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https://steamcommunity.com/sharedfiles/filedetails/?id=3174347450
it has plenty cpmments and detailed instructions. Its power manahment and solar tracking based on that commands and works pin free.. play with it.
loads the TEMPERATURE value of the gas Sensor labeled mySensorsName into register 0 using MAXIMUM function ..all example lbn lines are equal and doing the same
sb and sbn use same format as s
Memory is an alias for the prefabHASH in this example
*batchMode is a parameter equal to 0, 1, 2, or 3. These are also defined as the constants Average, Sum, Minimum, and Maximum respectively. The word or number can be used.
reference
https://stationeers-wiki.com/MIPS
I am perfectly aware of how to use the batch name commands to find things. I am specifically looking for alternatives. Finding things by name in an unsorted database is slow. I am hoping to be able to find things by device ReferenceID *with the assumption that those might be faster to locate in the database due to potentially being sortable.* If they are not sortable, then the answer to my question is a simple no, which would be fine, I am merely curious.
You got the choice of either using pins or lb(n).
Guess I am running the lowest spec hardware here all around, I dont see or notice an issue here. My IC´s codes all do their jobs inside one tick, (0,5) sec, whats seldom required by the given tasks btw. (i even add yields and sleep commands). Your code wount update faster than once a tick. Cant see the issue.
so for example if the REF id of a pump is "$AD4F" then you define and use it as this:
define pump $AD4F
sd pump On 1 (or whatever)
this is how you can add devices without using the batchcommands
Oh yes, this is exactly what I wanted! I will begin messing around with this very soon. thank you! I tried something similar and it did not work, I did not realize there was a different command.
Yeah it's not about that. It's about making sure it does only take one tick. If you have a lot of things to do all at once, each line of code takes time to process, and according to information about the yield command, the game only will process 128 lines per tick anyway. Additionally, if the lb(n) commands are as slow as I've heard, using them frequently can cause the connected scripts to actually not finish in a tick.
Clearly this won't apply to many people, and I did admit in my original post that this was merely curiosity on my part. As I am a programmer professionally, I was interested to see what ways I could optimize or restructure various tasks. This could very well be slower, but my goal was to learn and try something new, not to accept 'good enough.'