[MOD EXT] Empyrion Scripting - Scripts

Discussion in 'The Hangar Bay' started by Ephoie, Mar 22, 2020.

  1. ASTIC

    ASTIC Rear Admiral

    Joined:
    Dec 11, 2016
    Messages:
    1,058
    Likes Received:
    725
    Works perfectly for me with the standard scenario.
    I taught the 100% tank and all cells were used to fill it up to 100 again
    Maybe your scenario has changed something about the fuel or the tanks?
     
    #881
  2. me777

    me777 Commander

    Joined:
    Aug 18, 2020
    Messages:
    402
    Likes Received:
    136
    [​IMG]
    Who can guess what the number at the beginning of each line means ;)
     
    #882
  3. BloodAngel099

    BloodAngel099 Ensign

    Joined:
    Jan 24, 2023
    Messages:
    27
    Likes Received:
    2
    I am playing Reforged Eden 2 Beta, anyone else who plays this scenario having this problem?

    Edit: I just tried it in vanilla and same problem. Going to just reinstall everything and see if that works. This is obviously a me problem if it worked for Astic. Muffins :(
     
    #883
    Last edited: Aug 20, 2024
  4. BloodAngel099

    BloodAngel099 Ensign

    Joined:
    Jan 24, 2023
    Messages:
    27
    Likes Received:
    2
    Reinstalling the mod fixed it not working at all. Still having the original problem. It looks like RE2 changed the values of the fuel tanks and the fuel cells. :( Is it possible to overcome this difference with a modification to the script? Or would this have to be a mod level modification? Also what coding language does this use? Thank you!
     
    #884
  5. ASTIC

    ASTIC Rear Admiral

    Joined:
    Dec 11, 2016
    Messages:
    1,058
    Likes Received:
    725
    You can adjust the names and values of the items used yourself in
    EGS\Saves\Games\[Savegamename]\Mods\EmpyrionScripting\Configuration.json

    e.g. in the section "StructureTank"
     
    #885
  6. me777

    me777 Commander

    Joined:
    Aug 18, 2020
    Messages:
    402
    Likes Received:
    136
    Also running RE2, and I did not notice the fuel value being off before, thank you for bringing this up, BloodAngel099; else I might have missed it.
    Just did the adjust for the fuel in my config.
     
    #886
  7. tanner782

    tanner782 Ensign

    Joined:
    Aug 19, 2024
    Messages:
    1
    Likes Received:
    1
    Hi, I'm new to the forum, I recently bought the game and I've just discovered the scripts. And the truth is that I love them, but I don't know how to make them. At the moment I'm using the ones that ASTIC and others have been publishing for years. Some I get them to work and some I don't, but that's probably my fault. I just want to tell you guys to keep up the good work, you do an amazing job that gives a lot of functionality to the game.
     
    #887
    ASTIC likes this.
  8. ASTIC

    ASTIC Rear Admiral

    Joined:
    Dec 11, 2016
    Messages:
    1,058
    Likes Received:
    725
    Maybe you can post your config here so that others can use it for RE2 or maybe we can build a config for RE2 together which will then be delivered via GitHub or by the mod itself
     
    #888
  9. ASTIC

    ASTIC Rear Admiral

    Joined:
    Dec 11, 2016
    Messages:
    1,058
    Likes Received:
    725
    The three defaults works fine on my RE2

    [​IMG]

    Code:
    "Fuel": [
      {
        "ItemName": "FusionCell",
        "Amount": 300
      },
      {
        "ItemName": "EnergyCellLarge",
        "Amount": 150
      },
      {
        "ItemName": "EnergyCell",
        "Amount": 30
      }
    ],
     
    #889
  10. me777

    me777 Commander

    Joined:
    Aug 18, 2020
    Messages:
    402
    Likes Received:
    136
    ItemsConfig.ecf :
    Code:
    { +Item Id: 218, Name: EnergyCell, Ref: ComponentsTemplate
      FuelValue: 50, type: int, display: true, formatter: WattHour
      MarketPrice: 125, display: true
      ShowUser: Yes
      Info: bkiEnergyCell, display: true
      Mass: 14.52, type: float, display: true, formatter: Kilogram
      Volume: 2.1, type: float, display: true, formatter: Liter
    
      UnlockCost: 3
      UnlockLevel: 3
      TechTreeNames: Misc
      TechTreeParent: BioFuel
      #  FuelValue: 500   
      #  Equals 10 kWh (=600 kWmin): with 1 energycell, a device that consumes 1kW can run for 10h 
      #  Example: generatorSS (= 600000W = 600kW) would run for 1min under full throttle with 1 energycell
    }
    #  ID 239 is hard coded
    { +Item Id: 239, Name: EnergyCellLarge, Ref: ComponentsTemplate
      FuelValue: 250, type: int, display: true, formatter: WattHour
      ShowUser: Yes 
      MarketPrice: 625, display: true
      Info: bkiEnergyCell, display: true
     
      Mass: 30, type: float, display: true, formatter: Kilogram
      Volume: 4.5, type: float, display: true, formatter: Liter
    
