Hey, nice sorting script Scipt. the problem is i cant get the constructor refill running? any fixes for this?
If you are offline the constructor will calculate once completely how many items could be created and "calculated" them. If the calculation shows that the resources "run out" the production is taken out of the pipeline. Since it is unfortunately not possible via API to address the constructor, you can not, at the moment, also restart via script. Here we must hope that Eleon extends the API.
C# Scripting can now be restricted to SaveGameScripts only https://github.com/GitHub-TC/EmpyrionScripting/releases/tag/10.0.1 With the 1.8 the processing of the C# scripts of the players is unfortunately broken. You must therefore limit it to the SaveGame scripts SaveGame (CargoTeleport, Floorplan, etc... works) or disable it completely None. When the bug is fixed I will report here. Please set in your [EGS Savegamepath]\Mods\EmpyrionScripting\Configuration.json the following setting "CsScriptsAllowedFor": "SaveGame", or "CsScriptsAllowedFor": "None",
Unfortunately, the 1.8 has bugs with the execution of C# scripts. Please set it to Code: [EGS Savegamepath]\Mods\EmpyrionScripting\Configuration.json "CsScriptsAllowedFor": "None", until further notice,
Using Luke Benko's variant of the Dynamic Sorting Script, is there a way to make it include Ammo Boxes & Controllers, Fridges, and Harvest Controllers?
https://github.com/GitHub-TC/EmpyrionScripting/releases/tag/11.0.0 C# Script fix for 1.8 The C# scripts working again under 1.8 (bug in mono->Unity->EGS) but this involves a different necessary setting in the configuration file Code: "ExecMethod": "ThreadPool", This is necessary because EGS seems to have changed some other things internally that would otherwise terminate the playfield :-( So here is some testing to do and please report bugs you notice to me so I can collect and evaluate them
Hi, ASTIC. Kurze Frage: Ist es beabsichtigt das E.S.Items bei eroberten (ehemals npc) Strukturen nicht funktioniert?
Wenn du einen kern setzen kannst und die Struktur auf deinen Faktion läuft sollte es gehen, jedoch weis ich nicht ob die API diese geänderten Daten auch überträgt oder immer noch meldet das dies eine POI ist.
Dann muss es an der API liegen - Kern war drauf und ich hatte auch strom für die lcds, ich konnte auch von der Station mein Schiff einsehen, aber über die Items der Station war nichts auszulesen. Naja währe ja auch etwas zu einfach wenn man so an die Fracht kommt. Aber ich war neugirig ob es geht. Ob wohl ein neu gesetzter Container angezeigt wird... Weitere Tests nötig
Ich habe noch ein richtiges Problem: ich setze mit {{~lights @root.E.S 'batt'}} {{~lightcolor . '00FF00'}} {{/lights}} ein Licht (Flare). Das blitzt nur kurz auf und geht wieder aus, als ob das {{/lights}} es wieder aus macht. Vor einiger Zeit (pre-1.8 patch) ging das noch. (blieb an)
Hello. Here is my little script for growing plants monitoring and plant lighting automation. All "Plant Grow Light" must be in a group and must have a custom name. HTML: {{! Growing Plant Monitor v.1 by swg}} {{! all Growing Light must be named }} {{! change the wildcard if necessary}} {{devices E.S '*'}} {{#each .}} {{test .Id eq 564}} {{CustomName}}:<indent=5> {{set 'GrowLightOn' false}} {{math Position.Y '-' 1}} {{#each '+*-'}} {{math ../../Position.X . 1}} {{#each '+*-'}} {{math ../../../../Position.Z . 1}} {{block @root.E.S ../../ ../../../../ .}} {{test .id 'in' '593,599,602,707,643,611,467, 1169,709,1173,1177,1181,1369,1529,1533, 1599,1603,2163,2167,2171,1329,0'}} <color=orange>{{else}} {{set 'GrowLightOn' true}} <color=green>{{/test}} {{~test .id 'in' '0'}}◌ {{~else}}◉ {{i18n .id}} {{~/test}}</color> {{~/block}} {{/math}} {{/each}} {{/math}} {{/each}} {{/math}}</indent> {{setactive . @root.Data.GrowLightOn}} {{/test}} {{/each}} {{/devices}} --- Logic: We go through all the custom named blocks and if it is a growth lamp, then we look at what is under it. We display the names of the plants, and if all the plants are ripe, we turn off the growth lamp. If you have many gardens, you can change the wildcard character in the 4th line of the script to select a certain group of lamps or a single lamp. For example, you have 4 gardens (2 on the left and 2 on the right side) and you want to put monitor per side. Name the left lamps "GrowLightL" and the right lamps "GrowLightR", then in the left script the 4th line will be "{{devices E.S '*L'}}" and right "{{devices E.S '*R'}}" accordingly. Spoiler: off-topic When trying to get {{E.S.Players.[0].DrivingEntity.Name}} I get an exception if the player is not in the seat. How to correctly handle the situation when DrivingEntity is empty? Workarounds are not suitable, the question is exactly how to check whether the field is initialized!
