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Regarding assemblers and refineries, all of them are supported. Not just the vanilla and DLC ones, but even the modded ones. The script restrictions are specifically related to items.
Thank you!
Thanks Modder!
The guide has also been updated.
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Ура, наконец обновление прошло испытание! Так что встречайте версию 2.0.
Руководство также обновлено.
Добавил все итемы из последнего обновления и поддержку Personal Shield Generators
Так же сделал EN руководство и выложил на GitHub
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Script updated!
Added all items from the latest update and support for Personal Shield Generators.
Also created an EN guide and posted it on GitHub.
explicit is better than implicit i get that. For the most part i think it would be beneficial to stick to that, performance and stability wise. Otherwise i have seen scripts that get in the way of other scripts trying to do the same or the opposite which may end badly. The only argument against this approach would be ease of use, where someone using your script expects convenience which depending on functionality maybe still could become higher priority later on, to counter such expectations though, your philosophy and intent could be somewhat put in the discription.
Anyways when i start up a new game, i will give your script a go :)
About cleanup assemblers, I thought about transferring items to any container, but then this goes against the idea that the script interacts only with blocks that have the required tag in their name. And items are transferred only to certain containers.
"How (if) would it handle overflow..."
No way. If the container is full, then items are not transferred to it. Therefore, I usually make a buffer container immediately after the drills and before the main conveyors network.
"function searches for items in all available blocks"
Available blocks - means all blocks with a tag in the name, they can also be a subgrid.
"Does it splitt production..."
The script simply adds the required number of items to the queue (assembly/disassembly). If you have Cooperative Mode configured, it will work.
"Does it give me an output screen..."
It is planned to display information on displays, but I can’t say what exactly will be displayed and when.
would it be practical and could it be done performant to include all containers so wrongly placed stuff would be redirected (i want all those x type(s) of ore in those containers, while keeping a certain amount of munition in that small cargo container and the remaining munition in that large cargo container
How (if) would it handle overflow created by mining and/or refining?
"function searches for items in all available blocks"
does that include docked gride, also for other cases like the first one mentioned
Does it splitt production and aswell disassembly ques between the available assemblers?
Does it give me an output screen as overview of what i have in comparison to what i want and therefor is in production or disassembly? Including a visual indicator of overflow or having not enough of certain raw or refined materials so someone going out to gather ressources knows what is needed.