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@krypt-lynx
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This can simplify the schemes that use the operators

@alex-lawson
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This would make sense, but it would require major changes to the way data wires work. I am planning to rework some aspects of the logic system in the future, so I'll take this into consideration, but it's not something that can be done simply right now.

@krypt-lynx
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Can I work on this improvement? This may requare dataware api internal logic changes.

@alex-lawson
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You're certainly welcome to work on it, though I can't promise we'll use your solution. I'm interested to see how you'd approach this.

@krypt-lynx
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Idea is to use two state tables: current and future values. All changes will be in one file. But in best way it require analog of main function for global scripts.

@krypt-lynx
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Ok, this issue require global persistent data storage for correct realisation.

I have two solutions for this, but first is too buggy and second is too tricky:
First solution sensitive to objects ids sequence and don't use any global storage.
Second use object with id 1 for data storage. It is "invisiblelight" object (\objects\generic\invisiblelight) on the ship. In fact, i'm searching first proper object. Seems, that ship's cell never be unloaded from memory, while game running. This solution works on my PC, but require some testing on other configurations and in complex with ship mods.

I'm prefer second solution because it can be used for improving existing APIs. Store pipes graph, for example.

P.S.: Please, reopen this issue.

@alex-lawson alex-lawson reopened this Apr 21, 2014
@krypt-lynx
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I did used _ENV.math for store data between objects

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4 participants