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I've tried to change the script to do this, but I don't really know how to add a delay and because of that sometimes the doors won't turn on fast enough and the script can't close them.
Basically I had simply made a new function to turn doors on and off after waiting 10 ticks.
If you try doing it before and after Open_On or Open_Off, it bugs out the airlocks, the doors will still be in their last state but the control panel will have them registered as opposite of what you see... It's a mess :P Its just a lot easier to place a pause in there before doing it.
Should be pretty simple to do, if you need any help or code sniplets, let me know, though I'm more than sure you're capable.
Been a long time since i've coded and first time looking at it within SE, so please take this with a pinch of salt.
The exact time the oxygen loss occurs is when the button is pressed to cycle. The door closes as the vent is set to depressurize. If you wait a few seconds after the inner door closes and then you let the vent go to depressurize mode, the oxygen in room A will stay. I'm assuming this is an old oxygen glitch in the game.
My question is, can you, or is there a way I could insert some kind of delay, so that the inner door closes, waits for 3 seconds or more, and then the depressurization occurs. When trying to do the opposite from space, the delay is not necessary. So far only trying to leave an oxygenated environment to head to space, this loss occurs.
The LCD Script lists all blocks with the same name.
What I am asking is if it would be possible to have a setting to "comment out" part of the block name. e.g. Airlock 1 Outside -Door- so your script would work even though blocks end up with different names. If that is way too complicated, it's fine. Your script is great in any case ;)
I don't understand what you're asking, special word that ignores what exacly ? My script doesn't list blocks on LCDs so I'm not sure how that will even help.
It sounds like an issue with your LCD block list script, that one needs to only read one block and not all of them with the same name.
Now, one small question: Would it be possible to set the Airlock ID in a way that there is a special word that is just ignored by the script?
The reason is, I use LCD Displays to monitor the status of my Hangars. When I use this script with Hangar doors I end up with a HUGE list of blocks on the Status Screens, though I just need to see one. Maybe the script could read an alias Airlock ID or just ignore a certain word, so I could set up one of the doors for my monitoring without affecting the scripts work?
ventDepressurize[0] = true; // Closing inside door
ventDepressurize[1] = false; // Closing outside door
ventDepressurize[2] = false; // Opening inside door
ventDepressurize[3] = true; // Opening outside door
Otherwise it will pressurize any room outside, if that is pressurizable. If that is not the case you can probably ignore this.
I am glad you are awesome and implemented some of my idea's :D
I also changed the default ventDepressurize setting for going inside from depressurize to pressurize because it relies on that variable to tell what you want the airlock to wait for, seal or depressurization.
Let me know if you find any loopholes that need some failsafes :P
@Morphik
I also tested it on your published workshop world, it now works nicely with the hangar doors :P
I'm not sure what you're testing but when I press the button to close the small doors it does wait to depressurize and then opens the hangar doors.
You can see this effect in larger scale by making a larger airlock room that depressurizes more slowly, you'll see that the script does not open the doors until it's depressurized.
But there is another problem there, when you close the hangar doors... the script needs to wait for the room to start pressurizing before opening the inner doors, which is something I need to add xD
This is my world with the Airtight Hangar Doors, not working with your script.
http://steamcommunity.com/sharedfiles/filedetails/?id=427837262
Airlocks without air vents will work as before (or if you disable the feature).
I also added a failsafe in case oxygen levels don't drop for 2 seconds.
And I've updated the screen text to include oxygen level if applicable.
Well an immediate problem with that is when you don't have any space in your oxygen tanks to store the air from the room, that would cause the airlock to never open =) Not sure how to handle that scenario.
Hmm, any errors in the PB?
And can you tell me what type of blocks do you have on the airlock and how many airlocks ?
i've got the variables set to 5 seconds, but i think it would be better to use the timer to tell the script how long before activating vent, then checking the room pressure each script run until it reaches desired levels, then open the next door. (just a thought)..
I will update my script today and let you know if its still happening. if it is, i can grant you access to our steam group and get a first hand look.
@oseriduun
The script already has 2 variables to control the duration of each way, going in or going out, did you see those ?
And due to the recent update, please re-test that depressurize status if it still seems wrong and if it does can you share your world or a blueprint or something so I can replicate it ? :}
also worth noting is that the script says 'depressurizing' when your actually pressurizing the room (closing outer, fill air, open inner)
I wanted to do that long before but it doesn't work, it needs a delay between powering on a block and triggering the open/close action which would make it highly complicated considering it can work with variable triggering options and such :P
A simple solution is to not share the door blocks, that way only you can directly use them.
@patrick2160
Read the code and the comments at the top, there are 2 variables to set delays between closing and opening doors.