Comments (9)
The only one that needs to inherit that is the oxygen farm, the rest aren't toggleable and shouldn't inherit that until they can actually be toggled.
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Digi, Action Enabled (to togle them on/off) is inherited from MyFunctional block.
Try to change MyTerminalBlock to MyFunctionalBlock, and MyTerminalBlockBuilder to MyFunctionalBlockBuilder on mentioned objects ... now you can turn them off.
There might be reasons behind this, that's why i posted it as issue, and not pull request with code.
from spaceengineers.
So this thread is about adding on/off to the blocks ? You could've just said so XD
I do know that interface adds the on/off actions and Enabled field but implementing doesn't mean the block's code will respect it, which is why the title approach was confusing.
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i see what you are getting at ... might need to recheck
still having ability to turn off control panel, button panel or control seat is imo necessary.
as for disabling all power sources on grid ... that's another mater.
from spaceengineers.
seems there is issue with one block, that block is Control Panel.
changing builder didn't help, so i checked out further and found out, that this block (and this block is only exception) has TypeId set to TerminalBlock and subtype to ControlPanel or SmallControlPanel
If i change TerminalBlock to ControlPanel in cubeblock.sbc, i can also disable ControlPanels (desired functionality), but problem is, that changing definition in cubeblock.sbc effectively breaks world, because in world file are Control Panels defined as TerminalBlock, while with new (corrected) definition, builder requires them to be TypeId ControlPanel and subtype ControlPanel (maybe this should be changed to LargeControlPanel, to follow canon of other blocks) or SmallControlPanel
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I've changed title, since object builders can override "Enable" attribute, but blocks in first posts in fact doesn't have this attribute in first place, due inheritance.
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Adding all refinery/assembler upgrade blocks to list
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proposed batch to rectify this issue - not sure about control panel issue tho' (have two in definition, to not break old saves)
https://github.com/mexmer/SpaceEngineers/tree/block-template-changes
from spaceengineers.
i've been poking around it more, and for control panel On/Off switch atm. doesn't have much sense.
If switching off control panel remove access to terminal, then it would make sense ... you just turn panel off, but with current implementation in doesn't matter wheter panel is on or off
for ship controller that's a different story tho' you can "board" ship controller (cockpit/seat/station) in Off state, but controls doesn't work, you need to turn it on.
oxygen farm seems to be fixed in current code (partially)
for upgrade modules again On/Off makes sense, you can make assembler/refinery management script, that might (if needed) turn module off - probly will not do it for power eff module, since this module has no drawback, but for production it might be worth.
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