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报告翻译问题






The welder's range allows you to build three missiles off of one rotor, but you won't be able to use the door as a missile bay hatch.
I got a mass of 4,778.8 kg over 29 blocks, which is counting the 4 launcher blocks that aren't part of the missile once it launches.
For each missile we're expecting to build, we'll need the following components.
Steel Plate 112
Const. Comp. 160
Lg. Steel Tube 16
Motor 18
Computer 49
Int. Plate 33
Display 2
Sm. Steel Tube 12
Detector Comp. 8
Metal Grid 24
Girder 2
Explosives 4
Power Cell 2
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3269497044
We're having alot of fun with the blueprint on our server, its awesome. Thanks =)
Groups are defined by a name and refer to blocks based on their position and don't care about the entityid. Groups are saved in the blueprint that is printed. When you print several missiles, each has a group refering to one timer on the missile and all the groups will simply be merged together. The group appears automatically when atleast one of the blocks is present. When you trigger the group, it triggers the timers on all the missiles and since it's using block position rather than entityid it just works.
The only thing i cant figure out how you did is the Fire all missiles group.
How did you make it appear automatically and automatically group all the timer blocks together to be able to fire them all at them same time without manually grouping them after printing?
Thanks!
One thing I cant figure out, what is the best way to change the threatening system that the missile targets when using Weaponcore? When I change it and blueprint it with the changes the timer block actions are all messed up on the new blueprint.
i dont know, where annoying.
Just add a defensive block and an event controller on the main grid.
(make the event controller trigger the fire timer, once a target is locked by defensive block)