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
@phoera PM me if you want the log.
so to do that, you must rewrite those subsystems in modAPI.
I've been considering something similar to give myself the tools I can't get from KSH.
The Id for Construction Component is Actually ConstructionComponent.
so for Girder, computer and motor.
MyObjectBuilder_Component/Construction
MyObjectBuidler_Component/Girder
MyObjectBuidler_Component/Computer
MyObjectBuidler_Component/Motor
Also tried id without "MyObjectBuilder_", same result.
i forgot about it, sorry.
Yes, I would like to switch to the Monospace font via a Programmable Block script.
Thanks,
Brew
but first will return their ingot costs.
+ also first will have component recipes as well(also hand items too)
second must return block recipe in components only.
Both "AssemblableItems" and "AssemblableBlocks" properties seem to return blocks and not the components as keys.
was my error. i forgot that cube blueprints are special one.
"An item with the same key has already been added."
at the same point. Is it possible that there is a duplicate key for AssemblableItems?
Property AssemblableItems is not of type IDictionary`2, correct type is IDictionary`2
when I use:
GetValue<IDictionary<string, IList<KeyValuePair<string, float>>> >("AssemblableItems")
Weird huh.
i can return them for PB itself if this is demanding(but with configurable disabling, cuz those one can give info about hidden blocks also or just thigs which not craftable)
can add categoryzed view for assembler(tab=>blueprints)
Btw, did the update break this mod. I am getting exceptions saying: Object reference not set to an instance of an object. I tracked the issue to
GetValue<Dictionary<string, List<KeyValuePair<string, float>>> >("ReadComponentBlueprint")
i am now do full revamp of mod with expanding data.
This should be part of the vanilla game. Well, if they keep this up, I might give a hand to my friend who is converting this mess of a C# to C++. I don't know if some C#'ers might be out of business then. :)
AFAIK they can be found as "MyDefinitionManager.Static.EnvironmentDefinition.LargeShipMaxSpeed" and "MyDefinitionManager.Static.EnvironmentDefinition.SmallShipMaxSpeed".
i have idea, will test later.
@Cheetah, first added. property ReadComponentBlueprint.
i will look into Antenna idea, but later, need to keep mod harmless for perfomance
Also, can you add a property for Antenna which would list every antenna (and beacon) seen from this antenna, so the drones are not so blind?
Sorry for that.
did not tested it in MP.
sorry
I tried various things like deleting my server mods folder, server world file, deleting certain things from world file, etc. It was when I tried to create a new world that I figured out the issue because the server would crash upon trying to create a world, and the crash log pointed to this mod possibly being the culprit. After removing this mod from the server mods list, I am now able to connect to the server without crashing.
End bit of my server logs showing it finishing loading and subsequently crashing: http://pastebin.com/KvN1kkdp
but any way, ty.
will fix it
"any value less then 0 is Patrol mode
any value equals to 0 is Circle mode
any value greater then 0 is One Way mode."
same with return value.
this way i must not boundary check value.
about your request for toolbar, i looked into it, i managed how to do it.
but problem that this will be complicated property(cuz as you see i must walk around allowed types), so i must do one good sample wrapper class.
and as i say, this will be separate mod.
2 new items, one item added by request.
going to try this soon :)