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Báo cáo lỗi dịch thuật
Making this script useless imo.
So if I build a ship it can easily be identified when docking.
Refinery 1 gets blockID: 28
Refinery 2 gets 76
Refinery 3 gets 17
My script will now get the list of refineries in the order:
Refinery 3, Refinery 1, Refinery 2
And will rename them like that:
Refinery 3 -> Refinery 1
Refinery 1 -> Refinery 2
Refinery 2 -> Refinery 3
The only thing I could do to avoid that, would be a world position distance calculation, which would be very slow and ressource heavy and would also probably spit out wrong results because the distance would be calculated in a circle around a starting block - for example the programmable block running the script.
Like user @Merii inquired on 09-27-23: The ability to autosort number by block location on the grid (like top-to-bottom, left-to-right), which could be very helpful to speed repairs by location, I know you have not implemented this feature.
However. As a good-enough workaround, I'm trying to see if there's an option in the script to autosort number by *existing* block number. In other words, an option for the script that would sort blocks 3, 7, and 20 as 1, 2, and 3, specifically in that same ascending order (but now also contiguous).
This solution would solve the bigger problem of numbering "by location" because users could just re-add blocks in Creative in the right order, existing numbering regardless. Then run the script with this option enabled. That make sense? If so, do you know if there's an option in the existing script to handle such a flag? I'm still trying to tell from the documentation.