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http://steamproxy.net/workshop/filedetails/?id=865480525
Why the recompile not recognizes the panel again, I don’t know. Can you tell me the mod you are using, please? Do you use ‘mixed’ panels on your I-panel?
The script is intended to blacklist rotors – it’s one of the key features, because it should work without setup. Most scripts use naming rotors, but that’s exactly what’s not the intention. But if you have a concrete idea how to make this better just tell, maybe I can change this.
recompiling the code would tell me. that it creates a new solar panel, but wouldn't rotate. even if would give the rotor rotation the code would just set it back to zero.
one of them is this:
http://steamproxy.net/sharedfiles/filedetails/?id=309728394
which tbh every solar panel lover should have, which saddly breaks the game if used with another solar panel mod.
the other is these.
http://steamproxy.net/sharedfiles/filedetails/?id=425514695
well a way that might simplify it. is lets say i make an I solar panel. i would make it, then go into the costum Data or the Rotor and write (or name i) {I Solar} or something like that. your code would detect, its an I solar panel, and do what it does, which is awesome. With the T you would have the T Rotor Base and T Rotor top. making T panels with multiple solar panels (like that prev guy) easier since. it would treat every T top like a T top.
idk if your new to programming or your expirienced with this. but that is the way i would do it if i had alot of expirience.
Good luck with your program.
All this will be easily possible after one can access the maximum power output of the panel type (this is different from what’s written in the panel’s info). But that’s related to the API, so no influence on this. :(
The script sets the rotor’s velocity to zero if at least one panel has a relative output below the threshold. (In the past rotors, etc. could break easier if they were offline, that’s why I change the velocity instead.) Maybe there is still a modded panel, which gives the script a relative power output greater than 1?
This was exactly what the script should not do. There are many scripts with this behaviour, why I wrote this script. It has a different approach to find panels by matching a pattern of rotors and solar panels. But thank you for the feedback. :)
Empty world with just the affected station spawned:
http://steamproxy.net/sharedfiles/filedetails/?id=915978436
I unchecked the box and it worked as it should.
When and why would I have done that?
rages quietly
ᵀʰᵃᶰᵏˢ
It’s a feature and restriction in the end. Imagine you have a base with a fixed solar panel attached with some of the panels from the script. There is no general indication what grid is the panel and what is the base. This basic definition makes ‘thinking’ in panels much easier.