Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
for exemple:
the event controller is set to watch a cargo container, if it is equal or more than 50%.
if you create the event controller and set this, and the cargo is already above 50% it will not trigger.
if the cargo is 30% full, you switch off the event controller, now the cargo is 60% full, you switch the event controller on, it will not trigger.
it only triggers when it is on and the event it is controlling happens.
The thing to remember as pointed out above is when first built/setup they are in an inactive state, it isn't until their event condition is triggered that they actually do anything.
So once I build mine, I undock and redock to make sure it's working.
My goal was to :
if merge block = merge
then
lock connector
end
It was supposed to be used for rocket powered missile.
But for some reason the merge block estate is not as I thought. When the merge block is ready or close ( yellow lights ) it send a signal to "I don't no what" and lock connector instead ( on the same small grid and next to each other ).
So to get rid of this I switch connector on/off instead just before merge block lock itself.
I should do more investigations to see if it is my saved game issues or bugged merge block or mods.
thank you for answering
If you then unlock the connectors when launching, that trigger won't act immediately again because there's a delay on connectors 'ready' state after they disconnect, so it won't interfere with the launch sequence.