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Rapporter et oversættelsesproblem
Really like this script not played i a while but would love to have it work again
That's ok, I rarlely play SE at the moment
The script still works for me on version 1.196.012 without any changes.
You can test it out on this world
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2191288855
In my case, I had mine named Connector Wall 1 and it renamed the connector Connector Wall - Connected. So I changed the name to Connector 1 Wall and it works fine now.
EDIT: Also, everytime the script updates an LCD, it just inserts new text rather than overwriting the old text.
Sorry for the late reply but I have been a bit busy.
One example could be open hangar bay door when disconnecting your ship
The timer block functionality baked into this script are for when you want *other* stuff to happen when the connectors status changes.
And you decided to not use gifs?
It was because the way I altered the show on hud property got removed
So I disabled that code
@Riverey
Awesome pictures
So, here it is) There are animated heading for the beginning of the description and four pictures for all other headings.
There are also a thumbnail pic and a picture that should go instead of all of the screenshots. (I'll make a couple more once the script begin to work, because now I can't make a screenshot of woking LCD and prog. block output area=)).
It's of course is entirely up to you to use it or not - I just made it as some sort of gratitude for the awesome mod)
I'll make you some description pics to design the page in turn if you don't mind=)
Like here
But tomorrow I will try borrowing my brothers laptop
Cool script
But looks like since lust update it won't compile anymore=( Do you have any ideas, why?
As I understand, they just added new connector state - blue which goes right after unlocking the connector and gives you a bit of a time to fly away from it's magnetic field.
Hope you'll fix it soon - I have a very cool ship relying a lot on your awesome script)
It was one of the main features of my next release)
As far as I know it's not possible atm to detect if a merge block is connected to another.