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Сообщить о проблеме с переводом
However, please do note that I am not trying to force you into doing that. Also, if you do decide to contribute to the code, please be aware that all code you contribute will be published under the project's license, which is currently a BSD 3-clause [github.com].
If you enter an incorrect component name, usually compilers will give you real useful stuff like "An instance is not set" or "Something went wrong". To increase user friendliness, the author of this script has made sure his script searches through the available groups. If the correct is found, all is well. If not, it outputs a more useful message like "The script cannot find your group name."
Points for useablity, but when the game then goes and breaks it, I feel the better option for the time being, is to simply comment out those lines of code, so that the script actually works - because it does a good job, once it's allowed to. :)
The problem is with the way the script searches for groups of components. But we don't actually need that functionality. So set the property that the solar panels is a group to false, and point to the rotors individually rather than as a group name (like "Rotor 1","Rotor 2").
Then click Check Script and it'll give you four lines with errors. In those lines, the script searches for groups with the name you entered, to give you useful information about why the script fails. Simply comment out these two entire blocks of code (every line) including the full {} containers they are in, and presto - script runs and works.
The only functional loss of not using a group for solar panels, is that the power output will be listed for one panel. To mend this, just multiply your variable by the number of panels.