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
it to. I played little bit with the code so maybe I messed up something.
Can't hurt to remove it now.
I removed everything "Air Lock" from it, hope you don't mind
it's somewhat obsolete xD
If people are loading scripts they know about the editor. If I make a custom control solution I'd have to tell them how to use it.
still, I shall have a poke at that.
And looks like I missed the set show text thing on the LCD setup oups.
say, the defined Tag,
max/min values.
so instead of changing the values in the editor, which I'm sure some ppl may either completely screw up or never actually find.
You could have a "hint" on the LCD screen, stating: "change settings in Progammable Blocks "custom data" ... something along that line.
but works smoothly again thank you
Give that one a go and let me know how it goes for you.
When I am done is should auto set the LCDs to the right display type anyway, but the script was 'working', just not a drop in solution. You just needed to set the LCDs to show text manually because that was changed.
Tasks you might want to take a look:
- LCD panels don't work anyomre (lotsa deprecated errors)
- LCD panels on blocks can be used now (see ISY's mods, like "!IIM-performance"
- Timers are not necessary anymore
- Would be nice to use the programmable Blocks LCD Screen, to have "runtime infos" or smthg to get feedback, if the program is running at all.
if you need feedback, contact me anytime, especially for testing, I'm currently playing around with SE again, to see if I can build decent airlocks.
it's been a while since march and I wonder, is there any way we can see an update on your awesome script?
I'm usually using MMasters Airlock, and have been using your script to keep my Oxygen levels stable.
have a nice weekend.
UncleAge
At this point I'm not sure much of it is worth salvaging.
I may just replace it shortly.
I'll see if I can update it with all Keen's changes.
You can get it to compile by changing the 'float' variables to 'double', but then the compiler warns that several methods have been deprecated and it says what the new methods are. But it looks like a full rewrite, which is beyond me...
Program[496,17]: Error: Cannot implicitly convert type 'double' to 'float'.
An explicit conversion exists (are you missing a cast?)
That is a letter for letter retype of the error
A lot of commands have gone into legacy.
I'll update it when I have a bit of time.
It also spits out a ton of errors when compiling, yet the script still works (for controlling oxygen production, anyway).
Ideally it would toggle the tanks off/on instead of the generators, allowing hydrogen to still fill.
Or, it should detect hydrogen like it detects oxygen tanks.
So I want to do this, I have a corridor with a vent, a door, and a room with another vent. I want to set up that if there is a leak in the corridor or if the corridor vents starts suckin air, the door of the room closes automatically. And viceversa, if the rooms vent starts suckin air or id there is a leak, the room door will close autocatically.
Can I do that with this script? I tried to change "SETUP ACTIONS" of each vent, but I think the script wipes those controls.
Seperate thresholds for O2 generators and farms. For example if I hit critical I want to use the generator, but only up to say maybe the minimum setting. Farms I want to run all the way up to maximum setting (but I need them to stop before filling 100%)
Is it possible to have demand from Cryopod and Medbay also turn on O2 gen?
The use case I have is I have 1 O2 tank & AV (ship is too small for airlock so I depressurize it instead). The thing is I still need to generate H2 on demand for jetpack. Not to mention I like topping off O2 supply without resorting to bottles.
activate farm at min lvl, (set at 70
activate gen at Critical lvl set at 40
gen fill up till wanted lvl (set at 75
farm finish to fill up to 85
contact me ;)