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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)...
GetBlockAndItemMapping doesn't work from a playfieldserver mod
Remember that the IDs for custom blocks (e.g. used in the ReforgeEden scenario) can be different from one savegame to another. These would have to...
Die Datei liegt in der Hoheit des PF Servers, da hat die Mod keine Verbindung zu. Dazu kommt das ein PF Server mehrere Playfields bearbeitet und...
Here is a 'small' example - change the door lockcode dynamic in the "Lost Colony" [MEDIA]
ElevatedGroups are also allowed to use commands that are otherwise only reserved for savegame scripts. For example "create" items in boxes.
At the moment it doesn't work with the new galaxy - I'm working on it. The characters are / and \ but in a json text the \ must be escaped as \\
It's not about your mod but the statement that you can simply run the game in coop to get the mods to work. this is only true for API1 mods but...
Let's see ... I'm slowly starting to have fun dealing with the "Pathfinding Algorithm" - maybe give me 1-2 weeks ;-)
For example, my scripting mod has the setting ModTargets: PfServer,Client because it hast to be work on single player settings and server...
for example my scripting loaded by the dedicated coop AND the client that runs on this computer - so two instance of this mods ar doing the same...
- ElevaedFactions can defined in the configuration.json