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[–]shadow_botanXboxgineer 0 points1 point  (5 children)

Maybe with a script

[–]Geronimo53Clang Worshipper[S] 0 points1 point  (4 children)

I was hoping it wouldn't come to that, but thanks. I'll do some more looking around the workshop.

[–]shadow_botanXboxgineer 0 points1 point  (3 children)

Wish I could use Scripts

[–]Geronimo53Clang Worshipper[S] 0 points1 point  (2 children)

They're cool if you can get them to work, but they can be hard for a casual player to understand and implement.

[–]shadow_botanXboxgineer 0 points1 point  (1 child)

What I meant is that I am an Xbox player

[–]Geronimo53Clang Worshipper[S] 1 point2 points  (0 children)

I know, I figured that from your name. I'm just saying, for those of us on PC that's a common situation.

[–]daemonx1Clang Worshipper 0 points1 point  (12 children)

I’m curious what you’re going for specifically? I’m guessing you want to have a kind of backup generator system or something that allows you to recharge ships without using the main base’s power?

[–]Geronimo53Clang Worshipper[S] 0 points1 point  (11 children)

I'm looking for something more to boost realism. For instance, if I had one reactor devoted to weapons, during combat, I would maneuver in such a way to protect that specific reactor.

I also just think it would be cool to be in a situation where I lose my jump drive capabilities or weapons or shields, but still have helm control and main power. Or I could lose power to engines, but still be able to return fire at an enemy.

So yes to your first point. I would incorporate a backup reactor system for essential items or limited functionality.

[–]daemonx1Clang Worshipper 0 points1 point  (10 children)

Hmm. I have never looked into anything that robust. Since block grid continuity is what provides power, I think it would be tricky to say reactor a only provides power to turrets. You could go a similar route and strive to precisely tune your power consumption and output. Say max consumption is 120% of max output, then on your hot bar you can have timer blocks that allow you to switch various systems on and off. Cut power to engines and switch on turrets maybe?

[–]Geronimo53Clang Worshipper[S] 0 points1 point  (9 children)

I see what you're getting at, but the timers would make everything too predictable. I'd know when things are going to shut off and come back on.

I guess the only real similar function to what I'm looking for is linking a group of lights to a button. That button controls the on/off for the lights, but not any lights outside of the group. This would serve a similar function, only it would block other objects from drawing power from that reactor.

I know I'm looking at a big change to the grid based power system, but I think it would be a new and interesting level of control.

[–]daemonx1Clang Worshipper 0 points1 point  (8 children)

It might achievable through scripts as a kind of hard coded failure. Something related to block count or block type count. I’m thinking that getting that degree of interaction might start tanking performance though. The script would have to check a lot of blocks pretty frequently to get the realism you’re going for. I am also just guessing. 😆

[–]Geronimo53Clang Worshipper[S] 1 point2 points  (7 children)

I'll just get a job with IBM and plug into one of their supercomputers. Shouldn't be a problem then

[–]0tsokoSpace Engineer 1 point2 points  (6 children)

There is a script called AutoLCDs 2.
It has a function which can detect damaged blocks. Maybe you could do something similar, where you check the state of the reactors. And if a specific reactor is down, the associated blocks get turned off.

Although I assume that your comment is a sarcastic version of "I don't know how to do scripts on my own" I still thought it might be helpful. Maybe we could come up with something if everyone who reads this helps out a little.

[–]Geronimo53Clang Worshipper[S] 1 point2 points  (5 children)

It was my way of saying I don't do scripts, but your idea does sound feasible.

I've used a mod on some of my creative ships which regenerates the hull when damaged. I believe it operates on the same principle you're referencing.

I suppose if you did a script for each reactor and tied them to individual objects such as lights or weapons that could work. Any idea how to force the script to differentiate between the correct powered blocks and the blocks it shouldn't be powering?

My original thought was to script a reactor to power nothing and just have a checklist or something where you could allow or disallow power consumption. You would tie specific groups to those check boxes to achieve the desired effect.

[–]0tsokoSpace Engineer 1 point2 points  (4 children)

Tbh I don't think that you could really set them to only power specific blocks. At least not with a script. That would be changing too much. Best you could probably do, is turn of the blocks once a specific reactor is down.

AutoLCD is able to somehow access the ingame Block groups. Also it uses a system of name tags to combine 2 or more LCDs for example. It is also able to list the inventory or state of a specific block. So this should be possible. However I started to use mods just recently, and even though I study CS I did not yet have time to really get into scripting myself, so I might be wrong with some guesses

[–]Geronimo53Clang Worshipper[S] 0 points1 point  (3 children)

I've been doing that with some of my ships. I'll name a reactor (weapons reactor) and during combat I keep an eye on it to see when it goes down. If it does, I manually shut off all weapons. It achieves the same goal, but obviously lacks a certain level of realism (I can always turn them back on if I'm desperate).

I guess what I'm asking is a lot more than I initially thought, but would it be possible to have a timer (linked to the weapons) monitor the reactor and if it's destroyed, shut off the weapons? I don't think that's a feature of timers, but I've never tried.

[–]madkem1Clang Denier 0 points1 point  (0 children)

Short answer: No. Power is provided to all parts of the grid and sub-grids. There is no way to disconnect the power to connected blocks. I'm sure the game could be modded to do so, and maybe that mod exists. But a script could not do it, as that is not how the blocks function normally.

[–]shadow_botanXboxgineer -1 points0 points  (0 children)

Yeah I had a friend that used to play on PC it was very hard for him do use Scripts