106 lines
3.8 KiB
Plaintext
106 lines
3.8 KiB
Plaintext
Storage
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Storage is accommodated with two nodes, Storage Unit and Storage Indexer.
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Storage units can be interacted with like a basic chest, each with 32 slots,
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and visually join together when placed adjacent to each other. Units are
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generally accessed via indexers, which action all adjoining units as a
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single storage block. Multiple indexers can action a single storage block.
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Only the owner can dig or access the form of the locked versions.
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Unowned indexers can only access unowned units. Owned indexers can access
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units of the same owner or unowned units.
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UI
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Search - top left.
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List - left.
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Channel - digilines channel of indexer.
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Input - middle.
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Output - top right.
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Filter - center right.
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Player inventor - lower right.
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When the UI is accessed the storage is scanned, and its contents are
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displayed in the list. The list contains the following columns:
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Item button - pressing will place one of these items from storage into the
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output.
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10 button - pressing will place 10 of the item.
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<stack> button - pressing places a full stack.
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Count - the total number of this item in storage.
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Description - description of the item.
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Note that the 10 and stack buttons may vary in number or not appear
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depending on the requirements of that item.
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The form does not update while open. A request for more items than in
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storage will only deliver the amount in storage.
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Terms can be entered into the search field, and when enter is pressed or
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the Search button is pressed, only items whose description contains these
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terms are shown in the list. That is if they match any of the space
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separated terms.
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Any items placed into the input are placed into storage. If the filter
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is clear all items are accepted. If the filter contains items only these
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items will be accepted. Any items not accepted or that do not fit into
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storage are placed into the output.
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When items are placed into the filter a copy is used and the item returns
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to where it was taken from. When items are removed from the filter they
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are disposed of.
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Hoppers placed to the top or sides of an indexer will feed items into the
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input. Hoppers placed below an indexer will take items from the output.
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Note, when a hopper from the hopper mod is used to place items into the
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input, if the player that placed the hopper leaves the game the input will
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not be pulled into storage.
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Pipeworks tubes can push items into the input, and pull items from the
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output.
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Every 20 inputs the storage is consolidated to minimize fragmentation.
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Digilines messages
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"output <item> <count>"
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or
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{
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action = "output",
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item = "<item>",
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count = <count>
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}
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Moves the item/s to the output. If count is omitted defaults to 1. If
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the requested amount is greater than in storage, only the stored amount
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is moved. If the requested amount is greater than a full stack of the
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item a full stack is moved.
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"inventory"
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Sends a digilines message with it's own channel in the following form:
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{
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action = "inventory",
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inventory = {
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<items>
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}
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}
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The inventory key is an indexed list of items in storage. Each item
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entry is a table with the following keys:
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{
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name -- string, the name of the item, as <mod>:<name>
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description -- string, description of the item, same as in UI
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count -- number, the total number of this item in storage
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custom -- true if a custom item (has metadata), false if not
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pallet_index -- string if the item has a pallet index, otherwise nil
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id -- string, unique id of the item in storage
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}
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The description is derived from the short description, if none
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then the description, and if none then the item's name, as
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<mod>:<name>.
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Note: When sending output messages the simple item name, as <mod>:<name>,
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will work for most items, but not for custom items. With custom items, or
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to play it safe, use the table form of the output message and set the item
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field with the id field for the item from a returned inventory.
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