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An old version slipped in between me - sorry for that - this is the current latest...
Build: 3279 Mode: MP & SinglePlayer & Creativ all in vanilla Reproducibility: yes Severity: high Type: CoQ Summary: CoQ on dock/undock with...
I've seen it again and there are too many restrictions on the part of the game to make sense to use (update) this mod :-( Only the "known" galaxy...
@me777 nun, dein Script mach schon sehr viel in JEDEM Durchlauf. Vielleicht solltest du das in Phasen aufteilen 1.verschieben, 2 Auffüllen 3,......
Probably because, according to Eleon, the ID mapping information is only saved with the blueprint files. Only the "raw" IDs are on the way in the...
Es gib zwei Sachen die alle 10s eintreffen "InGameScriptsIntervallMS": 1000, "DeviceLockOnlyAllowedEveryXCycles": 10,...
It is sufficient to "drastically" increase the output and the amount of energystorage in order to operate a base with solar collectors. I wouldn't...
@Zernon The "test" command must always appear in the block {{#test ...}} ... {{/test}} , which script on the demo CV has this error?...
I'll take a look at it . Note: you can install the mod on a server so that all players can use the function
My mod is free for use, installation in the EGS or download - it should only help to make Empyrion a better game and to increase the fun in the...
In SP you have installed it in the mods folder similar to a server BUT mods are only loaded by EGS when you turn off the EAC ;-)
The recycle script command can only process what is in the ECF files for the blocks/items - everything that comes to nothing there is discarded....
Mods like these https://github.com/GitHub-TC/EmpyrionScripting https://empyriononline.com/threads/mod-ext-empyrion-scripting-scripts.92458/...
Du kannst auch einfach über das 'N' das "Verbinden mit Basis" anwählen und danach die Solarzellen einfach in der Nähe in die Pampa setzen ;-)
Wenn du die Solarpanele nicht per ECF-Configeinstellungen geändert hast taugen die sowieso nur für ein paar Lampen - aber für die Ausrichtung...
Client in MP without EAC is not recommended !!!!! The mod has to be installed on the server,
Ok then I know - thank you - unfortunately the function is unusable for me and I will have to stick to my implementation
Sorry, but THAT can only be a bad joke - when the player enters a playfield, the game has better things to do than read in such static information.
The function is probably not yet available when loading the mods - even the DemoMod started in the PfServer leads to the error -->
It works in Dedi (Dedicated_210317-115746-93.log) Note: but the block mapping is empty :-( but not in PfServer (Playfield_210317-115756-30.log)...