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@RobGoGames - that's local. Change it in the LCD settings from Debug (it's a terrible font type)
i dont understand
But I have updated the script to reflect some the changes to some of the blocks.
but i ran into an issue with docked vehicles.
in my case my miner is refusing to turn off its hydrogen power plant while docked and keeps wasting ice - and that's even though the base it is docked to easily has enough power from its wind turbines to run itself and that miner with plenty to spare and has quite full batteries too.
could we get an option to turn off management of docked vehicles?
-Programmable block, when attempting to play the script.
It is like the station is corrupted because when I connected both, the ship is corrupted too and need a restart of the script and it works again but not for the station
Runtime.UpdateFrequency = UpdateFrequency.Update10;
with the next line:
Runtime.UpdateFrequency = UpdateFrequency.Update100;
Att' ;)
// Solar Stuff
float solarC = 0; // Solar Current output
float solarM = 0; // Solar Maximum Output
float solarIM = 0; // Solar Ideal Maximum Output (based on Grid Size)
if (gridS == "Large")
{
solarIM = allSolar.Count * 20120; // Large Grid Solar Maximum
}
else if (gridS == "Small")
{
solarIM = allSolar.Count * 40; // Small Grid Solar Maximum
the "allSolar.Count * 20120" the number 20120 is what i fiddled with. the number will be different for you since it's unchanged. but yeah, i think i calculated the number of solar panels by their max rated output and changed the number so it read correctly.
hope this helps.
:)