario very difficult to play due to the limitations of the Atmospheric Thrusters. Glad to be back to a more low/no gravity situ.
I noticed the refresh problem the second I loaded the cenario yesterday. You are certainly right on the ball as usual.
So you can either strip my code of the extra regions (after minification, regions SEHEADER and SEFOOTER are removed by my minifier), or... or i dunno what else, really. Can't help you unless i install MDK, which i won't, because i'm lazy :)
A question tho on programming in VS! When I loaded your code into Visual Studio into a new project, two of the three errors I got were the imoplicit double to float errors, but the other error was "The type or namespace 'Program' could not be found", even though it's defined in 'Bootstrapper.cs'. Can you throw any light on that?
Much thanks. Beautiful code by-the-way.
that said, workshop items should work, so you should be able to subscribe and use them. let me know if you have any questions or suggestions, i'm always looking for new ideas to implement.
And thank you for responding. I really would love to use the script.
The errors are reported at positions 1, 29353 1,29402 1,93935 1,94034.
I also tried to use your minizer to use the code from reddit, but that doesn't see the clipboard data, so does nothing.
I had the same trouble with BARABAS-Next.
Hope you can help!