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For example:
block.SetCustomName(NAME_PREFIX_CONSTRUCT + b_name);
Becomes:
block.CustomName = (NAME_PREFIX_CONSTRUCT + b_name);
As of June 9, 2018 This mod still works. To make this script run without a timer block, add this function just above Void Main
------------------------------
public Program()
{
// Set UpdateFrequency for starting the programmable block over and over again
Runtime.UpdateFrequency = UpdateFrequency.Update100;
}
------------------------------
This mod is simple and does exactly what I want, which is to identify damaged blocks.
Sometime in the future, users may have to deal with the depreciated SetCustomName. Should be an easy fix though
http://images.akamai.steamusercontent.com/ugc/263836341020382716/D531521C79A26A2DE38D9FD80361E44738D09148/
@Krougal good point! as soon as I will have a little bit of time I will try to improve it with the same grid filtering :)
I've been running into an issue where I dock a damaged ship, it renames, I undock it, do repairs.
The problem is at that point you need to manually turn off and rename stuff. It also seems to run into conflicts when that ship has it's own copy of this script. I thought my welders were screwing up, but it was just false positives.
Love your work! This and the LCD are must-haves for me and so many others!
There are still some problems with that tho: connected ships are part of the ship and disconnecting them would make script report missing blocks - this can be solved for connectors by only counting blocks of the same grid, but if someone uses merge blocks to connect ships then it is problem as it is not possible to differentiate those. So every time you would disconnect something from your station/ship that was connected using merge block it would be reported as missing and that is something that is bothering me because even I use merge blocks to connect ships sometimes.
Had a scan through the script but didn't find anything that stuck out.
Added ability to turn display off by running the programmable block with argument "off" (no quotes) and back on with argument "on" (no quotes)
I would really like it if your script could detect destroyed blocks and display them on an lcd too. If you're looking for an efficient way to do this, you might want to check out Craig P's Tyr script. I've been using it for it's damage report feature up until recently, but patch 1.091 broke it. Would be awesome if your mod could do this too!
I only have one problem with thrusters... it attaches the direction on every run.. like:
CONSTRUCT: Small Thruster 12 (Backward) (Backward) (Backward) (Backward) (Backward) (Backward) ...
@hyperkiller that is good idea and it is certainly possible to implement. unfortunately I always had problems with sound blocks playing from in-game scripts getting cut after first 1/10th of second so I'm not sure if it will work.
@EveCommander yeah it is possible to do without storing anything in lcd private/public text, but people would have to somehow do "snapshots" of their ships so script knows what is/should be part of the ship (when something is docked, or when you rebuild some part of ship, etc). maybe in future if I figure out some user friendly way to do it.
I imagine the method you could use to do such a thing would be to store the entire list of blocks to a hidden LCD then when a part is destroyed the current list is compared with the saved list and anything different is displayed to the intended LCD.
Could also be done by storing to the private text and displayed on the public text.