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It will also display prototech scarp in an ores list.
inventoryX * +prototechpanel +prototechframe +prototechcircuitry +prototechpropulsionunit +prototechmachinery +Prototechcapacitor
yea, im not sure how that works, yesterday i was updating my station with automatic lcd 2 and somehow when i did inventory +ingots it actually showed me prototech scrap, however it still does not show me components
i have to double check it but i think even if "inventory" should show you all even if 0, i guess because these are not as common script automaticly hides prototech stuff unless it detects it... but i gotta test out that theory..
but thanks for the list of names, ill try them later today!
I'm not as active player today and there is 3 of you so if at least 2 of you can agree on how it should be I will happily include it or leave it as it is whatever you want.
Basically, your existing policy of; If it is a vanilla game item, component, ore, or block, it is supported. If it's modded, the player gets to figure it out themselves.
Ah! this makes sense. I actually don't mind it this being this way. I think prototech is niche enough that more than not you want it off
If i were to make any changes, perhaps adding argument like +prototech (or adding variant like +ingotprot/+componentprot (or anything like this)) so that you get the full list with prototech items always visible?
I think that would be best of both worlds, but i don't know how much code it would add though as i didn't do any programming within SE
On another note it would be good to perhaps add that info to the guide / update the Inventory article with prototech components/names. Because lack of any information was the point that confused me and i thought at first script perhaps wasn't updated for that
anyway thanks for the input! (and for the script, as much as i loved fancy status displays, finally doing the switch to this was a game changer due to how optimized it is, truly gods work! :D )
However - they will probably not have separate types/"categories" unless game has it in separate types (which I doubt) because the script just maps type like "ingot" "ore" etc to game representation of the same. So what you proposed to have single word for all prototech stuff will not be possible.
Yea, i think that would be already great! ^^
(displayed name - short name used in inventory commands arguments)
[Ingots]
Proto. Scrap - protoscrap
[Components]
Proto. Frame - protoframe
Proto. Panel - protopanel
Proto. Capacitor - protocapacitor
Proto. Prop.Unit - protopropunit
Proto. Machinery - protomachinery
Proto. Circuitry - protocircuitry
Proto. Cool.Unit - protocoolunit
I intentionally try to shorten the names as much as possible so they don't take much space. Please give me feedback if this is fine or if you have better (shorter) names in mind.
Are there any other items that I missed?
and this after `Add("Uranium", "Ingot", ..);` line:
NOTE: As I mentioned they will still not show up with 0 items, this is only to give them some easier to remember names to enter in inventory commands and shorter display names.
If you're out to simply shorten the names btw, I'd suggest removing the Proto and Just use P. 'x' for components. Though with the wide LCD's, I've had less issue with long names lol.
And on second thought, you may with to give these components their own section so future users can use something like '-Prototech' as an argument.
But first, get better! Thanks again for looking at this MM!!
Thank You.