Space Engineers

Space Engineers

CAMP | Construction & Assembly Material Processor
正在显示第 11 - 20 项,共 75 项条目
< 1  2  3  4 ... 8 >
更新于:10 月 9 日 下午 9:18
作者:ΔŦØΜ

CAMP Mod v7.4 - Patch Notes

🔧 Critical Fixes
Fixed: Assembler Inventories Not Being Scanned
  • CAMP blocks now properly detect components stored in assembler output inventories
  • Works with both vanilla and modded assemblers
  • Components are counted correctly without double-counting or including raw materials

🎯 What This Means For You

v7.4:
  • Components in assembler outputs are now available for welding operations
  • Much more reliable operation in multiplayer and automated factory setups

🔄 Compatibility

  • Fully backward compatible with existing blueprints and saves
  • Works with modded assemblers and production blocks
  • No configuration changes required




These changes significantly improve CAMP reliability in dynamic multiplayer environments and automated factory setups where inventory contents change frequently.

更新于:10 月 7 日 下午 8:50
作者:ΔŦØΜ

CAMP Mod v7.3 Patch Notes

    []Fix: Welders now immediately abandon targets if required parts are missing, preventing stuck welds. []Improvement: Added a timeout: targets are released if no weld progress is made for several seconds and parts are unavailable.
  • Reliability: CAMP blocks no longer wait indefinitely on unweldable targets.

更新于:7 月 8 日 下午 11:02
作者:ΔŦØΜ

更新于:7 月 8 日 下午 10:51
作者:ΔŦØΜ

Incremented mod version

更新于:7 月 8 日 下午 10:46
作者:ΔŦØΜ

## Summary

Here's what changed:

### Previous Logic (Problematic)
- Only throttled when **no components were available at all**
- If you had even 1 steel plate, it would continue rapid scanning even with no targets
- This still caused performance issues when components were available but no blocks needed work

### New Logic (Fixed)
- **Always throttles when best effort welding is enabled** and no current target is found
- Uses a **30-second minimum interval** between scans when no targets are available
- **Doesn't matter if components are available** - if there are no valid targets, it throttles
- This prevents the scanning loop regardless of inventory contents

### Key Changes Made

1. **Removed component availability check** - the throttling now applies whenever best effort welding is enabled and there's no current target

2. **Renamed variables for clarity**:
- `MIN_SCAN_INTERVAL_NO_COMPONENTS` → `MIN_SCAN_INTERVAL_NO_TARGETS`
- `_lastNoComponentsScanTime` → `_lastNoTargetsScanTime`

3. **Updated comments** to reflect the new behavior

### Behavior Now
- **With components + no targets**: Throttles (30-second intervals)
- **With components + valid targets**: Scans normally
- **No components + no targets**: Throttles (30-second intervals)
- **No components + valid targets**: Scans normally (though targets won't be workable)

This should completely eliminate the sim speed drops when best effort welding is enabled, regardless of whether you have steel plates or other components in your inventories.

更新于:7 月 8 日 下午 10:42
作者:ΔŦØΜ

## Summary

I've successfully implemented a solution to fix the issue where two separate CAMP blocks (one in weld-only mode and another in grind-only mode) could target the same block, creating conflicts.

### The Problem
The original claiming system only tracked which CAMP block owned a claim to a specific block, but didn't consider what operation that CAMP intended to perform. This meant:

A camp trying to grind and another trying to weld could perform work on the same block causing an infinite loop.

更新于:6 月 19 日 下午 9:21
作者:ΔŦØΜ

更新于:6 月 19 日 上午 1:57
作者:ΔŦØΜ

更新于:6 月 18 日 下午 11:45
作者:ΔŦØΜ

更新于:6 月 18 日 下午 6:47
作者:ΔŦØΜ