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Can I see two large thrusters on the back? The script has had issues automatically detecting large thrusters for some reason, (sometimes does sometimes doesn't) so it would be pointing the way it should, but not thrusting, try swapping them out for small thrusters (if that is the case) see if it works then,
I havent tried it yet but I have read all the features in it and some of the comments what I think should be added as well are
- Mine, repair/build and grind options for drones (repair/build and build might not be possible due to script limitations. Hopefully there is a way around it)
- remotely operated construction of ships and vehicles
- Hot-keys
- Give command one after the other where it would complete one first and then do the next task.
These are all RTS inspired ideas, which would allow players to play this as an RTS and would make managing and maintaining a large fleet easier.
EDIT: Just throught of this: How would the ai classify the ship as destroyed or will the person in control have to give the order to stop attacking?
Thanks for the suggestions!, Utilities management is on the way, (welding, grinding, salvage resupply) but it's still got quite a while to go yet, and remotely operated things is possible, just using the vanilla P-block! I'll make a separate suggestions list at the top too,
Regarding destroyed blocks, it's a combination, grids below a certain size are disregarded, at the moment, anything larger and you have to manually re-designate, It's something I'm working on, and trying to get keen to release some more API for!
Cool cant wait for updates
Hi Radav I dont seem to have any blueprints showing up in my library. Am I missing something here? Theres no mod to load in the mod loader and nothing for me to find in the scripter library.
The Programmamble block also states "Caught exception during execution of script:Object reference not set to instance of an object"
The programmable block was also a part of a sub-grid of the ship maybe that is what's causing the issue.
Thanks for the bug-report, sounds like the script has 'crashed' if you recompile the mothership script (press edit, check code, ok, remember and exit) it should work again, did you press anything on the menu before this happened, or was it just when setting up?
I did recompile it a couple of times but the error persists. Its my own setup not from the your own modular setup but it should still work as there is no difference other than the programmable block being on a sub-grid. I tried it on the main grid and I still have the issue.
It now happens every instant I place the programmable block and load the script but I first found it when I was trying to navigate the menu.
EDIT: Yea it happens the first time it runs
Its like the script is running too fast
Hmmm, that is weird, how many times can you press it before it stops? also, the sensors are there many on your ship? I have a feeling they could be detecting something that's not a grid, and going funky because of it,