@swg2you with .length you have access to the length of an array and with "if" you can test a not null object
Thanks for your reply my friend. I expected the following code to work correctly: HTML: {{#if E.S.Players.[0].DrivingEntity.Name}} some {{/if}} But instead I get the error: "Exception has been thrown by the target of an invocation." ...If it's not difficult for you, please point out my mistake.
Code: {{#test E.S.Players.length 'ge' 0}} {{#if E.S.Players.[0].DrivingEntity}} Do something with E.S.Players.[0].DrivingEntity.Name {{/if}} {{/test} } Info E.S.Pilot gives you the pilot of the vessel direct
It doesn't work for me my friend. E.S.Players.[0].DrivingEntity - exists and passing the test Code: {{#test E.S.Players.length 'ge' 0}} {{#if E.S.Players.[0].DrivingEntity}} Hello {{E.S.Players.[0].DrivingEntity}} {{/if}} {{/test}} gives output "Hello EmpyrionScripting.DataWrapper.EntityData" at the same time Code: {{#test E.S.Players.length 'ge' 0}} {{#if E.S.Players.[0].DrivingEntity}} Hello {{E.S.Players.[0].DrivingEntity.Name}} {{/if}} {{/test}} gives an error "{test} [1 ge 0 ]:Exception has been thrown by the target of an invocation. 13:23:50" Empyrion 1.8.3 3849 04-10:26, EmpyrionScripting by ASTIC/TC Version:11.0.0.0, EAC Disabled, SP. I observed this error half a year ago, which I wrote about in "issues": https://github.com/GitHub-TC/EmpyrionScripting/issues/8 upd: Thanks for your mod, it's introduced me to a lot of new interesting stuff.
Try this: Code: --== People on Board ==-- Pilot today is: {{E.S.Pilot.Name}} We welcome our passengers today: {{#each E.S.Passengers}} - {{Name}} {{/each}}
Thanks for your answer, my friend, but the problem is that trying to access some data - leads to an error that cannot be handled correctly (at least I haven't found such a way). We are not talking about a way to get the names of the pilot or passengers, but about a possible bug in the mod.
Script: Empyrion Power Controller v.1 - Saves energy by turning off devices after crafting Solution description: - Сonsumption power drop is used as a signal source. - Transient processes are filtered by 3-stroke delay line. As a result, automation errors are possible when the transition processes of different blocks overlap. But I think it's better than nothing and allows you to save a lot of energy, especially important for structures powered by solar panels. The work algorithm is as follows: We look at the difference between the previous consumption of the base and the current one (taking into account the delay line) and if the difference coincides with the difference for the known block - we deactivate the block. In this version, the following blocks have been added: [id] [delta] [block name] 962 270 Food Processor 1628 245 Small Constructor 960 490 Large Constructor 714 1496 Advanced Constructor 1371 815 Deconstructor 1132 2452 Furnace --- p.s. I will be glad for your testing and feedback. Thanks.
By any chance anyone has updated this one? the Id's return something else (ramps) and some return nothing (Tested in Reforged Eden)