I'm playing on an RE2 server. However, the `{{resourcesforid ...}}` function—which is aptly named—only returns raw resources (ores) and not components. Unfortunately, it doesn't return the quantity of resources required for the components or devices. It's possible the ECF files aren't up to date. In the following example, {{#resourcesforid '1639'}} is retrieved: Item : 1639 - Light Laser Turrets (CV) - 8456 : Titanium Ingot: 68 - 8269 : Iron Ingot: 42,2 - 8418 : Silicon Ingot: 156,1 - 8420 : Copper Ingot: 245 - 8427 : Carbon Substrate: 144 - 8417 : Cobalt Ingot: 124,8 - 8419 : Neodymium Ingot: 176 - 8422 : Erestrum Ingot: 96 - 8423 : Zascosium Ingot: 96 - 8459 : Aluminium Powder: 48 Can you tell me what the number after the decimal point "Cobalt Ingot: 124.8" corresponds to?
These are all the resources required for the turret and its components. For example, if the turret requires 8 parts of X, but 10 parts of X are produced per ingot, then the turret requires 0.8 ingots.
(sorry trad google) However, without wanting to be a pain, I created a script that transfers resources for a CV laser turret, but when I want to build it, it lacks resources for 8 power coils and 12 advanced capacitors. It's the same script as before, with the added feature of the transfer working correctly. This works correctly for simpler devices like 'prometium hydro cell'. {{~set 'I' '1639'}}<size=50%>Item : {{@root.Data.I}} - {{i18n @root.Data.I}} {{#resourcesforid @root.Data.I}} {{#each .}}- {{@key}} : {{i18n @key}} : {{.}}{{~set 'Qte' (calc . '+' 1)}} {{#itemlist @root.E.S.Items @key}}{{#move . @root.E.S 'Prepa' (int @root.Data.Qte)}}{{/move}}{{/itemlist}} {{/each}}{{/resourcesforid}}</size> <size=50%>Item : 1639 - Light Laser Turrets (CV) - 8456 : Titanium Ingot: 68 Transfert : 68 / 69 Transfert : 1 / 69 - 8269 : Iron Ingot: 42,2 Transfert : 43 / 43,2 - 8418 : Silicon Ingot: 156,1 Transfert : 156 / 157,1 Transfert : 1 / 157,1 - 8420 : Copper Ingot: 245 Transfert : 245 / 246 Transfert : 1 / 246 - 8427 : Carbon Substrate: 144 Transfert : 145 / 145 - 8417 : Cobalt Ingot: 124,8 Transfert : 124 / 125,8 Transfert : 1 / 125,8 - 8419 : Neodymium Ingot: 176 Transfert : 176 / 177 Transfert : 1 / 177 - 8422 : Erestrum Ingot: 96 Transfert : 96 / 97 Transfert : 1 / 97 - 8423 : Zascosium Ingot: 96 Transfert : 97 / 97 - 8459 : Aluminium Powder: 48 Transfert : 48 / 49 Transfert : 1 / 49 </size> <size=50%>Item : 8517 - Promethium Hydrocell - 8398 : Promethium Ore: 2,5 Transfert : 3 / 3,5 - 8540 : Water Container: 5 Transfert : 6 / 6 - 8269 : Iron Ingot: 1 Transfert : 2 / 2 </size>
Presumably, the other effect comes into play here—for example, 2 ingots of X produce 6 items of Y, but the turret only needs 3 of type Y, so just 1 ingot. However, if you build Y, you need 2 units of X, and if X is already being used for other things, that won't be enough anymore.
- Is it possible to recover the signal from a radar? (without C# routine) In idea, I would like to save energy on my ship and therefore deactivate the weapons and activate them automatically when the radar detects an enemy. - Is it possible to change the state of a Control Panel/Signals?
It is possible, but the server operator would have to change it in the save game script themselves. Since this would generally be considered a cheat, I can't make that change in the script across the board.