Version 2.6.3
by SBytes
<< Info >>
General purpose item retriever.
Intended for early game - midgame. For a much larger throughput, alternative logic is advised.
- Allows (max) 9 units to be controlled at once.
- Features 4 item types with individual item caps for units to retrieve from core.
- Features 2 item types for units to return to core.
- Deflags and unbinds units when every item caps are fulfilled or when inactive for longer than specified time
- Built-in resource saver (configurable)
<< Usage >>
1. Edit processor
* unitType = Unit to be used for delivery
* unitAmount = amount of units to be used
* maxInactiveTime = maximum time (in seconds) for processor to be inactive before unbinding
* minRes = minimum resources (item1-4) required in the core before taking (requires a flare or mono to function)
* item(1-4) = items to be retrieved from the core
* max(1-4) = respective item(1-4)'s maximum amount to take
* item(5-6) = items to be returned to the core
* min(1-2) = respective item(5-6)'s minimum before returning to core.
2. Link to a single container/vault/building to supply it with specified items.
3. (Optional) link to switch. Desired building must be linked first before the switch. When relinking building after a switch is linked, copy code, break and replace processor and repaste code. Breaking and replacing the processor is crucial due to how getlink functions.
4. Set "editDone" to true after properly linking and setting everything up.
<< Changelogs >>
- Use @controller for regular checks and @controlled for binding.
#YeetAttemOutOfExistence