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I usually just have the sensor on the floor next to or in between some of the solar panels. You can even leave it floating in the air by removing the wall or frame you used to mount it, if you like.
Dragon Fire, I have absolutely no idea what the library issue is, sorry. I'm glad you were able to get the script working despite that problem!
I've un/re-subbed several times, restarted the game several times, and manually deleted the workshop files to no avail. Luckily as a work around I was able to copy the code from the workshop file and paste it in the IC editor.
Golden Dragon, I know what you mean, I do wish I could've added that option. Maybe if we get an ability to put more code into an IC again in the future I might revisit that!
If screwing not needed for other parts, in my opinion it is logical to remove it at all
But I understand both your position and your pain over the limitations of IC, so no means no :)
The script was already over the capacity of the IC10s. In the past it wasn't enforced -- you could put in as much as you wanted -- but now it cuts it off at 4kb. I had to strip out/abbreviate a load of comments to get it under the limit.
It was also hitting the instructions per tick limit, and I already had to scrap one nonessential feature and switch the loops to less legible, harder to maintain "relative branching" to get everything done in 127 lines per tick!
So, while I would love to add that, it doesn't seem likely to happen. And you only ever need a single daylight sensor, so it would've been a very minor improvement anyway, of dubious utility.
If you have some solar panels connected from the east, and some panels connected from the west, you'd name all of the first set "Solar Panel East" and all of the second set "Solar Panel West" and it should just work. If it's not, either the names don't actually match, or the script can't see the panels, something along those lines, or else something weird that I can't anticipate is going on. If you're still having trouble, screenshots showing as much as possible of the setup and any changes made to the IC program would be helpful.
But one question, maybe better autoselect sensor if it only one, instead of screwing?
>WRXOace can you make some screenshots?
& PanelPortDirection 0 # Solar Panels to your correct direction, label solar panel & your done ! Simple, easy & user friendly :-)
You now have the option of placing solar panels with their bases oriented in any direction!
Instructions in the description. All it needs is a labeler.
and line 53 from 1.5 to 1
line 66 can maybe use a setting like line 10/11 for easy use
and here is the fixed code https://pastebin.com/P7vqrDbw
Changed Horizontal and Vertical variables for Daylight sensor to be local, as SolarAngle is.
Added Horizontal and Vertical outputs to Daylight Sensor. Note: -y is inverted for this, so you will not need to flip for solar settings. Existing functionality is currently not changed for the daylight sensor, and SolarAngle will respond to Mode changes as before. But it is recommended new solar setups be built using Horizontal and Vertical variables directly off the Daylight Sensor.
I know i have been having problems with this script and was wondering if this could help with any trouble shooting?
https://drive.google.com/file/d/1OChXogLwiDqe60N_lnnP69xEuDQFZHho/view
East is the position on the horizon where the sun rises. West is where the sun sets. Any compass here on Earth will have East at 90 degrees and West at 270 degrees, with North as 0 and South as 180. The HUD compass in Stationeers is, for some strange reason, rotated 90 degrees from that (the same on all three planets I've checked) and shows 180 degrees when facing sunrise and 0 facing sunset, making North = 90 and South = 270. My guess is that this is a minor Stationeers bug and should be fixed eventually.
Thanks! Glad you got it sorted out. :)
Edit: Just noticed someone else having trouble on Vulcan. :-) Thanks for a great tracker!
Edit2: It's all my fault, I missed the line that says the sensor has to be facing up! :-(
It's always possible that something has changed. They have been known to fiddle with the solar panels on beta branch, among other things. ;)
I haven't been playing much lately and haven't personally tested it on the current beta branch, but (so far) there aren't any other reports of a problem...
If your report was more detailed than "not working" I might be able to give you a more helpful answer. Have you gotten it working on the stable branch? If so, try using the beta client to load a world from stable where it is already working properly, and see if it still works or suddenly breaks. And if it does break, please try to describe how. Thanks!