Space Engineers

Space Engineers

Taleden's Inventory Manager
Sakata 17. maj 2016 kl. 16:57
Mod/block Compatibility -- Issues, workarounds?
Thanks to another user I leanred a bit more about inter-container priorities, so now I wanted to ask a bit tougher of a question about mod and block compatibility.

One is a vanilla issue and probably limited by the engine, which is cockpits -- They seem to not work, and I've been tryign to come up with ways to do stuff to get around it -- I want to keep two oxy and one hydro bottle in my cockpits. Many more times than I can count I've fogotten those essential supplies then had to drift out and pray I could re-locate the ship. Is there any way to get what I want with TIM or some combination of TIM and another mod?

Next up is issues with the Nanite Control Factory from the like-named mod. It seems that TIM can't see the block at all. TIM doesn't rewrite tags, or even ♥♥♥♥♥ about purposefully bad tags. Is it doign something different that there is a way to account for? Or is this something weird with the NCF that I need to take up with the other mod author for?
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taleden  [udvikler] 21. maj 2016 kl. 19:39 
Yes, unfortunately when Keen added inventory to cockpits (and chairs), they neglected to make the corresponding change in the script API. As a result, those inventories are literally completely invisible to TIM and any other script; there will be no way for TIM to manage them at all until Keen fixes that oversight. You might be able to use sorter blocks to get some bottles into your cockpits, but they don't have the ability to care about how many bottles are already in the cockbit, so it won't be a perfect solution.

As for the Nanite Control Factory, that also depends somewhat on how the mod has implemented the block. If it is a "descendant" of a vanilla block type (such as a Refinery or Assembler) then theoretically TIM should treat it as such, but if it's not reacting to your tags at all, that suggests that the block has not been implemented in that way, in which case TIM cannot deal with it until the mod author changes that object inheritance.
DrExplorerMP 13. juli 2016 kl. 23:33 
I've kind of asked this... on NCF can you piggy back on to the assebler modifications they've made? so that you're script can built parts? [untill you can do it directly from ingamescript]
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