How does the XRef script behave with objects that simply do not want to be deactivated? I have a block with user model / animation and emmission map that works fine. Another block goes off correctly but comes on again immediately. One on another off looks extremely stupid. Can I force a block to stay off via config file ? Or directly in Unity?
If you don't want an on/off state for your block just don't use the xrefactivate script, and make your block model look like it's powered off. To properly use xrefactivate to have different power states for your block, your block also needs to be able to be turned on and off in the control panel and it needs at least a power in of 1 watt.
But that's exactly what I want an on/off state. So I need the script and it works fine with the other block. Yes, the parameters are set ("IsAccessible: true, IsActivateable: true , EnergyIn: 1"). If I use the switch in the system menu, the block immediately returns to the active state.
Sounds like your prefab isn't setup correctly maybe. That script can turn a game object in your prefab ON or OFF depending on the power state, and it can control up to 2 game objects like that. So maybe double check its setup correctly. Also make sure the script is on your parent game object and isn't turning itself off.
I have checked everything several times without success. The block behaves exactly like the solar energy capacitor, only it is the other way around. The block comes on again when you deactivate it and it also continues to light up when the whole vehicle has no power. The block is effectively a mini pentaxide tank for a mini shield generator. Is that perhaps the problem that it is a fuel tank? Or is there another block type assignment that causes this? With my working block the glow effect stops the animation and the particle effect. With the current one only the glow effect should deactivate and not even that works.
I've just found it's because the block acts as a fuel tank - so it's self-activating unfortunately. Maybe someone still knows a way out.
The Particles Audio script seems to play the sound in a different position from the prefab. For example using it on a block the audio will sound like it's coming from a completely different part of the base than where the block is located. The same sound has the correct positioning if just played normally. Not sure if I'm doing something wrong.
I want to know how I can find the names of Empyrion models so that I could give new functionality to existing Empyrion models. I don't plan to add any assets, but I would like to be able to find something like the pink plant protein plant that you pick on akua, get the names of it's picked and grown models, then create a farmable plant block based on it. Ideally I would like to be able to edit the model so I could create the seedling variety (otherwise I'd have to use a generic seedling model). Is any of this possible/allowed? It seems to me all the models are in Unity prefabs but there is no way to open them.
All models are in the Config Files and this you can use, whats not in the configs is not allowed to be used You cant add new functionally to the game and its not allowed to modify existing models Hacking inside the game files is a breach of ToS