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
2. Extend item-panel style filtering to cargo containers to allow custom contents without affecting quotas (ie: to set a container to contain ALL of a type (or as much as space allows).
3a. Add configuration to disable additive quotas (why should a configured quota in the programmable block be overridden/added to by a "load-out"?)
-or-
3b. Separate load-outs from the quota system.
4. Additional configuration options for adding custom sub-types (ie:ore/ingot/componet -> Food / Fuel / Intermediates / etc) Several items are set as ingot in various mods that would be more useful in NDS as being redefined as "other" types. Maybe a translation system? eg. ingot:x is now known as food:x
5. Consider moving from being a script mod to a full fledged code mod. Would remove the character limit and allow use on servers that do not have programmable blocks enabled. Would alllow movement of mod configuration to discrete files.
That's all i got for now. Please let me know if any of those are directions you would not consider. I can generate ideas all day long, but some are out of scope or off the wall : p
1. Done
2. Already exists
3. Done. (Loadouts increase quotas so loadouts get filled when quotas are lower than the loadout)
4. Done
5. It's definitely worth considering, there are many features I want to add but can't due to limitations. I would have to learn to make true mods first :D
Thanks for the feedback Gate
instead becomes something like
Edit:
Just realized what i consider a type and what game code considers a type are slightly functionally different, apologies for that miscommunication.
I think of a type like a category; Component, Ingot, Ore, etc.
Instead of the lcd's/containers relying on the definitions for ingot and ore could the categories be auto-generated as it is now, but allow user redefinition via the category=x ?
so that a user could do
-and-
Logic applies to all blocks
Categories have replaced types and are completely customizable
Toggle adding loadouts to quotas with the setting addLoadoutsToQuota
i write a few QoL scripts that make use of ini configuration, and i keep colliding with NDSI overwriting my changes : ( this is low priority, but would be convenient for me and a few others.
would this be something you could implement in the character space you have remaining?
Enabling the filter limits the script to reading from the Custom Data of blocks within the headers you set
Setting example
I also added one of the old requested features for ordering items within Cargo Containers and storage
I moved the ordering code from Refinery ordering into a reusable function and made a short function that orders the items in each storage by category and display name so you control the order
Oh and the vanilla library is now optional. Disable it at the top of the script with UseVanillaLibrary = False