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Dictionary<string, object>
to
IReadOnlyDictionary<string, object>
it should be only 2 places, one in the field and one in the As<...> method.
I've also fixed the lack of terminal refresh which apparently I broke back in oct 2023 with an inverted check, ops xD
You are right that the problem is in my world. I went into Sandbox_config.sbc and moved ur mod to the top of the list, so it will load first (I assume). And that made the double field problem go away. The weird thing is that if I now move it back to the bottom, it doesn't double up anymore.
Thanks for pointing me in the right direction
Can you send your world?
I do get the issue with controls not adding but that is from a lack of realtime refresh, which is a new game bug in 205 (was reported by other modders that have the same problem on their mods).
You can force a refresh by clicking the block again on the left terminal list.
And I found a workaround to fix it. It's weird, game is triggering some terminal code on removed blocks.
The way to get it off the screen is for me to fix it.
And to fix it I need the error details which are in the file that the error asks you to send :P
Use any text sharing service, like pastebin.com for example.
Normally any error in mod code would crash the game, but I opted for this handler that replaces them with red messages to not be as disruptive as a crash while still letting people know there's something wrong... also catching errors is bad for performance and it can leave the code in an unknown state, so I can't just ignore the error.
I dont think ive ever even used control module...so not sure whats causing it or how to get this off screen.
If neither commands do anything then the mod itself isn't working, if it's added to the world then it's most likely download corruption, see fix: https://github.com/THDigi/SE-ModScript-Examples/wiki/Fix-download-corruption
Created a fresh save with only CM and the weapon mod installed, the bug persists here. Using the "show behavior in hud" feature reveals that CM isn't picking up the input while in the CTC.
This works brilliantly from a seat or from the remote control, but doesn't work in the CTC. Is there a workaround? Oldschool gyro turret?
Hopefully I didn't add any new bugs with all that code shuffling around =)
I guess I can remove them from being log&HUD errors to being an error in the terminal, but not much else I can do, I can't ignore these errors, it's up to the player to decide if they even care about this PB to have control module or not.
[18:56:47] Initialized
GameMode=Survival
OnlineMode=OFFLINE
Server=False
DS=False
Defined=STABLE,
[18:58:34] ERROR: Failed to save settings on 'AgonBase1_PB1_IIM': failed to parse CustomData (before --- divider)
[07:56:00] Initialized
GameMode=Survival
OnlineMode=OFFLINE
Server=True
DS=False
Defined=STABLE,
[07:57:17] ERROR: Failed to save settings on 'Inventory Programmable Block': failed to parse CustomData (before --- divider)
[07:57:55] Unloaded.
I'm running Isy's Inventory Manager on that PB.
The changes are in a separate mod for now, try it in your builds and let me know if there's issues or if it all works for you :}
https://steamcommunity.com/sharedfiles/filedetails/?id=3036873243
Can you try only this mod in a new empty world and see if it still does or not, if it doesn't then it sounds like it's one of the other mods and would be nice if you can narrow it down, like clone the world, remove half of the mods, see if it's still broken then remove half more and etc.
Like [Gunner] or something.
So how should I achieve this?
On the Timer Block do I set the cockpit name I'm sitting while controlling the CTC?
It would be better to set the name of the CTC (I want this Scroll Up/Down to trigger only when controlling this particular CTC).
Thanks!
I wanted to use the custom turret controller to control left/right, up/down and then still be able to use the scroll wheel to control a piston.
Thanks
If you program the entire behavior might as well just leave the PB running all the time, reading inputs and storing its pressed state so you ignore subsequent detections, then reset that state once the input is gone from the dictionary.
And you can optimize later by making PB turn off self-update if cockpit is no longer controlled, re-enable self-updates when PB is ran by mod.
If you need help programming it, #programmable-block in keen's discord can help :} Do mention that you're interfacing with a mod, but the mod part is not that complex if you just look at the inputs dictionary as "currently pressed inputs".
Alternatively, you could also try mechanical keybinds mod, I've never used it so I dunno if it can do what you want better, but try it: https://steamcommunity.com/sharedfiles/filedetails/?id=2267007067
I want to controll 2 rotors with WASD, but not holding the keys, but instead if I press "W" once it should increase velocity and if I press it again, it should reset it to 0.
I can't make it work, because I don't understand how to setup the triggering behavior.
If i set it to
Me.SetValue<int>("ControlModule.InputState", 2) //release
It seems to not find the pressed input in the inputs dictionary, when triggered on release.
inputs = Me.GetProperty("ControlModule.Inputs")?.As<Dictionary<string, object>>()?.GetValue(Me);
Also I would like to control 2 hinges and 1 rotor with mouse (with "leftshift" pressed as requirement), but that seems to need a different triggering behavior.
Can I use two Programmable Blocks with two different scripts (keyboard controls, like desribed at top; and mouse controls) ?
I did add a link to another mod that makes PB's inputs reliable for MP clients tho :}
If I have any issues working this mod I'll check out the guide and hopefully get these legs moving first.
Thanks mate.
Vanilla programmable block can also get movement and rotation inputs but they only work if you're in a cockpit that would be able to fly the ship (I also have a mod to fix that for MP).