Please post all the bugs you encounter with the API here. Please keep them constructive and based on the API, not the tools that use the API. List as many info's as you can to pinpoint and reproduce the bugs. That means this section is only for API-Developer.
Known bugs so far: - Event_Statistics Drowning never occurs. When you drown, Oxygen is triggered. Suicide appears as 0, not 8 as it should. Death from wildlife appears as a 10. Bleedouts also appear as 0. Death from Disease or Parasite returns a 0. - Request_InGameMessage_AllPlayers timeout value doesn't appear to be working. (IdMsgPrio nTime) - Event_Player_Info Kill-Count is not right - Event_GlobalStructure_List Block/Device count is/was wrong after you pick plants
"Death from wildlife appears as a 10." Less of a bug and more of a "should be documented." I'll ensure it is in the Wiki.
Just tested it and it works fine. Do you have the current Mif.dll implemented? And was the Playfield of that structure online during the touch request?
it's still not working! standing near the structure. type a command ENTS. then call the method: SendRequest(Eleon.Modding.CmdId.Request_Structure_Touch, Eleon.Modding.CmdId.Request_Structure_Touch, new Eleon.Modding.Id(entityId)); return: updating game, id: Request_Structure_Touch, type: Request_Structure_Touch Game Generated package, id: Event_Ok, type: Event_Ok check through ENTS.... no result!
Event_GlobalStructure_List Why does not it correctly return the number of triangles and the class on most buildings??? I wanted to make a limit on the server, but as it turned out, the data does not match the client, the number of triangles gives 0 and probably therefore the class of construction is greatly understated.
the Request_Blueprint_Resources command does not parse blocks into components, it puts them on the factory as a whole, which makes them completely useless.
The request Request_Blueprint_Resources stopped working! Earlier there was a parsing on ingots, and now send blocks in a bluprint. See screenshot: View attachment 30153
Code: List<ItemStack> itemStacks = new List<ItemStack>(); itemStacks.Add(new ItemStack(498, 10)); // small generator itemStacks.Add(new ItemStack(259, 40)); // fuel tank itemStacks.Add(new ItemStack(960, 5)); // large constructor itemStacks.Add(new ItemStack(402, 1000)); // 402 Steel Blocks L itemStacks.Add(new ItemStack(380, 500)); // 402 Steel Blocks S itemStacks.Add(new ItemStack(462, 20)); // growing plot itemStacks.Add(new ItemStack(418, 10)); // HV/SV generator itemStacks.Add(new ItemStack(2273, 2000)); // cobalt itemStacks.Add(new ItemStack(2274, 2000)); // silicon itemStacks.Add(new ItemStack(2276, 2000)); // copper itemStacks.Add(new ItemStack(2275, 500)); // 2275 Neodymium Ingot itemStacks.Add(new ItemStack(2285, 500)); // 2285 Sathium Ingot itemStacks.Add(new ItemStack(336, 2)); // 336 Warp Tank itemStacks.Add(new ItemStack(720, 2)); // 720 Warp Drive itemStacks.Add(new ItemStack(2283, 100)); // 2283 Plastic Raw Material Ore 0 True False itemStacks.Add(new ItemStack(2291, 100)); // 2291 Wood Planks Ore 0 True False BlueprintResources bps = new BlueprintResources(pInfo.entityId, itemStacks, true); SendRequest(Eleon.Modding.CmdId.Request_Blueprint_Resources, (ushort)_req, bps); I can not exactly say with what version of the game it happened. On the current version, when executing code, in the bluprint save the blocks, not ingots. See the screenshot above. (Small generator, Fuel tank and etc.)
Thanks. I will check that. And before that he actually converted the Generator for example into ignots? Might be due to the new way that Ignots not needed are given into the inventory. Thanks for letting us know.
Yes, it worked before. The generator and others are converted into ingots. p.s. Where can I download the previous builds of game? (for test this problem)