      UnlockCost: 12, display: true
      UnlockLevel: 10, display: true
      TechTreeParent: EnergyCell
      TechTreeNames: Misc
    }
    { +Item Id: 325, Name: FusionCell, Ref: ComponentsTemplate
      Mass: 50, type: float, display: true, formatter: Kilogram
      Volume: 10.0, type: float, display: true, formatter: Liter
      FuelValue: 500, type: int, display: true, formatter: WattHour
      MarketPrice: 1250, display: true
      ShowUser: Yes
      Info: itmFusionCell, display: true
    
      UnlockCost: 25, display: true
      UnlockLevel: 20, display: true
      TechTreeParent: EnergyCellLarge
      TechTreeNames: Misc
    }
    FuelValue: 50
    FuelValue: 250
    FuelValue: 500
    and my config:
    Code:
      "StructureTank": {
        "Oxygen": [
          {
            "ItemName": "OxygenBottleLarge",
            "Amount": 250
          }
        ],
        "Fuel": [
          {
            "ItemName": "FusionCell",
            "Amount": 500
          },
          {
            "ItemName": "EnergyCellLarge",
            "Amount": 250
          },
          {
            "ItemName": "EnergyCell",
            "Amount": 50
          }
        ],
        "Pentaxid": [
          {
            "ItemName": "PentaxidCrystal",
            "Amount": 1
          }
        ]
      },
     
    #890
  11. ASTIC

    ASTIC Rear Admiral

    Joined:
    Dec 11, 2016
    Messages:
    1,058
    Likes Received:
    725
    Hmmm, looks like I should determine the “FuelValue” from the ECF and only let it be overridden by the Config if necessary ;-)
     
    #891
  12. BloodAngel099

    BloodAngel099 Ensign

    Joined:
    Jan 24, 2023
    Messages:
    27
    Likes Received:
    2
    I am not sure what you were trying to show me here, but when I adjusted the values in the config file as you suggested it solved my problem. Thank you for the help.
     
    #892
  13. BloodAngel099

    BloodAngel099 Ensign

    Joined:
    Jan 24, 2023
    Messages:
    27
    Likes Received:
    2
    I just installed your floorplan script Astic and was wondering if it is possible to combine the layers with out having to overlap a bunch of lcds?
     
    #893
  14. ASTIC

    ASTIC Rear Admiral

    Joined:
    Dec 11, 2016
    Messages:
    1,058
    Likes Received:
    725
    But take the "Amount" values from me777 or you waste half of the fluel ;-)
     
    #894
  15. ASTIC

    ASTIC Rear Admiral

    Joined:
    Dec 11, 2016
    Messages:
    1,058
    Likes Received:
    725
    EmpyrionScripting 13.3.0
    Release Automatic Amount from Ecf files - Remove the StructureTank section from your configuration.json to get the new ones · GitHub-TC/EmpyrionScripting

    @me777 @BloodAngel099 Can now automatically determine the value from the scenario configuration using the “EcfAmountTag” if this is specified.

    e.g. for RE2 (300->500 etc.)
    Code:
     "StructureTank": {
       "Oxygen": [
         {
           "ItemName": "OxygenBottleLarge",
           "Amount": 250,
           "EcfAmountTag": "O2Value"
         }
       ],
       "Fuel": [
         {
           "ItemName": "FusionCell",
           "Amount": 500,
           "EcfAmountTag": "FuelValue"
         },
         {
           "ItemName": "EnergyCellLarge",
           "Amount": 250,
           "EcfAmountTag": "FuelValue"
         },
         {
           "ItemName": "EnergyCell",
           "Amount": 50,
           "EcfAmountTag": "FuelValue"
         }
       ],
       "Pentaxid": [
         {
           "ItemName": "PentaxidCrystal",
           "Amount": 1
         }
       ]
     
    #895
  16. BloodAngel099

    BloodAngel099 Ensign

    Joined:
    Jan 24, 2023
    Messages:
    27
    Likes Received:
    2
    Awesome, updating my mod now. Thank you!. Do you know if tachyon ever posted his version of the floorplan script? I saw you two were working on similar scripts back then and I was wanting one that would show an overall image of the ship instead of just individual layers.
     
    #896
  17. ASTIC

    ASTIC Rear Admiral

    Joined:
    Dec 11, 2016
    Messages:
    1,058
    Likes Received:
    725
    Unfortunately I do not know about a floorplan from tachyon
    PS: The possibilities of displaying a 3D model on a 2D display are limited ;-) That's why I rather followed the idea of an earthquake plan and then set up LCDs on each level
     
    #897
  18. BloodAngel099

    BloodAngel099 Ensign

    Joined:
    Jan 24, 2023
    Messages:
    27
    Likes Received:
    2
    @ASTIC, is it possible for a script to count how many devices something has? For example how many T1 Shield Capacitors, how many T1 Shield Chargers, etc....?
     
    #898
  19. ASTIC

    ASTIC Rear Admiral

    Joined:
    Dec 11, 2016
    Messages:
    1,058
    Likes Received:
    725
    This is probably only VERY time-consuming to enable by scanning all blocks of the structure
     
    #899
  20. BloodAngel099

    BloodAngel099 Ensign

    Joined:
    Jan 24, 2023
    Messages:
    27
    Likes Received:
    2
    Gotcha, never mind then, Thank you.
     
    #900

Share This Page